Welcome to Smogon! Take a moment to read the Introduction to Smogon for a run-down on everything Smogon, and make sure you take some time to read the global rules.
Movepool Level 0:
Brick Break
Bulk Up
Bullet Punch
Cross Poison
Earthquake
Facade
Fire Punch
Flamethrower
Focus Blast
Ice Punch
Leer
Light Screen
Meditate
Poison Jab
Protect
Rest
Rock Slide
Round
Sleep Talk
Snore
Strength
Substitute
Thunder Punch
Toxic
Vacuum Wave
Work Up
Level 1:
Captivate
Coaching
Confide
Counter
Curse
Detect
Double Team
Dual Chop
Encore
False Swipe
Helping Hand
High Horsepower
Incinerate
Karate Chop
Mega Punch
Mud-Slap
Power-Up Punch
Quick Guard
Rage
Rain Dance
Rock Climb
Rock Smash
Role Play
Scary Face
Seismic Toss
Sunny Day
Swagger
Tickle
Vital Throw
Wide Guard
Level 2:
Assurance
Close Combat
Cross Chop
Double-Edge
Dynamic Punch
Fire Blast
Focus Energy
Focus Punch
Low Kick
Mega Kick
Payback
Revenge
Reversal
Rock Blast
Rolling Kick
Secret Power
Skull Bash
Smelling Salts
Stone Edge
Submission
Superpower
Take Down
Thief
Wake-Up Slap
Level 3:
Attract
Bide
Body Slam
Bulldoze
Darkest Lariat
Dig
Foresight
Frustration
Headbutt
Heavy Slam
Knock Off
Low Sweep
Power Trick
Return
Rock Tomb
Smack Down
Thrash
Throat Chop
Movepool Level 0:
Aerial Ace
Aura Sphere
Blaze Kick (sig)
Brave Bird
Brick Break
Bulk Up
Defog
Earthquake
Facade
Fire Punch
Flamethrower
Focus Blast
Hone Claws
Night Slash
Poison Jab
Protect
Quick Attack
Rest
Roar
Rock Slide
Round
Shadow Claw
Slash
Sleep Talk
Snore
Strength
Substitute
Swords Dance
Thunder Punch
Toxic
Uproar
Vacuum Wave
Will-O-Wisp
Work Up
Level 1:
Agility
Captivate
Coaching
Confide
Counter
Curse
Cut
Detect
Double Kick
Double Team
Dual Chop
Echoed Voice
Ember
Feather Dance
Fire Spin
Growl
Helping Hand
Incinerate
Mega Punch
Mud-Slap
Peck
Power-Up Punch
Rock Climb
Rock Smash
Role Play
Sand Attack
Scratch
Seismic Toss
Sunny Day
Swagger
Swift
Level 2:
Assurance
Close Combat
Double-Edge
Dynamic Punch
Feint
Fire Blast
Flare Blitz
Focus Energy
Focus Punch
Heat Wave
High Jump Kick
Low Kick
Mega Kick
Revenge
Reversal
Secret Power
Smelling Salts
Solar Beam
Stone Edge
Superpower
Take Down
Thief
Upper Hand
Level 3:
Acrobatics
Attract
Baton Pass
Body Slam
Bounce
Bulldoze
Crush Claw
Dig
Flame Burst
Flame Charge
Frustration
Fury Cutter
Headbutt
Heat Crash
Knock Off
Laser Focus
Low Sweep
Return
Rock Tomb
Scorching Sands
Sky Uppercut
Temper Flare
U-turn
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.)
Lifeline Cleanse - Remove all conditions from your Pokemon.
Lifeline Taunt - On each Boss, create the unique condition created by Taunt until the end of the round.
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
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
Phase
West Portion
North Portion
East Portion
1
Tinkatink Warrior x1
Tinkatink Warrior x1
Tinkatink Warrior x4
Phase
Portion A
Portion B
Portion C
2
Ocean-Might General x1
Spiral-Shell General x1
Tinkatink Warrior x5
3
Sharp-Edge General x1
Tinkatink Warrior x3
Earth-Moving General x1
Tinkatink Warrior x3
Tinkatuff Elite x1
4
The Scourge Warlord x1
Tinkatink Warrior x10
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: 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:
First, if any player-controlled Pokemon is present in their zone, they'll perform their ordered action as normal.
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.
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 Gimmigold is paid to the challenger.
In their order post, before they issue orders, the challenger may spend their Gimmigold to place 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 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:
Forretrification
Gimmigold
Effect
Upgrade A
Upgrade B
Excadrilling
10
Scourge Invaders in this zone [excluding] Bosses, that spawned this round, can't [damage structures].
"excluding"
→ "including"
"damage structures"
→ "change zones"
Ghold Mine
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.)
Aegismithy
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)"
Kartarmory
50
Scourge Invaders [in this zone] take [double (x2)] damage from all sources.
"in this zone"
→ "in any zone"
"doubled (x2)"
→ "quintupled (x5)"
Celemplacement
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 Kartarmories, and upgrading them correctly for your team, is the key to this encounter.
Your Gimmigold : 0
Locations: West, North, East, (Guest) Keep
Sending out Machamp with Punching Glove
Sending out Zapdos with Leftovers
Sending out Blaziken with Expert Belt
Sending out with Honor and Valor! (Nothing)
[West Wall] Machamp: Brick Break (Tinkatink)
[North Wall] Zapdos: Thunderbolt (Tinkatink)
[East Wall] Blaziken: Earthquake (All Foes)
[Keep -> Moves to East Wall] Corviknight: Coaching (Blaziken)
100 Speed
Sultan used Laser Focus! (-12 EN)
+3 Critical Hit Stage, 6 turns
78 Speed
Tinkatink Warrior (East) used Fairy Wind, targeting Aria.
Damage: 4
67 Speed
The Commander used Coaching, targeting itself and Aria.
+1 Attack Stage, +1 Defense Stage, 8 turns
55 Speed
Bruce used Focus Energy! (-12 EN)
+3 Critical Hit Stage, 6 turns
Phase 2 The next wave approaches!
Ocean-Might General Location: (1d3, 3) - East Wall
Spiral-Shell General Location: (1d2, 2) - North Wall
Tinkatink Warrior x5 Location - West Wall
Tinkatink Warrior (East) used Fairy Wind, targeting Aria.
Damage: 4
67 Speed
The Coalition Commander used Close Combat, targeting Tinkatink Warrior (East).
Crit? (1d24, 24) - No (7)
Damage: 12+15= 27
Defenses lowered.
was defeated.
60 Speed
The Spiral-Shell General attacked the North Wall!
-250 Structure HP
55 Speed
Bruce used Dynamic Punch, targeting Tinkatink Warrior (West) 1. (-8 EN)
Crit? - Yes
Damage: 10+3+10+3+2= 28
1x was Confused, defeated.
1x took 8 damage.
[East Wall -> Move to West Wall] Zapdos: Thunderbolt (Tinkatink)
[East Wall] Blaziken: High Jump Kick (Naviathan)
[East Wall] Corviknight: Close Combat (Naviathan)
1. At start of turn if Naviathan is Evasive then use Armor Cannon (Naviathan)
KO. At start of turn if Naviathan is knocked out then use Coaching (Blaziken)
Piercing Wave Crash x2
Dive x2
Heavy Slam x2
Icicle Crash x2
Taunt
Icy Wind =15
Self-Destruct x3
Keep2000/2000 Forretrifications
- 0/4
Stationed Allies:
None
Invading Enemies:
None
Priority 1
Bruce used Bullet Punch, targeting Tinkatink Warrior 1 (-4 EN)
Crit? - Yes
Damage: 4+10+3+2=19
1x Tinkatink Warrior defeated.
1x Tinkatink Warrior reduced to 13/20 HP.
299Speed
Aria used High Jump Kick, targeting The Ocean-Might General. (-8 EN)
Crit? (1d24,24) - No (5)
Damage: ((13+11+5-7)*1.5+4+12)*3 = 147
The Ocean-Might General was defeated.
+400 Gimmigold
100 Speed
Sultan used Thunderbolt, targeting Tinkatink Warrior 1. (-7 EN)
Crit? - Yes
Effect? (1d10, 10) - No (5)
Damage: 9+3+9+3= 24
1x Tinkatink Warrior defeated.
1x Tinkatink Warrior reduced to 9/20 HP
78 Speed
Tinkatink Warrior 1 used Fairy Wind, targeting Bruce . 4 damage
Tinkatink Warrior 2 used Fairy Wind, targeting Bruce . 4 damage
67 Speed
The Commander used Coaching!
Refreshed stages for self and Aria, +1 Attack and Defense to self.
60 Speed
The Spiral-Shell General attacked the North Wall!
-250 Structure HP
The North Wall was destroyed.
Phase 3 The next wave approaches...
and x3 location: (1d3,3) - East
and x3 location: (1d2, 1) - West
location: North
Piercing Earthquake x2
Heavy Slam x2
Fire Fang x2
Ice Fang x2
Thunder Fang x2
Dragon Tail =10
Stealth Rock
Tinkatink Warrior, 20/20 HP | 78 Speed
Tinkatink Warrior, 20/20 HP | 78 Speed
Tinkatink Warrior, 20/20 HP | 78 Speed
Keep2000/2000 Forretrifications
- 1/4
Kartarmory A: Invaders take 2x damage in all zones
Stationed Allies:
None
Invading Enemies:
None
Random Actions:
(1d8, 1) - Piercing Bullet Punch x2
(1d7, 3) - Fire Fang x2
Priority 1, 75 Speed
The Sharp-Edge General used Piercing Bullet Punch x2, targeting Bruce.
Crit? (1d24,24) - No (22)
Damage: (4+3+11-6)*2=24-15=9
Priority 1, 55 Speed
Bruce used Bullet Punch, targeting a Tinkatink Warrior . (-4 EN)
Crit? - Yes
Damage: 4+10+3+2=19*2=38
Defeated Tinkatink Warrior x2.
Reduced Tinkatink Warrior x1 to 11/20 HP.
299 Speed
Aria used High Jump Kick, targeting the Spiral-Shell General . (-8 EN)
Crit? - No (Shell Armor)
Damage: ((13+12-7)*1.5+4+12)*5*2= 430
Gooey activated.
Defeated the Spiral-Shell General.
+1200 Gimmigold
100 Speed
Sultan used Thunderbolt, targeting a Tinkatink Warrior . (-7 EN)
Crit? - Yes
Effect? (1d10, 10) - No (7)
Damage: 9+3+9+3= 24*2=48
Defeated Tinkatink Warrior x2
Reduced Tinkatink Warrior x1 to 3/20 HP.
78 Speed
Aegismithy B prevents all damage from Tinkatink Warriors in the West and East.
78 Speed
Tinkatuff Elite used Knock Off, targeting Aria .
Damage: 10
Aria dropped the Expert Belt .
67 Speed
The Commander used Close Combat, targeting a Tinkatink Warrior.
Crit? (1d24, 24) - No (21)
Damage: (12+15+12)*2=78
-Defense, Special Defense
Tinkatink Warrior x3 defeated.
30 Speed
The Earth-Moving General used Fire Fang x2, targeting the Commander.
Crit? (1d24,24) - No (6)
Damage: 7+2+9-5*1.5-3*2=33-15=18
West Wall 500/500 Forretrifications
- 1/2
Aegismithy B: -15 Damage to raiders/structures in this zone.
Piercing Earthquake x2
Heavy Slam x2
Fire Fang x2
Ice Fang x2
Thunder Fang x2
Dragon Tail =10
Stealth Rock
Keep2000/2000 Forretrifications
- 2/4
Kartarmory A: Invaders take 2x damage in all zones
Celemplacement A: At the end of each step, reduce each Boss's HP by 300+1/10th of remaining HP.
75 Speed
The Sharp-Edge General used Bug Bite x2, targeting Sultan.
((9+3+11-8)*0.75)*2-15 =8
Static (1d10, 8+) - No (2)
67 Speed
The Commander used Roost, targeting self.
+20 HP
Temporarily loses the Flying type.
55 Speed
Bruce used Roost, targeting self. (-12 EN)
+20 HP, -1 Recovery
30 Speed
The Earth-Moving General used Piercing Earthquake x2.
vs. The Commander -
[hits due to the effect of Roost]
Crit? (1d24, 24) = No (23)
Damage: (10+3+9-5)*1.5=26
Final Phase The last wave approaches...
Locations:
The Scourge Warlord (1d3, 2) - North
Tinkatink Warrior x10 (1d2, 1) - West
Tinkatuff Elite x2 - East
West Wall 500/500 Forretrifications
- 2/2
Aegismithy B: -15 Damage to raiders/structures in this zone.
Kartarmory A: Invaders take x2 damage in all zones.
Play Rough = 15
Iron Head = 10
Skitter Smack =10
Knock Off =10
Keep2000/2000 Forretrifications
- 2/4
Kartarmory A: Invaders take 2x damage in all zones
Celemplacement A: At the end of each step, reduce each Boss's HP by 300+1/10th of remaining HP.
Play Rough = 15
Iron Head = 10
Skitter Smack =10
Knock Off =10
Keep2000/2000 Forretrifications
- 2/4
Kartarmory A: Invaders take 2x damage in all zones
Celemplacement B: At the end of each step, reduce each Boss's HP by 100+1/5th of remaining HP.
299 Speed
Aria used Blaze Kick, targeting Tinkatuff 1. (-7 EN)
Crit? (1d24,24) - No (10)
Effect?(1d10,10) - No (9)
Damage: (((9+12+5-4)*1.5)+12+2)*3*2*2*2=1128
Defeated x2
+800 Gimmigold
100 Speed
Sultan used Thunderbolt, targeting Tinkatink 1. (-7 EN)
Crit? - Yes
Effect? (1d10,10) - No (1)
Damage: (9+3+3+9)*2*2*2*5=960
Defeated x10
94 Speed
Moves to Keep
75 Speed
The Sharp-Edge General used Close Combat x2, targeting Sultan .
((12+11-8)*0.75-5-15)*2=-18=0
-1 Def -1 Special Def, 2 turns
Static? (1d10, 8+) - Yes
Paralyzed, Strain 1
67 Speed
The Commander used Roost, targeting self.
+20 HP
Temporarily loses the Flying type.
55 Speed
Bruce used Dynamic Punch, targeting Tinkaton. (-8 EN)
Crit? - Yes
Damage: (10+3+3+10+2-6)*2*2*2=176
Confusion happens but is removed anyway
+6 HP
Celemplacement
780-256=524
9823-2065=7758
West Wall 500/500 Forretrifications
- 2/2
Aegismithy B: -15 Damage to raiders/structures in this zone.
Kartarmory B: Invaders take x5 damage in this zone.
- 2/4
Kartarmory A: Invaders take 2x damage in all zones
Celemplacement B: At the end of each step, reduce each Boss's HP by 100+1/5th of remaining HP.
- 2/4
Kartarmory A: Invaders take 2x damage in all zones
Celemplacement B: At the end of each step, reduce each Boss's HP by 100+1/5th of remaining HP.
100 Speed
Sultan used Thunderbolt, targeting ! (-7 EN)
Crit? - Yes
Effect? (1d10,10) - No (7)
Damage: (7+3+9+3+4-7)*5*2*2*2=760
The Sharp-Edge General was defeated!
+300 Gimmigold
94 Speed
Tinkaton used Piercing Gigaton Hammer=40 on !
40-5=35
67 Speed
The Commander used Headlong Rush on !
Crit? (1d24,24) - No (7)
Damage: ((12+15-6)*1.5+4+12)*2*2*2=380
-1 Def Special Def 2 turns
55 Speed
Bruce used Fire Punch on ! (-6 EN)
Crit? - Yes
Effect? (1d10,10) - No (5)
Damage: (8+10+2-7)*1.5*2*2*2=156
+6 HP
Celemplacement
7222-1544=5678
West Wall 500/500 Forretrifications
- 2/2
Aegismithy B: -15 Damage to raiders/structures in this zone.
Kartarmory B: Invaders take x5 damage in this zone.
- 2/4
Kartarmory A: Invaders take 2x damage in all zones
Celemplacement B: At the end of each step, reduce each Boss's HP by 100+1/5th of remaining HP.
Building:
Swap Keep Kartarmory A to B
Swap West Wall Kartarmory B to A
Build Aegismithy B in Keep
Replace Ghold Mine B in East Wall with Aegismithy A
Swap West Wall Aegismithy B to A
-280 Gimmigold
[Keep] Machamp: Fire Punch (Tinkaton)
[West Wall] Zapdos: Chill (Self)
[East Wall->Moves to Keep] Blaziken: Blaze Kick (Tinkaton)
- 2/2
Kartarmory A: Invaders take 2x damage in all zones
Aegismithy A: -5 damage to structures/raiders in all zones
Stationed Allies:
None
Invading Enemies:
None
East Wall 500/500 Forretrifications
- 2/2
Kartarmory A: Invaders take 2x damage in all zones
Aegismithy A: -5 damage in all zones
Stationed Allies:
None
Invading Enemies:
None
Keep2000/2000 Forretrifications
- 3/4
Kartarmory B: Invaders take 5x damage in this zone
Celemplacement B: At the end of each step, reduce each Boss's HP by 100+1/5th of remaining HP.
Aegismithy B: -15 damage in this zone
299 Speed
Aria used Blaze Kick on ! (-7 EN)
Crit? - Yes
Effect? (1d10,10) - No (7)
Damage: ((9+12-6+3)*1.5+2+12)*3*5*2*2*2=4920
100 Speed
Sultan Chilled! (+12 EN)
94 Speed
Tinkaton used Piercing Gigaton Hammer=40 on .
40-15-5-5-5=10
67 Speed
The Commander used Headlong Rush on !
Crit? (1d24,24) - No (2)
Damage: ((12+15-6)*1.5+12+4)*5*2*2*2=1900
The Scourage Warlord fainted!
The Invaders are no more!
Movepool Level 0:
Aerial Ace
Brick Break
Bullet Punch
Earthquake
Facade
Flash Cannon
Hone Claws
Ice Punch
Iron Head
Light Screen
Protect
Psychic
Psychic Fangs
Psycho Cut
Reflect
Refresh
Rest
Rock Polish
Rock Slide
Round
Shadow Ball
Shadow Claw
Signal Beam
Sleep Talk
Snore
Strength
Substitute
Tackle
Thunder Punch
Toxic
Zen Headbutt
Level 1:
Agility
Brutal Swing
Confide
Confusion
Cosmic Power
Cut
Defense Curl
Double Team
Flash
Hold Back
Iron Defense
Metal Claw
Mud-Slap
Power-Up Punch
Rain Dance
Rock Smash
Sandstorm
Scary Face
Sludge Bomb
Stealth Rock
Steel Roller
Sunny Day
Swagger
Swift
Trick
Level 2:
Double-Edge
Dynamic Punch
Expanding Force
Focus Punch
Grass Knot
Hammer Arm
Meteor Beam
Meteor Mash
Secret Power
Steel Beam
Stone Edge
Take Down
Movepool Level 0:
Aerial Ace
Air Slash
Aqua Cutter
Aura Sphere
Brick Break
Bulk Up
Calm Mind
Dazzling Gleam
Earthquake
Energy Ball
Facade
Fire Punch
Focus Blast
Hyper Voice
Hypnosis
Ice Punch
Leaf Blade
Leer
Light Screen
Night Slash
Poison Jab
Protect
Psychic
Psycho Cut
Reflect
Rest
Rock Slide
Round
Shadow Ball
Shadow Claw
Shadow Sneak
Signal Beam
Sing
Slash
Sleep Talk
Snore
Strength
Substitute
Swords Dance
Thunder Punch
Thunder Wave
Thunderbolt
Toxic
Vacuum Wave
Will-O-Wisp
Work Up
X-Scissor
Zen Headbutt
Level 1:
Agility
Captivate
Charm
Coaching
Confide
Confuse Ray
Confusion
Cut
Defense Curl
Disarming Voice
Double Team
Dual Chop
Echoed Voice
Encore
False Swipe
Flash
Growl
Heal Pulse
Helping Hand
Life Dew
Magical Leaf
Mega Punch
Misty Terrain
Mud-Slap
Night Shade
Pain Split
Power-Up Punch
Psybeam
Psychic Terrain
Quick Guard
Rain Dance
Recycle
Rock Smash
Sacred Sword
Safeguard
Shock Wave
Sunny Day
Swagger
Swift
Taunt
Trick
Wide Guard
Level 2:
Alluring Voice
Close Combat
Disable
Double-Edge
Dream Eater
Expanding Force
Feint
Focus Punch
Grass Knot
Low Kick
Mega Kick
Nightmare
Revenge
Reversal
Secret Power
Solar Blade
Stone Edge
Take Down
Thief
Triple Axel
Upper Hand
Movepool Level 0:
Brick Break
Crunch
Dark Pulse
Dragon Tail
Earth Power
Earthquake
Facade
Fire Fang
Horn Attack
Leer
Poison Jab
Protect
Rest
Roar
Rock Slide
Round
Screech
Sleep Talk
Smart Strike
Snore
Strength
Substitute
Tackle
Thunder Fang
Toxic
Level 1:
Ancient Power
Bite
Brutal Swing
Bubble Beam
Captivate
Chip Away
Confide
Double Team
Drill Run
Echoed Voice
Encore
Fake Out
High Horsepower
Ice Spinner
Mud-Slap
Peck
Rain Dance
Rapid Spin
Rock Smash
Rototiller
Sand Tomb
Sandstorm
Sludge Bomb
Stealth Rock
Sucker Punch
Sunny Day
Swagger
Taunt
Wide Guard
Level 2:
Aqua Tail
Double-Edge
Flail
Foul Play
Fury Attack
Headlong Rush
Iron Tail
Magnitude
Megahorn
Mud Bomb
Payback
Quash
Secret Power
Spit Up
Stockpile
Stone Edge
Superpower
Swallow
Take Down
Thief
Vs. The "Loyal" Lousy Lackabouts!
Level 2 (Hard)
Okidogi The Offensive Ogre-Ostracizing Oaf!
Typing: Poison/Fighting Abilities: Toxic Chain Traits: Boss
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!
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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.
Sending out Metagoss with Leftovers
Sending out Gallade with Choice Scarf
Sending out Colossoil with Flame Orb
Metagross: Swords Dance (Self/Colossoil) [Tutored from Gallade]
Gallade: Bulk Up (Self/Colossoil)
1. At start of step, if Okidogi is to use Taunt, then use Taunt (Okidogi).
2. At start of step, if Okidogi is to use High Horsepower, then use Disable (High Horsepower, Okidogi)
3. At start of step, if Okidogi is to use Bulk Up, then use Taunt (Okidogi).