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If the following calculations are correct, Resign.
Progress: (120 + 120 + 84 + 140)/(120*3 + 180) = 85.9% => 3 EXP.
Even if I killed both these enemies I would only get 3 EXP, so no point in playing it out.
Level 1:
Ancient Power
Brutal Swing
Captivate
Coaching
Confide
Confuse Ray
Counter
Curse
Double Team
Dual Chop
Echoed Voice
Force Palm
Helping Hand
High Horsepower
Mega Punch
Moonlight
Mud-Slap
Ominous Wind
Pain Split
Power-Up Punch
Quick Guard
Rain Dance
Rock Smash
Safeguard
Sand Tomb
Sandstorm
Sucker Punch
Sunny Day
Swagger
Taunt
Trick
Vital Throw
Wide Guard
Wrap
Level 2:
Arm Thrust
Bind
Close Combat
Dream Eater
Focus Punch
Hammer Arm
Payback
Poltergeist
Power Whip
Punishment
Revenge
Reversal
Secret Power
Submission
Superpower
Take Down
Supporter - Reporter
Essence of Chymstry (Venomicon-Prologue) Level 2 EXP: 00 / 10
Serious nature ( +None, -None ) Typing: Poison/Flying Abilities: Stamina Hidden Ability: Power of Alchemy
Movepool Level 0:
Calm Mind
Dazzling Gleam
Energy Ball
Facade
Fire Punch
Ice Beam
Ice Punch
Light Screen
Nasty Plot
Play Rough
Protect
Psychic
Psycho Cut
Reflect
Rest
Round
Shadow Ball
Signal Beam
Sleep Talk
Snore
Substitute
Thunder Punch
Thunder Wave
Thunderbolt
Toxic
Tri Attack
Zen Headbutt
Level 1:
Charm
Confide
Confuse Ray
Confusion
Double Team
Encore
Extrasensory
Flash
Flatter
Helping Hand
Mud-Slap
Pain Split
Power-Up Punch
Psybeam
Rain Dance
Recycle
Role Play
Safeguard
Sandstorm
Shock Wave
Stealth Rock
Sunny Day
Swagger
Swift
Trick
Water Pulse
Level 2:
Blizzard
Double-Edge
Dream Eater
Expanding Force
Grass Knot
Iron Tail
Secret Power
Thunder
Level 3:
Mystical Power (sig)
Vs. The Shadow-Wielding Master and Students!
Level 2 (Normal)
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.
Intangibile Shadow Ninja Master
Shedinja has no HP parameter. They can't gain or lose HP, and their HP can't be set.
If all five of Shedinja's students (Ninjask, Weezing, Drapion, Golisopod, Greninja) are Fainted, the challenger wins the battle.
Aspiring Shadow Ninja Students
Shedinja's ninja students enter play each round, one per round, one after the other. Once Master Shedinja's patience is spent... watch out.
Shedinja has interest in training the challenger until the end of round 6.
Once Shedinja no longer has interest in training the challenger: The challenger loses the battle.
At the end of each round: Randomly select two of Shedinja's students that are not fainted (or as many as possible). Withdraw any students in play that were not selected; then, send out any students in reserve that were selected.
Rewards
Player Progress: Minion total missing HP, except Ninjask / Minion total Maximum HP, except Ninjask. (Ninjask is a worthless student.)
Entry Cost: 4 JC
Progress: 4 EXP for each raider.
Victory: 2 EXP more for each raider.
First-Time Victory: Daredevil, Tutor, and Psychic vocations
Referee Progress: Rounds reffed by that referee / Total Rounds.
assuming that sub PLAs to "greninja's type is not within [dark,psychic,steel]"
Mystical Power (Greninja)
-7 en
3 zooms -> auto hit, auto crit
(7+3+3+3+8-5)*3 = 57
no longer distant
+1 SpA (2t)
Movepool Level 0:
Avalanche
Brick Break
Calm Mind
Earthquake
Facade
Fire Punch
Flamethrower
Focus Blast
Ice Beam
Ice Punch
Light Screen
Liquidation
Nasty Plot
Poison Jab
Power Gem
Protect
Psychic
Rest
Round
Shadow Ball
Sleep Talk
Snore
Substitute
Surf
Tackle
Thunder Punch
Thunder Wave
Toxic
Tri Attack
Waterfall
Zen Headbutt
Level 1:
Acid
Amnesia
Confusion
Curse
Growl
Hail
Heal Pulse
Helping Hand
Iron Defense
Mega Punch
Psybeam
Psychic Terrain
Rain Dance
Safeguard
Scary Face
Slack Off
Sludge Bomb
Snowscape
Sunny Day
Swagger
Swift
Taunt
Toxic Spikes
Trick
Venom Drench
Water Pulse
Weather Ball
Whirlpool
Yawn
Level 2:
Acid Spray
Belch
Blizzard
Disable
Expanding Force
Fire Blast
Foul Play
Grass Knot
Gunk Shot
Hydro Pump
Iron Tail
Mega Kick
Take Down
Venoshock
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 is a Prowling Pugilist.
Each Boss' Attack and Special Attack ranks are at least 12.
The effects of Screens on the raiders' field are ignored.
Munkidori is a 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 is a 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: 5JC
Progress Reward: 6 EXP for each raider.
Victory Reward: Choose one of the following rewards:
Okidogi Lv2
Munkidori Lv2
Fezandipiti Lv2
1xCornerstone Mask
First-Time Victory: Pugilist, Thief, and Duelist vocations
Referee Progress: Rounds reffed by that referee / Total Rounds.
Progress: 3RC, 6JC
Completion: 2 moreJC
Cheat Sheet Player Limits
Each phase, raiders can only make Protection, Evasive, and Helping Hand once each.
Raiders' conditions, except Major Status, on Bosses don't last passed the end of the round.
Bosses (but not Minions) are unaffected by Sleep, Freeze, Flinching, Sluggish, by the move Encore, and by Frost markers.
Action Limit
Each phase, raiders may execute Instruct only once; and not in the same round as Helping Hand. (It's still strong to do this in different rounds.)
Stage Limit
The maximum stat stages of raiders, and the minimum stat stages of Bosses, are all halved.
Stage changes on Raid opponents, that would last an amount of turns, instead last that many steps.
HP Filter
Treat Boss HP (max and current) as being no more than 100 for the effects of moves. (Super Fang, Pain Split, Mind Blown, etc.)
Other Filters
Boss actions can't (typically) miss.
Bosses and Minions don't have Energy, and their actions cost nothing.
Behavior Modifier List
Actions used by Raid Opponents may have Raid-Action Modifiers. These modifiers add more effect text to the specific action they modify, after that action's own text.
Piercing - ex. "Piercing Psystrike"
While the user is performing this move:
The effects of abilities, items, types, and moves of opposing teams; as well as any conditions and markers created by those teams; are all ignored.
(Type effectiveness isn't an effect.Represented with :poison barb:.)
Double-Speed - ex. "Double-Speed Psystrike"
Sort this move in the turn sequence as if the user's Speed was Doubled (x2).
(Represented with :x speed2:.)
Triple-Speed - ex. "Triple-Speed Psystrike"
Sort this move in the turn sequence as if the user's Speed was Tripled (x3).
(Represented with :x speed3:.)
Wide - ex. "Wide Psystrike"
This move's targeting scope is expanded, as if it was a Z-Move with the Z-Wide prefix.
(Represented with :wide lens:.)
Addition N - ex. "Psystrike +10"
This moves deals [N] more damage with hits.
Multiplication N - ex. "Psystrike x2"
If this move would deal damage with hits, or if an effect of this move would heals HP; instead, it deals or heals [N] times (x[N]) that much.
If this move would raise the stages of the user or their allies, or lower the stages of any opponents; instead, it changes those stages by [N] times (x[N]) as much.
Fixed Damage N - ex. "Psystrike =10"
This move deals fixed damage; also, its BAP is always [N].
Vocation List
Protectors are targeted with more attacks than any other role.
Bodyguard
The user has Covering. Their hidden Pokemon is the Aggressor. (If there is more than one Aggressor, the user covers no one with this effect.)
Commando
The user can hold up to three (3) items.
When another ally consumes or drops an item: Restore that item, then move it to the user.
Daredevil
The user's Evasion stage is increased by one (1).
While no actions have missed the user this round: Boss actions can't automatically pass their accuracy checks. (It is possible for them to miss the user.)
Duelist
The user has Defense Aid.
If damage to the user would be increased by an action's Addition modifier (like "Trailblaze +10"); instead, the attacker takes that much damage.
Engineer
The HP of Decoys created by the user is doubled (x2).
Paladin
The user is Bonus-Proof.
If damage to the user or their allies would be increased by an action's Addition modifier (like "Trailblaze +10"); instead, the user loses half x(0.5) that much HP.
Supporters get more substitutions, to respond to the enemy's actions and support their allies.
Butler
This Vocation starts the battle with two (2) Service markers on it.
At the end of each round, unless ordered otherwise, if this Vocation has any Service markers: Remove a Service marker from this Vocation, then restore each item that each raider has consumed.
Cleric
When the user creates a Condition on an ally, removes a Condition from an ally, or raises an ally's stage(s) that was at or below zero: The user heals that ally for 8 HP.
Rearguard
At the end of the round, unless ordered otherwise, if the Protector has less percent HP remaining than the user: The user and the Protector exchange roles and vocations, even if one or both are fainted.
Reporter
Weather created by the user has the following additional effect:
● If this condition would be discarded for the first time; instead, it isn't.
(This doesn't prevent other Weather from existing alongside your Weather.)
Tutor
The Aggressor knows Physical and Special moves originally known by the user.
The Protector knows Other-category moves originally known by the user.
Thief
When an effect of the user lowers another Pokemon's stat stage: Raise a particular ally's same stat stage by one (1) for the same duration, depending on the stat:
Attack or Special Attack: Raise the stage of the Aggressor.
Defense or Special Defense: Raise the stage of the Protector.
Aggressors deal greatly increased damage. The other roles typically work to protect them.
Blackguard
If an ally's stat stages would be raised by an effect; instead, the user's stat stages are raised.
If a condition would be created by an ally, on an ally; instead, that condition is created on the user, instead.
Gambler
At the start of the raid, and at the end of each round: Note each of the following on this vocation.
A Type, chosen at random from among all Types.
A Power Bonus, chosen at random from 1 to 8 with equal odds.
A core stat stage, chosen at random from among the four core stats.
The user is the last noted Type, their attacks are given the last noted Power Bonus, and their last noted stat stage is treated as though it were maximized.
Psychic
The user's attacks are Special, and the user's Special Attack rank is at least 12.
Pugilist
The user's attacks are Physical, and the user's Attack rank is at least 12.
Scribe
When a raid opponent uses a standard move: The user learns that move as a borrowed move for the rest of the battle.
(Standard moves are any move in the Data Audit, as it exists in the Data Audit, except Z-Moves and Max Moves.)
When the user attacks with a borrowed move, that they didn't originally know: Give that attack a Power Bonus of four (4).
Sorcerer
When the user completes a super-effective attack: Note that attack's names on this vocation until the end of the Raid.
When the user attacks: Give that attack a Power Bonus, equal to the two plus the number of names noted on this vocation (2 + names).
The user can't attempt attacks with any of the names noted on this vocation.
Challenge Start!
"My intellect is surpassed by no other. Do you really think you can best me?" Munkidori is calculating its next move... Keriel to send out, order, and equip (Note: You can wait until September 1st and I'll update the raid info accordingly, if anything changes)
(I did in fact intentionally wait for Sept 1, would like new rulings on Taunt mostly :p)
Equipping Snaelstrom @ Leftovers, Slowking-Galar @ Quick Claw, and Starmie @ Life Orb.
Protect
[start of step] If Munkidori is to use Hex, use Substitute.
Light Screen
[start of step] If Munkidori is to use Taunt targeting Slowking, use Helping Hand (Starmie).
Calm Mind
[start of priority +1] If Slowking-Galar is to use Helping Hand, use Earthquake.
"Fools. The grand calculus of the universe would never permit miscreants such as yourself to triumph over my higher intellect!" Piercing Hex x2 (Snaelstrom), Taunt (Slowking-Galar)
Phase 1, Round 1
Mage Keriel
Corruption of the Whorl Leftovers HP: 95/95, EN: 100/100, Stats: 7/8/6/7/63, Typing: Water / Bug, Abilities: Torrent / Poison Heal Role: Protector, Vocation: Engineer, Status: OK
Chill of the Eerie Quick Claw HP: 95/95, EN: 100/100, Stats: 5/6/8/8/30, Typing: Poison / Psychic, Abilities: Curious Medicine / Own Tempo / Regenerator Role: Supporter, Vocation: Tutor, Status: OK
Glimmer of Aurora Life Orb HP: 85/85, EN: 100/100, Stats: 6/6/7/6/115, Typing: Water / Psychic, Abilities: Illuminate / Natural Cure / Analytic Role: Aggressor, Vocation: Psychic, Status: OK Field: Clear
Battlefield: Clear
The "Loyal" Lousy Lackabouts!
Arrogance of the Intellect HP: 200/200, Stats: 6/5/9/7/106, Typing: Poison / Psychic, Abilities: Toxic Chain Trait: Boss, Vocation: Threatening Thief, Status: -1 Eva (Illuminate) Field: Clear
(115) > (106) > (63) > (30)
Slowking's Curious Medicine!
Slowking's allies took the medicine! (Stat stages reset)
Slowking used Helping Hand on Starmie! (-12 EN)
Starmie was empowered with the power of friendship! (Helping Hand)
Munkidori used Piercing Hex x2 on Snaelstrom!
Crit (1, d24): 5 (No)
(7 + (9 - 7))*1*2 = 18
Snaelstrom was poisoned by Munkidori's Toxic Chain! (1 Bad Poison) Munkidori used Taunt on Slowking!
Slowking fell for the taunt! (Taunted, 2 steps)
Snaelstrom used Substitute! (-12 EN, -19 HP)
Snaelstrom created a shield of its own vitality! (20 HP Decoy)
Snaelstrom's Leftovers replenished its energy! (+6 HP)
Snaelstrom's Poison Heal converted the poison into energy! (+1 HP, -1 EN)
"Your lesser intellects struggle to even comprehend the master plan of this battle, much less the schemes of the universe." Piercing Hex x2 (Snaelstrom), Nasty Plot (Munkidori)
Phase 1, Round 2
Mage Keriel
Corruption of the Whorl Leftovers HP: 58/95, EN: 87/100, Stats: 7/8/6/7/63, Typing: Water / Bug, Abilities: Torrent / Poison Heal Role: Protector, Vocation: Engineer, Status: Chain Poison (2), Substitute (20)
Chill of the Eerie Quick Claw HP: 71/95, EN: 88/100, Stats: 5/6/8/8/30, Typing: Poison / Psychic, Abilities: Curious Medicine / Own Tempo / Regenerator Role: Supporter, Vocation: Tutor, Status: Taunted (1 step), Quickness
Glimmer of Aurora Life Orb HP: 82/85, EN: 93/100, Stats: 6/6/7/6/115, Typing: Water / Psychic, Abilities: Illuminate / Natural Cure / Analytic Role: Aggressor, Vocation: Psychic, Status: OK Field: Clear
Battlefield: Clear
The "Loyal" Lousy Lackabouts!
Arrogance of the Intellect HP: 131/200, Stats: 6/5/9/7/106, Typing: Poison / Psychic, Abilities: Toxic Chain Trait: Boss, Vocation: Threatening Thief, Status: -1 Eva (Illuminate) Field: Clear
(115) > (106) > (63) > (30)
Starmie used Calm Mind! (-10 EN)
Starmie's Special Attack rose! (+1 SpA, next 8 turns)
Starmie's Special Attack rose! (+1 SpD, next 8 turns)
Munkidori used Piercing Hex x2 on Snaelstrom!
Crit (1, d24): 5 (No)
(13 + (9 - 7))*1*2 = 30 Munkidori used Nasty Plot!
Munkidori's Special Attack rose sharply! (+2 Atk, next 5 turns)
Snaelstrom used Amnesia! (-10 EN)
Snaelstrom's Special Defense rose sharply! (+2 SpD, next 4 turns)
Slowking used Aim! (-5 EN)
Slowking's Accuracy sharply rose! (+2 Acc, next 6 turns)
Snaelstrom's Leftovers replenished its energy! (+6 HP)
Snaelstrom's Poison Heal converted the poison into energy! (+2 HP, -1 EN)
(Note: Slowking is taunted in the end of round summary, but the taunt should have ended.)
Recover
Disable (Taunt) (Quick)
[start of step] If Munkidori is to use Spite, use Reflect (Quick).
[start of step] If Munkidori is to use Trailblaze, use Disable (Trailblaze) (Quick).
[start of step] If Munkidori is to use Nasty Plot, use Disable (Nasty Plot) (Quick).
[start of step] If Munkidori is to use Future Sight, use Disable (Future Sight) (Quick).
"Simpletons, heed my words. You shall fall!" Piercing Hex x2 (Snaelstrom), Spite (Snaelstrom)
Phase 1, Round 3
Mage Keriel
Corruption of the Whorl Leftovers HP: 36/95, EN: 76/100, Stats: 7/8/6/7/63, Typing: Water / Bug, Abilities: Torrent / Poison Heal Role: Protector, Vocation: Engineer, Status: Chain Poison (3), Substitute (20), +2 SpD (4 turns)
Chill of the Eerie Quick Claw HP: 71/95, EN: 83/100, Stats: 5/6/8/8/30, Typing: Poison / Psychic, Abilities: Curious Medicine / Own Tempo / Regenerator Role: Supporter, Vocation: Tutor, Status: Quickness, +2 Acc (6 turns)
Glimmer of Aurora Life Orb HP: 82/85, EN: 83/100, Stats: 6/6/7/6/115, Typing: Water / Psychic, Abilities: Illuminate / Natural Cure / Analytic Role: Aggressor, Vocation: Psychic, Status: +1 SpA (8 turns), +1 SpD (8 turns) Field: Clear
Battlefield: Clear
The "Loyal" Lousy Lackabouts!
Arrogance of the Intellect HP: 131/200, Stats: 6/5/9/7/106, Typing: Poison / Psychic, Abilities: Toxic Chain Trait: Boss, Vocation: Threatening Thief, Status: -1 Eva (Illuminate), +2 SpA (5 turns) Field: Clear
(115) > (106) > (63) > (30)
Starmie calls down astral power!
Starmie's Special Attack rose! (+2 SpA, next 8 turns)
Slowking used Reflect (Quick)! (-10 EN)
Slowking chanted a spell of Physical protection! (Reflect, 6 steps)
Munkidori used Piercing Hex x2 on Snaelstrom!
Crit (1, d24): 22 (No)
((13 + (9 - 7))*1 + (2 - 2)*4 )*2 = 30 Munkidori used Spite on Snaelstrom!
But the shield was unaffected...
Snaelstrom used Recover! (-12 EN)
Snaelstrom replenished its energy! (+20 HP, -1 Recovery)
Starmie used Meteor Beam! (-8 EN)
Miss (No), Crit (1, d24): 23 (No)
((12 + (7 - 7) + (2 + 3))*1 + (2 - 0)*4)*3 = 75
Starmie's Life Orb exacted its toll... (-3 HP)
Snaelstrom's Leftovers replenished its energy! (+6 HP)
Snaelstrom's Poison Heal converted the poison into energy! (+3 HP, -1 EN)