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Heat Wave > Heat Wave > Heat Wave
** IF Altaria successfully used a protective move, THEN use Safeguard the first instance and Sunny Day the second instance.
Moves: Level 0
Ancient Power
Attract
Confide
Dazzling Gleam
Defense Curl
Double Team
Earth Power
Earthquake
Facade
Fire Punch
Flash Cannon
Harden
Ice Punch
Iron Head
Mud-Slap
Protect
Rock Slide
Round
Strength
Tackle
Thunder Punch
Thunder Wave
Thunderbolt
Toxic
Tri Attack
Level 1
Discharge
Magic Coat
Magnet Bomb
Magnetic Flux
Rock Smash
Rock Throw
Sandstorm
Shock Wave
Snore
Spark
Sunny Day
Swagger
Taunt
Wide Guard
Level 2
Captivate
Double-Edge
Dynamic Punch
Iron Defense
Magnitude
Rest
Rock Blast
Rock Polish
Secret Power
Stealth Rock
Stone Edge
Thunder
Zap Cannon
Level 3
Body Slam
Bulldoze
Frustration
Headbutt
Lock-On
Power Gem
Return
Rock Tomb
Rollout
Self-Destruct
Smack Down
Telekinesis
Torment
Volt Switch
Level 4
Ally Switch
Block
Body Press
Endure
Explosion
Giga Impact
Gravity
Helping Hand
Hidden Power (Ice)
Hyper Beam
Magnet Rise
Mimic
Natural Gift
Pain Split
Sleep Talk
Stomping Tantrum
Substitute
Level 1
Air Cutter
Defog
Disarming Voice
Dragon Breath
Dragon Dance
Dual Wingbeat
Echoed Voice
False Swipe
Heal Bell
Hone Claws
Incinerate
Mist
Ominous Wind
Peck
Rage
Rain Dance
Refresh
Roar
Rock Smash
Safeguard
Snore
Snowscape
Steel Wing
Sunny Day
Swagger
Swift
Twister
Will-O-Wisp
Level 2
Agility
Captivate
Double-Edge
Dragon Rush
Dream Eater
Feather Dance
Fire Blast
Fire Spin
Fury Attack
Haze
Heat Wave
Hurricane
Iron Tail
Pluck
Rest
Roost
Secret Power
Sky Attack
Solar Beam
Take Down
Thief
Level 3
Acrobatics
Body Slam
Breaking Swipe
Bulldoze
Fly
Frustration
Moonblast
Outrage
Power Swap
Psych Up
Pursuit
Return
Tailwind
Trailblaze
Uproar
Level 4
Cotton Guard
Draco Meteor
Endure
Giga Impact
Helping Hand
Hidden Power (Electric)
Hyper Beam
Mimic
Mirror Move
Natural Gift
Perish Song
Sleep Talk
Substitute
Tera Blast
Wonder Room
Moves: Level 0
Aerial Ace
Attract
Avalanche
Brick Break
Confide
Counter
Crunch
Defense Curl
Double Team
Earth Power
Earthquake
Facade
Feint Attack
Fire Punch
Focus Blast
Hyper Voice
Ice Punch
Leer
Mud-Slap
Night Slash
Play Nice
Play Rough
Protect
Rock Slide
Round
Shadow Claw
Slash
Strength
Thunder Punch
Toxic
Level 1
Baby-Doll Eyes
Bulk Up
Chip Away
Curse
Cut
High Horsepower
Hone Claws
Lick
Mega Punch
Metal Claw
Power-Up Punch
Rain Dance
Refresh
Roar
Rock Climb
Rock Smash
Scratch
Seed Bomb
Seismic Toss
Snore
Sunny Day
Swagger
Swift
Taunt
Work Up
Yawn
Level 2
Captivate
Charm
Close Combat
Covet
Cross Chop
Double-Edge
Dynamic Punch
Fake Tears
Focus Energy
Focus Punch
Fury Swipes
Gunk Shot
Hammer Arm
Headlong Rush
Low Kick
Mega Kick
Payback
Rest
Scary Face
Secret Power
Stone Edge
Superpower
Sweet Scent
Swords Dance
Take Down
Thief
Zap Cannon
Level 3
Body Slam
Bulldoze
Dig
Drain Punch
Frustration
Fury Cutter
Headbutt
Heavy Slam
Laser Focus
Return
Rock Tomb
Rollout
Smack Down
Thrash
Throat Chop
Torment
Trailblaze
Uproar
Level 4
Belly Drum
Body Press
Endure
Fling
Giga Impact
Helping Hand
Hidden Power (Water)
Hyper Beam
Last Resort
Metronome
Mimic
Natural Gift
Retaliate
Sleep Talk
Stomping Tantrum
Substitute
Tera Blast
Team Plasma N (Level 4)
Reward Info
KO a Pokemon: 1 Devoted Event Voucher
KO a second Pokemon: 1 Academy Credit
Win the battle: 1 Level 3 Reshiram OR 1 Level 3 Zekrom
Battle Info
Match Type: 3v3 Singles DQ Time: 48 hours for challenger, 72 hours for ref Battle Level: 4 Substitution Count: 4 Recovery Count: 2 Chill Count: 5 Switching Method: On Ability Count: All Advanced Techniques: All Backpack Size: 7 Arena: N's Castle
N's Castle rises above the Unovan Pokemon League, easily the tallest structure in the entire region. This battle takes place in the throne room, immediately after N has summoned a legendary dragon, aiming to conquer the entire Pokemon world. Further, N loves and trusts his Pokemon, and they love and trust him in return, so many of them are more powerful than they would otherwise be, here at his throne.
N's Zoroark is extremely good at mimicry, creating more powerful illusions that still have effects even when broken. If it uses the Illusion ability when sent out, it will also gain all copyable abilities that the Pokemon it pretends to be has. These abilities fade when Zoroark switches out, not when the Illusion fades.
N's Sigilyph has spent so long carrying its Life Orb that the two have developed a psychic bond. If it holds a Life Orb, this Life Orb can't be dropped, destroyed, or transferred by opponents' effects.
N's Archeops will never get demoralized when it is losing, so the ability Defeatist has no effect.
N's Darmanitan always remains calm in the heat of battle, so it may assume either Standard or Zen Mode on sendout. It then cannot change its form for the rest of the battle.
N's Conkeldurr has spent enough time being healed by N that it no longer notices pain as strongly, so it will only take 1 damage per action from burn.
N's Gigalith has been trained to resist the influence of other weathers. The sand that it sets cannot be discarded.
N's Castle is infused with the power of his legendary dragon. The first time during the battle when N's dragon is ordered to use Fusion Bolt or Fusion Flare after a Fusion move was executed the previous step, the Fusion move will have 20 BAP.
All of N's Pokemon feel intense affection towards him. The first time one of N's Pokemon would be KOed by HP damage, instead it is not KOed and its HP becomes 1.
N really likes single letters. All Z-Moves he uses ignore type immunities.
Camouflage turns the user into a Normal type
Secret Power may cause paralysis
Nature Power becomes Tri Attack
Slot 1: [Sigilyph], Hidden Power [Fighting]
Slot 2: [Darmanitan], Hidden Power [Ice]
Slot 3: [Reshiram], Hidden Power [Ice]
Super Potion
Eject Button
Enigma Berry
Sticky Barb
Weakness Policy
Life Orb
Life Orb
Firium Z
Moves: Level 0:
Aerial Ace
Air Slash
Ancient Power
Attract
Confide
Dark Pulse
Dazzling Gleam
Double Team
Energy Ball
Facade
Flash
Flash Cannon
Hypnosis
Ice Beam
Protect
Psychic
Psycho Cut
Round
Shadow Ball
Signal Beam
Thunder Wave
Toxic
Zen Headbutt
Level 1:
Air Cutter
Calm Mind
Confusion
Cosmic Power
Defog
Dual Wingbeat
Gust
Magic Coat
Psybeam
Psywave
Rain Dance
Safeguard
Shock Wave
Snore
Steel Wing
Swagger
Swift
Trick
Whirlwind
Level 2:
Dream Eater
Expanding Force
Heat Wave
Pluck
Psycho Shift
Rest
Roost
Secret Power
Sky Attack
Solar Beam
Thief
Level 3:
Charge Beam
Fly
Frustration
Icy Wind
Light Screen
Miracle Eye
Power Swap
Psych Up
Psyshock
Reflect
Return
Smack Down
Speed Swap
Tailwind
Telekinesis
Moves: Level 0:
Attract
Brick Break
Confide
Double Team
Earthquake
Facade
Fire Fang
Fire Punch
Flamethrower
Focus Blast
Iron Head
Protect
Psychic
Rock Slide
Round
Strength
Tackle
Toxic
Zen Headbutt
Level 1:
Bite
Bulk Up
Ember
Extrasensory
Flame Wheel
Incinerate
Mega Punch
Power-Up Punch
Rage
Roar
Rock Smash
Snore
Sunny Day
Swagger
Taunt
Trick
Will-O-Wisp
Work Up
Yawn
Level 2:
Burning Jealousy
Expanding Force
Fire Blast
Fire Spin
Flare Blitz
Focus Energy
Focus Punch
Grass Knot
Hammer Arm
Heat Wave
Iron Defense
Mega Kick
Payback
Rest
Reversal
Secret Power
Solar Beam
Stone Edge
Superpower
Take Down
Thief
Level 3:
Body Slam
Bulldoze
Dig
Encore
Flame Charge
Frustration
Guard Swap
Gyro Ball
Headbutt
Laser Focus
Lash Out
Mystical Fire
Power Swap
Return
Rock Tomb
Rollout
Smack Down
Thrash
Torment
U-turn
Uproar
"Back to see an old friend, we've strengthened our bond, show them Vervain!
Sending out Ursaluna holding Flame Orb
Stomping Tantrum - High Horsepower - Earthquake
***IF Darmanitan is under the effect of a Protective move when you are to act, use Metronome (Withdraw) the first instance, and Hone Claws all remaining instances and replace all instances of Earthquake with Headlong Rush
***IF Darmanitan is to use Grass Knot and you are faster, use Dig that action and push actions back.
***IF Darmanitan is to use Solar Beam and it is Sunny and you are faster, use Rain Dance that step and push actions back.
***IF Darmanitan is to use Solar Beam, and you are faster use Fury Swipes that step.
Grass Knot ~ Grass Knot ~ Grass Knot
IF Ursaluna is under the effects of a P/E move when you are to act THEN Chill and push actions back
IF Ursaluna is in the evasive stage of Dig when you are to act AND you are to use Grass Knot THEN Solar Beam and push actions back
Step 1
Vervain used Torment! (-10 EN, 66 left)
Darmanitan was afflicted with torment!
Darmanitan can't use Grass Knot due to Torment!
Vervain was hurt by its burn! (-2 HP, 66 left)
Step 2
Vervain used Drain Punch! (-9 EN, 57 left)
Roll to Crit (1/24 = Crit): 16/24 = No Crit
(8) * 1.5 = 12 damage (23 HP left)
Vervain restored a little HP! (+5 HP, 71 left)
Darmanitan used Struggle! (-5 EN, 53 left)
Roll to Crit (1/24 = Crit): 20/24 = No Crit
(5 - 5 + 3) = 3 damage (68 HP left)
Darmanitan was hurt by the recoil! (-10 HP, 13 left)
Vervain was hurt by its burn! (-2 HP, 66 left)
Step 3
Vervain used Fling! (-6 EN, 51 left)
Roll to Crit (1/24 = Crit): 21/24 = No Crit
(8) * 1.5 = 12 damage (1 HP left)
Vervain flung its Flame Orb!
Darmanitan used Struggle! (-5 EN, 48left)
Roll to Crit (1/24 = Crit): 9/24 = No Crit
(5 - 5 + 3) = 3 damage (63 HP left)
Darmanitan was hurt by the recoil! (-10 HP, -9 left)
Darmanitan was KO'ed!
Reshiram, show them your might!
Sending out Reshiram @ Firium Z
Earth Power ~ Focus Blast ~ Earth Power
[Non-consecutive] IF Pain Split AND NOT A1 THEN Protect and push actions back
IF the weather is Sandstorm when you are to act THEN Sunny Day and push actions back
IF Probopass is under the effects of a P/E move when you are to act THEN Reflect the first instance, Light Screen the second instance, Chill all remaining instances, pushing actions back each time
IF Probopass is under the effects of Hovering AND you are to use Earth Power THEN Focus Blast and push actions back
Reshiram's Turboblaze
Reshiram is breaking the mold!
Step 1
Reshiram used Earth Power! (-7 EN, 93 left)
Roll to Crit (1/24 = Crit): 12/24 = No Crit
Roll for Effect (1/10 = Effect): 1/10 = Effect!
(9) * 2 = 18 damage (67 HP left)
Sycamore's Sp. Defense fell! (n3t)
Sycamore used Toxic! (-7 EN, 93 left)
Roll to Hit (10/10 = Miss): 4/10 = Hit!
Reshiram was badly poisoned!
Sycamore restored a little HP using its leftovers! (+2 HP, 69 left)
Reshiram was hurt by the toxic poison! (-2 HP, 93 left)
Step 2
Reshiram used Focus Blast! (-8 EN, 85 left)
Roll to Hit (>7/10 = Miss): 1/10 = Hit!
Roll for Effect (1/10 = Effect): 5/10 = No Effect
(12) * 2 + 4 * 1 = 28 damage (41 HP left)
Sycamore used Torment! (-10 EN, 83 left)
Reshiram was afflicted with Torment!
Sycamore restored a little HP using its leftovers! (+4 HP, 45 left)
Reshiram was hurt by the toxic poison! (-2 HP, 91 left)
Step 3
Reshiram used Struggle! (-5 EN, 80 left)
Roll to Crit (1/24 = Crit): 10/24 = No Crit
(5 - 4) = 1 damage (44 HP left)
Reshiram was hurt by the recoil! (-9.5 round to 10 damage, 81 HP left)
Sycamore used Magnetic Storm! (-28 EN, 55 left)
Roll to Crit (1/24 = Crit): 4/24 = No Crit
(12 - 3) * 0.75 = 6.75 round to 7 damage (74 HP left)
Reshiram was paralyzed! (1 Counters)
Sycamore is pivoting!
Sycamore's Sp. Defense stage returned to normal!
Sycamore restored a little HP using its leftovers! (+2 HP, 46 left)
Reshiram was hurt by the toxic poison! (-2 HP, 72 left)
Reshiram's bad poison worsened! (+2 Counters, 4 left)
Reshiram's paralysis worsened! (+1 Counter, 2 left)
Switching to Mallow the Altaria holding Altarianite
[Mega Evolve]Draco Meteor - Dragon Claw - Outrage
***IF you are confused when you are to act, use Hone Claws the second instance.
***[Check at Start of Step] IF Reshiram is to use Fly and Reshiram is faster, use Hurricane that step.
***IF Reshiram is under the effects of a Protective move when you are to act, use Hone Claws that step.
***IF Reshiram has successfully used Imprison when you are to act, use Dragon Rush that step.
Mallow is reacting to Gemini Taurus's Key Stone!
Mallow evolved into Mega Altaria!
New Typing: Dragon/Fairy
New Stats: 8/7/8/8/92
New Ability: Pixilate
Step 1
Mallow used Draco Meteor! (-9 EN, 91 left)
Roll to Crit (1/24 = Crit): 9/24 = No Crit
(13 + 3 - 1) * 1.5 = 23 damage (49 HP left)
Mallow Sp. Attack harshly fell! (n2t)
Reshiram used Will-O-Wisp! (-7 EN, 73 left)
Roll to Hit (>17/20 = Miss): 7/20 = Hit!
Mallow was burned!
Reshiram was hurt by the toxic poison! (-4 HP, 43 left)
Mallow was hurt by its burn! (-2 HP, 88 left)
Step 2
Mallow used Dragon Claw! (-6 EN, 85 left)
Roll to Crit (1/24 = Crit): 23/24 = No Crit
(8 + 3 - 3) * 1.5 = 12 damage (31 HP left)
Reshiram used Roost! (-12 EN, 61 left)
Reshiram's HP was restored. (+20 HP, 51 left)
Reshiram was hurt by the toxic poison! (-4 HP, 47 left)
Mallow was hurt by its burn! (-2 HP, 86 left)
Step 3
Mallow used Outrage! (-8 EN, 77 left)
Roll to Crit (1/24 = Crit): 6/24 = No Crit
(12 + 3 - 3) * 1.5 = 22.5 round to 23 damage (24 HP left)
Reshiram used Hidden Power (Ice)! (-4 EN, 43 left)
Roll to Crit (1/24 = Crit): 3/24 = No Crit
(6 + 3) * 1.5 = 14 damage (72 HP left)
Mallow's Sp. Attack stage returned to normal!
Reshiram was hurt by the toxic poison! (-4 HP, 20 left)
Mallow was hurt by its burn! (-2 HP, 70 left)
Reshiram's bad poison worsened! (+2 Counters, 6 left)
Reshiram's paralysis worsened! (+1 Counter, 3 left) Mallow's Natural Cure
Mallow was cured of its burn!
"You've been working hard team, Vervain why don't you come back out here, take some food to keep up your strength!
Sending out Ursaluna holding Sitrus Berry
Avalanche - Facade - Payback
***IF Silgilyph is to use Solar Beam and the weather is not Sun, use Fury Swipes that step and push back.
***IF Sigilyph is to use Fly and Sigilyph is faster, use Smack Down+Stone Edge the first instance and push back.
***IF Sigilyph is to use Hyper Beam in combination, use Protect the first instance.
***IF Sigilyph has successfully used Imprison on this or a previous step, when you are to act, use Ice Punch the first instance, Crunch the second instance and Throat Chop the third instance
Step 1
Sigilyph used Energy Ball! (-7 EN, 93 left)
Roll to Crit (1/24 = Crit): 3/24 = No Crit
Roll for Effect (1/10 = Effect): 10/10 = No Effect
(9 - 1 + 3) * 2 = 22 damage (39 HP left)
Vervain ate its Sitrus Berry! (+15 HP, 54 left)
Vervain used Avalanche! (-8 EN, 43 left)
Roll to Crit (1/24 = Crit): 16/24 = No Crit
(12 + 4 + 5) * 1.5 = 31.5 round to 32 damage (53 HP left)
Vervain was hurt by its burn! (-2 HP, 52 left)
Step 2
Sigilyph used Roost! (-12 EN, 81 left)
Sigilyph's HP was restored. (+20 HP, 73 left)
Sigilyph landed!
Vervain used Facade! (-8 EN, 35 left)
Roll to Crit (1/24 = Crit): 4/24 = No Crit
(14 + 3 + 5 + 4) = 26 damage (47 HP left)
Vervain was hurt by its burn! (-2 HP, 50 left)
Step 3
Sigilyph used Energy Ball! (-7 EN, 74 left)
Roll to Crit (1/24 = Crit): 8/24 = No Crit
Roll for Effect (1/10 = Effect): 1/10 = Effect!
(9 - 1 + 3) * 2 = 22 damage (28 HP left)
Vervain's Sp. Defense fell! (n3t)
Vervain used Payback! (-7 EN, 28 left)
Roll to Crit (1/24 = Crit): 12/24 = No Crit
(10 + 4 + 5) * 1.5 = 28.5 round to 29 damage (18 HP left)
Ice Beam ~ Ice Beam ~ Ice Beam
IF Ursaluna is under the effects of a P/E move when you are to act THEN Roost the first instance, Chill all remaining instances
IF damaging priority move in combination THEN Protect and push actions back
[Start of Step] IF D/E move AND you are slower THEN Solar Beam