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.
Moves: Level 0:
Aerial Ace
Air Slash
Calm Mind
Dark Pulse
Dazzling Gleam
Defog
Energy Ball
Facade
Flash Cannon
Hypnosis
Ice Beam
Light Screen
Protect
Psychic
Psycho Cut
Reflect
Rest
Round
Shadow Ball
Signal Beam
Sleep Talk
Snore
Substitute
Thunder Wave
Toxic
Whirlwind
Zen Headbutt
Level 1:
Air Cutter
Ancient Power
Confide
Confusion
Cosmic Power
Double Team
Dual Wingbeat
Flash
Gust
Psybeam
Psywave
Rain Dance
Roost
Safeguard
Shock Wave
Steel Wing
Swagger
Swift
Tailwind
Trick
Moves: Level 0:
Avalanche
Calm Mind
Dark Pulse
Dragon Tail
Earth Power
Earthquake
Facade
Flash Cannon
Hyper Voice
Ice Beam
Iron Head
Light Screen
Protect
Psychic
Reflect
Rest
Roar
Rock Polish
Rock Slide
Round
Sleep Talk
Snore
Substitute
Thunder Wave
Thunderbolt
Toxic
Zen Headbutt
Level 1:
Ancient Power
Aurora Beam
Barrier
Confide
Discharge
Double Team
Echoed Voice
Encore
Flash
Growl
Hail
Haze
Iron Defense
Mirror Coat
Mist
Powder Snow
Rain Dance
Rock Smash
Rock Throw
Safeguard
Sandstorm
Stealth Rock
Swagger
Water Pulse
Weather Ball
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 JC
Progress: 7 EXP for each raider.
Victory: 3 EXP more for each raider.
First-Time Victory: Engineer, Reporter, and Scribe 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! *puff puff puff* Amoonguss awaits your next move... TheEver to send out, equip, and order
Brute Bonnet used Payback on Hydreigon!
Crit (1, d24): 13 (No)
(10 + 3 + (11 - 12))*0.75 = 9
Brute Bonnet was hurt by the recoil! (-15 HP) Brute Bonnet used Confuse Ray on Aurorus!
Aurorus was confused! (Confusion, next 3 turns)
Hydreigon munched on its Leftovers! (+6 HP)
Aurorus's Quick Claw urges it onwards! (Quickness)
Brute Bonnet gives you a sharp glare before stomping away, retreating back into the forest.
Eve is victorious! Thank you for playing!
Rewards TheEver -7JC, +10 EXP for
Additionally, if this is a first-time victory, Eve unlocks the Engineer, Reporter, and Scribe vocations Doduodrio +3RC, +8JC
Level 1:
Captivate
Charge
Confide
Discharge
Double Hit
Double Team
Dragon Breath
Dragon Dance
Dragon Rage
Eerie Impulse
Electric Terrain
Flash
Growl
Gust
Hail
Ice Fang
Incinerate
Mud-Slap
Powder Snow
Rain Dance
Sandstorm
Shock Wave
Slack Off
Sonic Boom
Spark
Sunny Day
Swagger
Swift
Thunder Shock
Twister
Water Pulse
Weather Ball
Level 2:
Aqua Tail
Blizzard
Dragon Rush
Fire Blast
Focus Energy
Hurricane
Hydro Pump
Iron Tail
Rising Voltage
Secret Power
Take Down
Thunder
Zap Cannon
Level 3:
Attract
Bide
Breaking Swipe
Bulldoze
Charge Beam
Chilling Water
Electroweb
Frustration
Headbutt
Icy Wind
Lock-On
Muddy Water
Outrage
Return
Thrash
Torment
Volt Switch
Level 1:
Absorb
Bite
Captivate
Confide
Double Team
Ember
Extrasensory
False Swipe
Fire Spin
Flash
Incinerate
Infestation
Pain Split
Rain Dance
Scary Face
Sunny Day
Swagger
Tickle
Water Gun
Water Pulse
Whirlpool
Level 2:
Aqua Ring
Assurance
Bind
Burning Jealousy
Clear Smog
Covet
Fire Blast
Flare Blitz
Heat Wave
Hydro Pump
Payback
Quash
Secret Power
Thief
Level 3:
Attract
Bounce
Dive
Fire Lash
Flame Burst
Flip Turn
Frustration
Laser Focus
Lava Plume
Leech Life
Muddy Water
Pounce
Return
Scald
Scorching Sands
Skitter Smack
Torment
U-turn
Wring Out
Moves: 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
Level 3:
Attract
Body Slam
Bounce
Bulldoze
Dig
Dive
Frustration
Knock Off
Lash Out
Mud Shot
Muddy Water
Pursuit
Return
Rock Tomb
Rollout
Scorching Sands
Sludge Wave
Smack Down
Snarl
Torment
U-turn
Water Spout
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.)
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.
Silvally The Self-Perfecting Beast-Slaying Machine!
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: 10JC
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: Commando, Butler, and Gambler vocations
Referee Progress: Rounds reffed by that referee / Total Rounds.