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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)