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Step One:
Marowak used Detect + Double Team 2
EN: [7+8]*2=30
Marowak protected itself and created two clones
[30 Energy Mar]
Zamazenta used Reflect
Reflect was set up on Hop's side for 6A
[10 Energy Zam]
Step Two:
Zamazenta used Payback + Giga Impact
Clone: d3 [1=Hit, 2-3=Miss]=2=miss
It hit a clone
EN: [7+10]*2=34
[34 Energy Zam]
Marowak used Flare Blitz
To Crit: [1=yes]=3=No
To Burn: [10>= Yes]=1=Yes
Damage: [12+3+2-3]*1.5-2=19
[19 Damage Zam] [7 Energy Mar]
Zamazenta was burned
Burn: [2 Damage Zam]
Zamazenta fainted.
Total
Zamazenta: 21 Damage, 44 Energy
Marowak: 37 Energy
Earthquake, Earthquake, Earthquake
IF Boltund is to use a damaging Dark-type combo, THEN Protect.
IF Boltund hits you with a damaging Dark-type move, THEN Counter.
IF Boltund successfully uses a Protective move, THEN Chill.
Pre-Round:
Boltund received Zamazenta's Blessing
[+1 Defense Bol]
Step One:
Boltund used Bite
To Hit: d2 [1=Hit, 2=Clone]=2=Clone
It hit the clone
[4 Energy Bol]
Marowak used Earthquake
To Crit: [1=Yes]=16=No
Damage: [10-3+7]*1.5-2=19
[19 Damage Bol] [7 Energy Mar]
Step Two:
Boltund used Bite
To Crit: [1=Yes]=24=No
To Flinch: [30>= Yes]=81=No
Damage: [6+3+3]*1.5+2=20
[20 Damage Mar] [8 Energy Bol]
Marowak used Counter
Damage: [20]*1.5=30
EN: 6+[20/2]=16
[30 Damage Bol] [16 Energy Mar]
Step Three:
Boltund used Crunch
To Crit: [1=Yes]=18=No
To Drop Def: Doesn't matter
Damage: [8+3+3]*1.5+2=21
[23 Damage Mar] [6 Energy Bol]
Marowak fainted
Totals
Boltund: 49 Damage, 18 Energy
Marowak: 43 Damage, 23 Energy
Team epicdrill:
HP: KO
EN: 16
Atk: 6 [12]
Def: 8
SpA: 4
SpD: 6
Spe: 45
Size Class: 2
Weight Class: 3
Item: Thick Club
Abilities: Cursed Body/Lightning Rod/Rock Head
Other: Combo used
Switching to Sadie the Tsareena
Fling, Acrobatics, Acrobatics
[ONCE] IF Rillaboom is to use U-Turn, THEN U-Turn.
IF Rillaboom is to use a Protective move, THEN Feint and push back actions.
[Activate Grassy Seed] Acrobatics~Acrobatics~Body Slam
[Once, CASOS] If Endure, then use Worry Seed and push actions back.
[CASOS, Non-Consecutive] If Protective move, then use Chill and push actions back.
[CASOT] If your opponent has Double Team clones up, then use Boomburst and push actions back.
Attacks:
Aerial Ace
Ally Switch
Ancient Power
Attract
Belly Drum
Bide
Blizzard
Body Slam
Bone Club
Bone Rush
Bonemerang
Brick Break
Brutal Swing
Bubble Beam
Bulldoze
Captivate
Chip Away
Confide
Counter
Curse
Dark Pulse
Detect
Dig
Double Kick
Double Team
Double-Edge
Dream Eater
Dynamic Punch
Earth Power
Earthquake
Echoed Voice
Endeavor
Endure
Facade
False Swipe
Fire Blast
Fire Punch
Fire Spin
Fissure
Flame Charge
Flame Wheel
Flamethrower
Flare Blitz
Fling
Focus Blast
Focus Energy
Focus Punch
Frustration
Giga Impact
Growl
Headbutt
Heat Wave
Hex
Hidden Power (Fighting)
Hyper Beam
Ice Beam
Icy Wind
Imprison
Incinerate
Iron Defense
Iron Head
Iron Tail
Leer
Low Kick
Mega Kick
Mega Punch
Mimic
Mud-Slap
Natural Gift
Outrage
Perish Song
Power-Up Punch
Protect
Rage
Rain Dance
Rest
Retaliate
Return
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Round
Sandstorm
Screech
Secret Power
Seismic Toss
Shadow Ball
Shadow Bone
Skull Bash
Sleep Talk
Smack Down
Snore
Stealth Rock
Stomping Tantrum
Stone Edge
Strength
Submission
Substitute
Sunny Day
Swagger
Swift
Swords Dance
Tail Whip
Take Down
Thief
Thrash
Throat Chop
Thunder
Thunder Punch
Thunderbolt
Toxic
Uproar
Water Gun
Will-O-Wisp
Attacks:
Acrobatics
Acupressure
Aromatherapy
Aromatic Mist
Attract
Bounce
Captivate
Charm
Confide
Dazzling Gleam
Double Slap
Double Team
Draining Kiss
Endeavor
Endure
Energy Ball
Facade
Feint
Flail
Fling
Frustration
Giga Drain
Giga Impact
Grass Knot
Grass Whistle
Helping Hand
Hidden Power (Fire)
High Jump Kick
Hyper Beam
Leaf Storm
Light Screen
Low Kick
Low Sweep
Magical Leaf
Mega Kick
Nature Power
Payback
Play Nice
Play Rough
Power Whip
Protect
Punishment
Rapid Spin
Razor Leaf
Reflect
Rest
Return
Round
Safeguard
Seed Bomb
Sleep Talk
Snore
Solar Beam
Solar Blade
Splash
Stomp
Substitute
Sunny Day
Swagger
Sweet Scent
Synthesis
Taunt
Teeter Dance
Toxic
Trop Kick
U-turn
Zen Headbutt
Battle Info
Format: 3v3 Singles Switch: OK DQ: 48 hours for challenger, 72 hours for ref Abilities: All Items: On Megas: None Z-Moves: One (for Hop), None (for challenger) Recoveries: 2 Chills: 5 Substitutions: 3
Rival Hop's team consists of three Pokemon, one chosen randomly from each slot
Rival Hop sends out first
Rival Hop's Item Bag: 1× Super Potion
Slumbering Weald is a forest infused with the power of Zacian and Zamazenta. Hop has tamed one of these two great beasts, and the weald has rewarded him by allowing them to share their power with the rest of his team. Due to the ancient power present and how much time Hop has spent here, his Pokemon can find themselves capable of feats they ordinarily would not be able to perform.
Intrepid Sword and Dauntless Shield apply their boost to all members of Hop's team.
Hop's Zacian and Zamazenta naturally take their Crowned formes without needing to hold a Rusted Sword or Rusted Shield.
All of Hop's Pokemon gain access to the move Hidden Power, but Physical rather than Special. They may specify its type upon first use and it will remain that type for the rest of the battle.
Since Hop knows about type matchups, all super effective attacks that he uses get +2 final damage.
Hop's Inteleon is an incredibly precise sniper, able to use physical or special aspects for any of its attacks at will. All attacks will work off of Inteleon's higher offensive rank, with boosts in whichever offensive stat has more boosts, against the foe's lower defensive rank, with drops in whichever defensive stat has more drops. Also, Counter and Mirror Coat will always fail against it.
I think the right play here is actually just to repeat the same opening as last time, which is interesting since this opening was the misplay that lost me the last try.
Leading with Fiona the Marowak-A @ Thick Club
Flare Blitz, Low Kick, Flare Blitz
IF Zamazenta is in the evasive stage of Dig when you are to act, THEN Earthquake and restart queue.
IF Zamazenta successfully uses a Protective move, THEN Stealth Rock the first instance and Sunny Day the second, restarting queue each time.
IF Zamazenta is to use a damaging Dark-type combo, THEN Protect and restart queue.
Sadie, this seems like an ideal matchup for you to work with!
Counterswitching to Sadie the Tsareena
Solar Blade, Solar Blade, Solar Blade
IF Inteleon is to use Rain Dance, THEN Leaf Blade and replace all future instances of Solar Blade with Leaf Blade.
IF Inteleon is to use a Protective move AND Inteleon did not use a Protective move last action, THEN Feint.
IF Inteleon is to use a D/E move AND you are to use Leaf Blade, THEN Solar Blade.
"And we move first this time. No running!"
Ice Beam > Ice Beam > Ice Beam
IF Protect THEN Rain Dance first instance, Swords Dance second instance, push each time
IF Feint AND in a combo THEN Protect and push
IF Tsareena is under the effects of Endure AND NOT under the effects of Whirlpool THEN Whirlpool and push
Attacks:
Absorb
Ancient Power
Assurance
Attract
Block
Body Slam
Bounce
Brutal Swing
Bulldoze
Captivate
Charm
Confide
Counter
Curse
Defense Curl
Double Team
Double-Edge
Earth Power
Earthquake
Echoed Voice
Encore
Endeavor
Endure
Facade
Fire Fang
Fissure
Flail
Focus Energy
Frustration
Fury Attack
Giga Impact
Growl
Gunk Shot
Gyro Ball
Head Smash
Headbutt
Heavy Slam
Hidden Power
High Horsepower
Horn Attack
Hyper Beam
Hyper Voice
Ice Shard
Iron Defense
Iron Tail
Knock Off
Last Resort
Magnitude
Mimic
Mud-Slap
Natural Gift
Odor Sleuth
Play Rough
Poison Jab
Protect
Rapid Spin
Rest
Return
Roar
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Rollout
Round
Sandstorm
Scary Face
Secret Power
Seed Bomb
Slam
Sleep Talk
Snore
Stealth Rock
Stomping Tantrum
Stone Edge
Strength
Substitute
Sunny Day
Superpower
Swagger
Tackle
Take Down
Thunder Fang
Toxic
Water Gun
Attacks:
Amnesia
Ancient Power
Aqua Tail
Attract
Avalanche
Barrier
Bide
Bite
Blizzard
Body Press
Body Slam
Brick Break
Bulk Up
Bulldoze
Captivate
Confide
Counter
Curse
Darkest Lariat
Defense Curl
Dig
Dive
Double Team
Double-Edge
Dynamic Punch
Earth Power
Earthquake
Echoed Voice
Endeavor
Endure
Facade
Fling
Flip Turn
Focus Blast
Focus Punch
Foresight
Frustration
Giga Impact
Growl
Hail
Hammer Arm
Headbutt
Hidden Power (Fairy)
High Horsepower
Hydro Cannon
Hydro Pump
Hyper Beam
Ice Ball
Ice Beam
Ice Punch
Icy Wind
Iron Tail
Liquidation
Low Kick
Mega Kick
Mega Punch
Mimic
Mirror Coat
Mud Bomb
Mud Shot
Mud Sport
Mud-Slap
Muddy Water
Natural Gift
Outrage
Power-Up Punch
Protect
Rain Dance
Refresh
Rest
Return
Roar
Rock Climb
Rock Slide
Rock Smash
Rock Throw
Rock Tomb
Rollout
Round
Sand Tomb
Scald
Screech
Secret Power
Seismic Toss
Sleep Talk
Sludge
Sludge Wave
Snore
Stealth Rock
Stomp
Stomping Tantrum
Stone Edge
Strength
Substitute
Superpower
Supersonic
Surf
Swagger
Tackle
Take Down
Toxic
Uproar
Water Gun
Water Pledge
Water Pulse
Waterfall
Whirlpool
Wide Guard
Work Up
Yawn
@ Metagrossite
Stee/Psychic | Clear Body / Light Metal / Tough Claws
Immune to enemy stat drops. Faster weak moves and lighter. +2 BAP to contact attacks.
⚠Both opponents are battled at the same time. Battle Info
Format: 4v4 Doubles Switch: OK DQ: 48 hours for challenger, 72 hours for ref. Abilities: All Items: On Megas: One per trainer Z-Moves: One Recoveries: 2 Chills: 5 Substitutions: 3
Cipher's team consists of one randomly chosen lead Pokemon and one pre-determined Shadow Pokemon per trainer, for a total of four Pokemon.
Cipher never leads with their Shadow Pokemon, but may in general have any two of their four Pokemon in play.
Cipher sends out first.
Cipher's Inventory: 2× Shadow Potion
Shadow Potion:Restores HP equal to (Max HP - Current HP)/2, capped at 40 HP.
The Pokemon this is used on has 100% evasion during this action.
Can only be used on Shadow Pokemon.
If Cipher has any Shadow Potions in their inventory, each of the challenger's Pokemon has unlimited subs of the form "IF X is under the effects of Shadow Potion THEN ...".
Soaring above the punishing desert region of Orre, Orre's Realgam Tower's high-rise Colosseum invites one and all to gather and witness Pokemon battles of staggering intensity. Inside, visitors can find luxurious suites and endless entertainment. However, its glistening facade masks its intended purpose.
The criminal organization known as Cipher has constructed Orre's Realgam as its headquarters, intending to attract strong trainers and turn their Pokemon into Shadow Pokemon. These frightening and more violently-tempered battlers are used to steal even more Pokemon from their trainers, perpetuating a violent cycle that only a powerful and heroic trainer can hope to break.
Camouflage turns the user into a Steel-type.
Secret Power may cause confusion.
Nature Power becomes Flash Cannon
Nascour's Metagross and Evice's Tyranitar have been remade as Shadow Pokemon, and enjoy many benefits from this procedure in battle. However, their presence is harmful to non-Shadow Pokemon, including their own teammates.
Shadow Pokemon are assumed to Mega Evolve at the first opportunity, unless specified otherwise.
Shadow Metagross induces Shadow Terrain for four (4) rounds when entering battle or when Mega Evolving. Shadow Moves used by grounded Shadow Pokemon are super-effective on non-Shadow Pokemon when used on this Terrain. Grounded Shadow Pokemon gain three (3) HP per action. Shadow Metagross doesn't expend energy to induce effect.
Shadow Tyranitar's Sand Stream induces Shadow Sky instead of Sandstorm. This weather deals 2 damage to all non-Shadow battlers at the end of every action. Special attacks targeting Shadow Pokemon lose three (3) BAP during this weather. Shadow Tyranitar doesn't expend energy to induce this effect.
Shadow Metagross and Shadow Tyranitar both enjoy access to the following Shadow moves. No other Pokemon can use Shadow moves, and no Pokemon can gain STAB on them.
Shadow Blast
Shadow | Physical | All Targets | 7 BAP | 100% Acc | 7 EN | --- Chance | No Contact | Priority 0 | CT: None
A wicked blade of air is formed using a shadowy aura. This move hits the target's Special Defense stat. It has no effect on Shadow Pokemon. Shadow Hold
Shadow | Physical | Any Single Target | 7 BAP | 100% Acc | 7 EN | --- Chance | No Contact | Priority 0 | CT: None
The Pokemon grabs hold of its target's shadow, inflicting the target with the Trapped status for six (6) actions. Shadow Turn
Shadow | Physical | Any Single Target | 5 BAP | 100% Acc | 5 EN | --- Chance | No Contact | Priority 0 | CT: None
The user strikes the opponent before vanishing into the shadows, outpacing even trapping abilities. Applies Pivoting to the user. Shadow Half
Shadow | Other | Entire Battle | --- BAP | --- Acc | 15 EN | --- Chance | No Contact | Priority 0 | CT: None
A shadowy aura looms over the entire battlefield. The current HP of all Pokemon is reduced by 50%, capped at 25 HP. The user becomes Sluggish for 1 action. Shadow Shed
Shadow | Other | Entire Battle | --- BAP | --- Acc | 8 EN | --- Chance | No Contact | Priority 0 | CT: None
Shadows wash over the battlefield, resetting many effects. Shadow Shed removes the effects of Mist, Safeguard, Aurora Veil, Reflect, and Light Screen from both sides, as well as removing any weather and any terrain other than Shadow Terrain and Shadow Sky.
Slot 1: [Alakazam], Hidden Power Ice
Slot 2: [Shadow Metagross], Hidden Power Dark
Slot 3: [Salamence], Hidden Power Ice
Slot 4: [Shadow Tyranitar], Hidden Power Grass
Moves:
Aerial Ace
Ancient Power
Aqua Tail
Assurance
Attract
Avalanche
Bite
Blizzard
Block
Body Press
Body Slam
Breaking Swipe
Brick Break
Brutal Swing
Bulldoze
Captivate
Chip Away
Confide
Counter
Crunch
Curse
Cut
Dark Pulse
Detect
Dig
Double Team
Double-Edge
Dragon Breath
Dragon Claw
Dragon Dance
Dragon Pulse
Dragon Tail
Dynamic Punch
Earth Power
Earthquake
Endure
Facade
Fire Blast
Fire Fang
Fire Punch
Flamethrower
Fling
Focus Blast
Focus Energy
Focus Punch
Foul Play
Frustration
Fury Cutter
Giga Impact
Headbutt
Heavy Slam
Hidden Power
High Horsepower
Hone Claws
Hydro Pump
Hyper Beam
Ice Beam
Ice Fang
Ice Punch
Incinerate
Iron Defense
Iron Head
Iron Tail
Lash Out
Leer
Low Kick
Mega Kick
Mega Punch
Mimic
Mud-Slap
Muddy Water
Natural Gift
Nightmare
Outrage
Payback
Power-Up Punch
Protect
Pursuit
Rain Dance
Rest
Retaliate
Return
Revenge
Roar
Rock Blast
Rock Climb
Rock Polish
Rock Slide
Rock Smash
Rock Throw
Rock Tomb
Round
Sand Tomb
Sandstorm
Scary Face
Screech
Secret Power
Seismic Toss Shadow Blast
Shadow Claw Shadow Half
Shadow Hold
Shadow Shed
Shadow Turn
Shock Wave
Sleep Talk
Smack Down
Snarl
Snore
Spite
Stealth Rock
Stomp
Stomping Tantrum
Stone Edge
Strength
Substitute
Sunny Day
Superpower
Surf
Swagger
Tackle
Taunt
Thrash
Thunder
Thunder Fang
Thunder Punch
Thunder Wave
Thunderbolt
Torment
Toxic
Uproar
Water Pulse
Whirlpool
Leading with Quinn the Metagross and Willow the Pyroak
Metagross: [Mega Evolve] Meteor Mash (Alakazam), Iron Head (Alakazam)
IF Alakazam is to use a D/E move, THEN Pursuit (Alakazam).
IF Alakazam successfully uses a self-targeted Protective move, THEN Ice Punch (Salamence).
IF Alakazam is to use Counter, THEN Ice Punch (Salamence).
Pyroak: Overheat (Alakazam), Leaf Storm (Alakazam)
IF Salamence successfully uses Protect (Alakazam), THEN Inferno (Salamence).
IF Alakazam is to use a D/E move, THEN Solar Beam (Alakazam).
IF Alakazam successfully uses a self-targeted Protective move, THEN Inferno (Salamence).
Alakazam: Shadow Ball (Metagross) > Shadow Ball (Metagross)
IF Metagross is to use Brick Break targeting Alakazam THEN use Protect (Alakazam) first instance, Disable (Metagross, Brick Break) second instance
(2 subs, CASOS) IF Metagross is to use a damaging Steel-type move OR damaging Dark-type move targeting Alakazam, THEN Protect + Light Screen
Salamence: Twister + Hurricane (Pyroak) > Fire Blast (Metagross)
(CASOS) IF Metagross is to use Brick Break targeting Salamence A1 AND NOT Pyroak is to use a self-protective move A1 THEN Fly (Pyroak) and push
(CASOS) IF Metagross is to use Brick Break targeting Salamence THEN Fly (Pyroak) and push
(CASOS) IF Pyroak is to use a self-protective move AND Salamence is to use Twister+Hurricane targeting Pyroak THEN Fire Blast (Metagross) and push