Data The Raid Frontier — Data Thread

LouisCyphre

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Vs. The Spectacular Spore-verlord!
Level 1 (Hard)
:sv/amoonguss:
Amoonguss
The Spectacular Spore-verlord!

Typing: Grass/Poison
Abilities: Effect Spore
Traits: Boss, Unfainting

Phase 1 HP: 240
Attack: 6
Defen.: 5
Sp.Atk: 6
Sp.Def: 6
Speed: 30
Size: 10
Weight: 20


Phase 1 Behavior

Choose action, target PRRandom action, Choose target
:poison barb:Piercing Giga Drain +15
:poison barb:Piercing Sludge Bomb +15
Venoshock x3
Hex x3
Stomping Tantrum x3​
:poison barb:Piercing Stun Spore
:x speed3:Triple-Speed Toxic
:x speed3:Triple-Speed Spore
Growth
Synthesis x2​
:sv/brute bonnet:
Brute Bonnet
The Truly Terrifying Toadstool Tyrant!

Typing: Grass/Dark
Abilities: Protosynthesis, Leaf Guard
Traits: Boss, Unfainting

Phase 3 HP: 310
Attack: 9
Defen.: 7
Sp.Atk: 6
Sp.Def: 7
Speed: 55
Size: 20
Weight: 20


Phase 3 Behavior

Rotating action, target PRRandom action, target SU or AGRandom action, choose target
These actions are performed in the listed rotation.​
"??" stands in for the current round count.​
1. :poison barb:Piercing Seed Bomb x??
2. :poison barb:Piercing Payback x??
3. :poison barb:Piercing Close Combat x??​
Confuse Ray
Taunt
Synthesis x2
Trailblaze +10
Venoshock x2​
:poison barb:Piercing Stun Spore
:poison barb:Piercing Toxic
Spore
Growth
Solar Beam +10​

At the start of the step, IF the Weather is not Sun, THEN replace all Solar Beam with Sunny Day.​
:sv/toedscruel:
Toedscruel
The Type-Stealing General!

Typing: Grass/Ground
Abilities: Mycelium Might

Phase 2 HP: 150
Attack: 5
Defen.: 5
Sp.Atk: 6
Sp.Def: 9
Speed: 100
Size: 4
Weight: 4


Phase 2 Behavior

Choose action, assigned target
Spore
Reflect Type
Confuse Ray
Earth Power +10
Giga Drain +10
Foul Play +10​
:sv/shiinotic:
Shiinotic
The Victim-Indicating General!

Typing: Grass/Fairy
Abilities: Illuminate

Phase 2 HP: 120
Attack: 4
Defen.: 6
Sp.Atk: 7
Sp.Def: 7
Speed: 30
Size: 2
Weight: 2


Phase 2 Behavior

Choose action, assigned target
Spore
Spotlight
Strength Sap x2
Moonblast +10
Dream Eater +10
Weather Ball +10​
:sv/breloom:
Breloom
The Brute-Force General!

Typing: Grass/Fighting
Abilities: ---

Phase 2 HP: 90
Attack:
9
Defen.: 6
Sp.Atk: 5
Sp.Def: 5
Speed: 70
Size: 3
Weight: 3


Phase 2 Behavior

Choose aciton, assigned target
Spore
Gunk Shot x2
Focus Punch x2
Brick Break x2
Thunder Punch x2
Stone Edge x2​


Phase Progression
  1. :amoonguss:Amoonguss (★) x1
  2. :toedscruel:Toedscruel, :shiinotic:Shiinotic, :breloom:Breloom x1 each
  3. :brute bonnet:Brute Bonnet (★) x1

Sporrible Swamp
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 :tea:JC​
Progress: 7 EXP for each raider.​
Victory: 3 EXP more for each raider.​
First-Time Victory: :rocky helmet:Engineer, :utility umbrella:Reporter, and :pretty wing:Scribe vocations​

Referee Progress: Rounds reffed by that referee / Total Rounds.
Progress: 3:amulet coin:RC, 6:tea:JC​
Completion: 2 more:tea:JC​
 
Last edited:

LouisCyphre

heralds disaster.
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Vs. The Greater Masticator Invader!
Level 1
(Hard)
:ss/guzzlord:
Guzzlord
The Greater Masticator Invader!

Typing: Dark/Dragon
Abilities: ---
Traits: Boss, Unfainting

Phase 1 HP: 240
Phase 2 HP: 600
Phase 3 HP: 300
Attack: 7
Defen.: 0
Sp.Atk: 7
Sp.Def: 0
Speed:
43
Size: 4
Weight: 5


Phase 1 Behavior
Choose action, target PRRandom action, choose targetRandom action, choose target
Dragon Rage =20
Heavy Slam
Heat Crash​
:poison barb:Piercing Gastro Acid
:poison barb:Piercing Rock Tomb =10
:poison barb:Piercing Dragon Tail =10​
Iron Defense
Toxic
Stockpile​

Phase 2 Behavior
Random action, choose targetChoose action and targetTarget PR
:poison barb:Piercing Gastro Acid
:poison barb:Piercing Rock Tomb =10
:poison barb:Piercing Dragon Tail =10​
Fling x3
Bulldoze =10
Snarl =10​
:poison barb:Piercing Belch x2​

Phase 3 Behavior
Choose action, target PRRandom action, choose target
"??" stands in for seven times (x7) the current round count.
Crunch =??
Lash Out x3
Fling x10
Heavy Slam x2
Heat Crash x2​
Drain Punch x2
Knock Off x2
Bulldoze =10
Snarl =10
Sludge Wave =15
Body Press x2​

Phase Progression:
  1. :guzzlord:Guzzlord (★) x1
  2. :guzzlord:Guzzlord (★) x1
  3. :guzzlord:Guzzlord (★) x1
Don't bench or send out Raid opponents when progressing through these Phases.

Raid Arena — The Feeding Trough
Located somewhere deep within Ultra Space, this bizarre dimension is made of wavy ground and walls that slowly shift towards Guzzlord, helping the lazy beast nourish itself, as if mimicking a black hole.

Camouflage: Dragon | Nature Power: Dragon Rush | Secret Power: 10% Chance to free the defender's Ingested Pokemon, if any.​

All Phases - An Acquired Taste
As the Boss "Ingests" a Pokemon, that Pokemon is captured.​
As the Boss "Regurgitates" a Pokemon, that Pokemon rejoins their original team.​
While the Boss has an Ingested Pokemon:​
The Boss and their Belch both have the Ingested Pokemon's types; also, the restriction text of the Boss' Belch is ignored.​
Ingested Pokemon can't take turns or act, and are unaffected by non-arena effects. Actions can't target ingested Pokemon.​

Phase 1 - Appetizer
At the end of each Raider's turn: The Boss regurgitates any Ingested Pokemon; and then ingests that Raider.​

Phase 2 - Intradimensional Intestional Ingression
At the end of each round: The Boss regurgitates any Ingested Pokemon; and then, the Boss ingests a raider at random, from among the raiders that have been ingested the fewest times this battle.​

Phase 3 - World is Meal
As this phase begins, the Boss regurgitates any Ingested Pokemon.​
Rewards
Player Progress: Phases Completed / 3
Entry Cost: 7 :tea:JC​
Progress: 7 EXP for each raider.​
Victory: 3 EXP more for each raider.​
First-Time Victory: :auspicious armor:Bodyguard, :protective pads:Rearguard, and :malicious armor:Blackguard vocations to your profile.​
Referee Progress: Rounds reffed by that referee / Total Rounds.
Progress: 3:amulet coin:RC, 6:tea:JC​
Completion: 2 more:tea:JC​
 
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LouisCyphre

heralds disaster.
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Vs. The "Loyal" Lousy Lackabouts!
Level 2
(Hard)

:sv/okidogi:
Okidogi
The Offensive Ogre-Ostracizing Oaf!

Typing: Poison/Fighting
Abilities: Toxic Chain
Traits: Boss

Vocation: :punching glove:Prowling Pugilist

Phase 1 HP: 200
Phase 2 HP: 125
Phase 3 HP: 100
Attack: 9 (12)
Defen.: 8
Sp.Atk: 4 (12)
Sp.Def: 6
Speed: 80
Size: 4
Weight: 5

Phase 1 Behavior
Choose action, target PRRandom action, choose target
:poison barb:Piercing Crunch x2
Poison Jab x2
Brick Break x2
Hard Press x2
High Horsepower x2​
Bulk Up
Taunt
Roar
Snarl =6
Force Palm =10​

Phase 2 Behavior
Choose action, target PR
:poison barb:Piercing Crunch x2
Poison Jab x2
Brick Break x2
Hard Press x2
High Horsepower x2​

Phase 3 Behavior
Choose action, target PRChoose action and target
Crunch x2
Poison Jab x2
Brick Break x2
Hard Press x2
High Horsepower x2​
Skip this turn unless :okidogi:Okidogi is the Leader.
:poison barb:Piercing Counter
:poison barb:Piercing Howl x2
:poison barb:Piercing Knock Off
:poison barb:Piercing Gunk Shot x2​
:sv/munkidori:
Munkidori
The Manipulating Monkey Mastermind!

Typing: Poison/Psychic
Abilities: Toxic Chain
Traits: Boss

Vocation: :covert cloak:Threatening Thief

Phase 1 HP: 200
Phase 2 HP: 125
Phase 3 HP: 100
Attack: 6
Defen.: 5
Sp.Atk: 9
Sp.Def: 7
Speed: 106
Size: 4
Weight: 5

Phase 1 Behavior
Choose action, target PRRandom action, choose target
:poison barb:Piercing Hex x2
Acid Spray
Psychic Noise
Stored Power
Mud-Slap​
Nasty Plot
Taunt
Spite
Future Sight
Trailblaze =10​

Phase 2 Behavior
Choose action, target PR
:poison barb:Piercing Hex x2
Acid Spray
Psychic Noise
Stored Power
Mud-Slap​

Phase 3 Behavior
Choose action, target PRChoose action and target
Hex x2
Acid Spray
Psychic Noise
Stored Power
Mud-Slap​
Skip this turn unless :munkidori:Munkidori is the Leader.
:poison barb:Piercing Clear Smog
:poison barb:Piercing Confuse Ray
:poison barb:Piercing Night Shade =20
:poison barb:Piercing Psychic Noise​
:sv/fezandipiti:
Fezandipiti
The Foulest Fowl-Feathered Fiend!

Typing: Poison/Fairy
Abilities: Toxic Chain
Traits: Boss

Vocation: :gracidea:Dastardly Duelist

Phase 1 HP: 200
Phase 2 HP: 125
Phase 3 HP: 100
Attack: 7
Defen.: 6
Sp.Atk: 5
Sp.Def: 9
Speed: 99
Size: 4
Weight: 5

Phase 1 Behavior
Choose action, target PRRandom action, choose target
:poison barb:Moonblast
Dark Pulse
Air Slash
Heat Wave =12
Swagger​
Tailwind
Taunt
Charm
Icy Wind =6
Substitute​

Phase 2 Behavior
Choose action, target PR
:poison barb:Moonblast
Dark Pulse
Air Slash
Heat Wave =12
Swagger​

Phase 3 Behavior
Choose action, target PRChoose action and target
Moonblast
Dark Pulse
Air Slash
Heat Wave =12
Swagger​
Skip this turn unless :fezandipiti:Fezandipiti is the Leader.
:poison barb:Piercing Roost x3
:poison barb:Piercing Calm Mind x3
:poison barb:Piercing Charm x3
:poison barb:Piercing Light Screen​

Phase Progression:
  1. One of :okidogi:Okidogi (★), :munkidori:Munkidori (★), :fezandipiti:Fezandipiti (★), chosen at random.
  2. The two Bosses not chosen above.
  3. :okidogi:Okidogi (★), :munkidori:Munkidori (★), :fezandipiti:Fezandipiti (★) x1 each.
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:Okidogi is a :punching glove:Prowling Pugilist.​
Each Boss' Attack and Special Attack ranks are at least 12.​
The effects of Screens on the raiders' field are ignored.​
:munkidori:Munkidori is a :covert cloak: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:Fezandipiti is a :gracidea: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!
---

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: 5:tea:JC​
Progress Reward: 6 EXP for each raider.​
Victory Reward: Choose one of the following rewards:​
  • :okidogi:Okidogi Lv2
  • :munkidori:Munkidori Lv2
  • :fezandipiti:Fezandipiti Lv2
  • 1x:cornerstone mask:Cornerstone Mask
First-Time Victory: :punching glove:Pugilist, :covert cloak:Thief, and :gracidea:Duelist vocations​

Referee Progress: Rounds reffed by that referee / Total Rounds.
Progress: 3:amulet coin:RC, 6:tea:JC​
Completion: 2 more:tea:JC​
 
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LouisCyphre

heralds disaster.
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Vs. The Shadow-Wielding Master and Students!
Level 2
(Normal)
:sv/shedinja:
Shedinja
The Shadow-Wielding Master!

Typing: Bug/Ghost
Abilities: Wonder Guard
Traits: Boss, Unfainting

HP: — (None)
Attack: 7
Defen.: 4
Sp.Atk: 3
Sp.Def: 3
Speed: 40
Size: 10
Weight: 10


Order Behavior
Choose action and target
Defog
Will-o-Wisp
Spite
Heal Block
Poltergeist x1.5
Dig +5
Skitter Smack +5
Sucker Punch +5​
:sv/ninjask:
Ninjask
The Eternally-Fledgling Student!

Typing: Bug/Flying
Abilities: Speed Boost

HP: 70
Attack: 7
Defen.: 4
Sp.Atk: 4
Sp.Def: 4
Speed: 160
Size: 1
Weight: 2


Order Behavior
Fixed action and target
"??" stands in for 20 times the current round count.
:poison barb:Piercing Struggle Bug =??​

Students:
:sv/weezing:
Weezing
The Untouchable-Mist Student!

Typing: Poison
Abilities: Levitate, Neutralizing Gas

HP: 180
Attack: 7
Defen.: 9
Sp.Atk: 6
Sp.Def: 5
Speed: 60
Size: 2
Weight: 1


Order Behavior
Random action and target
:poison barb:Piercing Protect
:poison barb:Piercing Haze
:poison barb:Piercing Rest x2
:poison barb:Piercing Endure
:poison barb:Piercing Smokescreen x2​
:sv/drapion:
Drapion
The Surprise-Assassin Student!

Typing: Poison/Dark
Abilities: Battle Armor

HP: 210
Attack:
7
Defen.: 8
Sp.Atk: 5
Sp.Def: 6
Speed: 95
Size: 3
Weight: 4


Order Behavior
Choose action, target SU
Taunt
Cross Poison
Knock Off
Stomping Tantrum
Aqua Tail
Retaliate​
:sv/golisopod:
Golisopod
The Forward-Assault Student!

Typing: Bug/Water
Abilities: ---

HP: 210
Attack: 9
Defen.: 10
Sp.Atk: 5
Sp.Def: 7
Speed: 40
Size: 3
Weight: 5


Order Behavior
Choose action, target PR:
Liquidation x2
Lunge x2
Leech Life x2
Poison Jab x2
Drill Run x2
Shadow Claw x2
Rock Tomb =15
Knock Off =15​
:ss/zoroark-hisui:
Zoroark-Hisui
The Vengeful-Grudge Student!

Typing: Normal/Ghost
Abilities: Illusion

HP: 110
Attack: 7
Defen.: 5
Sp.Atk: 9
Sp.Def: 5
Speed: 110
Size: 3
Weight: 3


Order Behavior
Choose action, target AG
Bitter Malice x2
Hex x2
Hyper Voice x2
Foul Play x2
Knock Off x2
Confuse Ray
Curse​
:sv/greninja:
Greninja
The Slippery-Escape Student!

Typing: Water/Dark
Abilities: Protean

HP: 180
Attack: 7
Defen.: 5
Sp.Atk: 7
Sp.Def: 5
Speed: 122
Size: 3
Weight: 3


Order Behavior
Random action, target PR
Hydro Pump
Dark Pulse
Ice Beam
Grass Knot
Gunk Shot
Low Kick
Rock Slide​

Phase Progression
  1. :shedinja:Shedinja (★), :ninjask:Ninjask x1 each
  2. :shedinja:Shedinja (★) x1, plus two different Students except :zoroark-hisui:Zoroark-Hisui, chosen at random.
  3. :shedinja:Shedinja (★) x1, plus the three Stundents not chosen last Phase.
Don't bench or send out Shedinja when changing Phases.

The students are :greninja:Greninja :weezing:Weezing, :drapion:Drapion, :golisopod:Golisopod, and :zoroark-hisui:Zoroark-Hisui.

Remember to designate a confidant for Zoroark-Hisui's Illusion.

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.

All Phases - Intangibile Shadow Ninja Master
Shedinja has no HP parameter. They can't gain or lose HP, and their HP can't be set.​
At the end of each round, if the Raid only has Shedinja in play: Progress the Phase.​
Phases 2 and 3 - Aspiring Shadow Ninja Kumite
If a Student would take damage from a Field Hazard; instead, that student takes three times (x3) that much damage.​
While the Raid's Weezing is in play: Other Students have Neutralizing Gas.​
At the end of each round, if none of the Raid's Pokemon have fainted this round or last round: The challenger loses the battle.​
Rewards
Player Progress: Phases Completed / 3
Entry Cost: 5 :tea:JC​
Progress: 7 EXP for each raider.​
Victory: 3 EXP more for each raider.​
First-Time Victory: :safety goggles:Daredevil, :wise glasses:Tutor, and :twisted spoon:Psychic vocations​
Referee Progress: Rounds reffed by that referee / Total Rounds.
Progress: 3:amulet coin:RC, 6 :tea:JC​
Completion: 2 more:tea:JC​
 
Last edited:

LouisCyphre

heralds disaster.
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Vs. The Cold-Iron Tink-tacular Turf War!
Level 3

:sv/tinkaton:
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

HP: 9,999
Attack: 6
Defen.: 6
Sp.Atk: 5
Sp.Def: 8
Speed: 94
Size: 1
Weight: 5


Order Behavior
Choose Target
:poison barb:Piercing Gigaton Hammer =40​
:sv/naviathan:
Ocean-Might General (Naviathan)
The conveying general who brings evil to our shores!

Battle Pay: 200 :gimmighoul:Gimmigold
Structure Damage: 250

Typing: Water/Steel
Abilities: Guts, Heatproof
Trait: Boss

HP: 300
Attack: 8
Defen.: 7
Sp.Atk: 7
Sp.Def: 5
Speed: 97
Size: 6
Weight: 9


Order Behavior
Choose action and target
:poison barb:Piercing Wave Crash x2
Dive x2
Heavy Slam x2
Icicle Crash x2
Taunt
Icy Wind =15
Self-Destruct x3​
:sv/goodra-hisui:
Spiral-Shell General (Goodra-Hisui)
The home-carrying general who can hide from all attacks!

Battle Pay: 200 :gimmighoul:Gimmigold
Structure Damage: 250

Typing: Dragon/Steel
Abilities: Shell Armor, Gooey
Trait: Boss

HP: 250
Attack: 7
Defen.: 7
Sp.Atk: 8
Sp.Def: 11
Speed: 60
Size: 3
Weight: 7


Order Behavior
Choose action and target
:poison barb:Piercing Dragon Pulse x3
Flash Cannon x3
Acid Spray x3
Charm x3
Counter
Dragon Tail =10​
:sv/scizor-mega:
Sharp-Edge General (Scizor-Mega)
The swift-moving general that slashes foes asunder!

Battle Pay: 400 :gimmighoul:Gimmigold
Structure Damage: 250

Typing: Bug/Steel
Abilities: Technician
Trait: Boss

HP: 400
Attack: 11
Defen.: 10
Sp.Atk: 5
Sp.Def: 7
Speed: 75
Size: 3
Weight: 5


Order Behavior

Choose Target
:poison barb:Piercing Bullet Punch x2
Hard Press x2
Bug Bite x2
Trailblaze x2
Close Combat x2
Dual Wingbeat x2
Bulk Up x2
Roost​
:sv/steelix-mega:
The Earth-Moving General (Steelix-Mega)
The tunnel-boring general that sinks entire castles into the earth!

Battle Pay: 400 :gimmighoul:Gimmigold
Structure Damage: 9,999

Typing: Steel/Ground
Abilities: Sheer Force
Trait: Boss

HP: 500
Attack: 9
Defen.: 14
Sp.Atk: 4
Sp.Def: 7
Speed: 30
Size: 7
Weight: 10


Order Behavior
Choose Target
:poison barb:Piercing Earthquake x2
Heavy Slam x2
Fire Fang x2
Ice Fang x2
Thunder Fang x2
Dragon Tail =10
Stealth Rock​
:sv/tinkatuff:
Tinkatuff Elite
The more fearsome leaders among the invading forces.

Battle Pay: 200 :gimmighoul:Gimmigold
Structure Damage: 250
Trait: Excess damage taken from an attack hit spills over to the next Tinkatuff Elite.

Typing: Fairy/Steel
Abilities: Mold Breaker

HP: 200
Attack: 4
Defen.: 4
Sp.Atk: 4
Sp.Def: 6
Speed: 78
Size: 1
Weight: 4


Order Behavior
Choose action and target
Play Rough = 15
Iron Head = 10
Skitter Smack =10
Knock Off =10​
:sv/tinkatink:
Tinkatink Warrior
An unending horde of ruffian invaders!

Battle Pay: 20 :gimmighoul:Gimmigold
Structure Damage: 100
Trait: Excess damage taken from an attack hit spills over to the next Tinkatink Warrior.

HP: 20
Attack: 0
Defen.: 0
Sp.Atk: 0
Sp.Def: 0
Speed: 78

Behavior
None. Tinkatink aren't capable of fighting back against Pokemon; but they deal huge damage to structures.
(With no behavior; they don't receive any orders or take any turns at all.)
:sv/corviknight:
The Coalition Commander (Corviknight)
The final hope of the Korvid Kingdom's forces!

Commanding nature
Typing: Flying/Steel
Abilities: Pressure, Unnerve, Mirror Armor

Item: :expert belt:Expert Belt

No role or Vocation.

HP: 145
Attack: 15 (+)
Defen.: 0 (-)
Sp.Atk: 15 (+)
Sp.Def: 0 (-)
Speed: 67
Size: 4
Weight: 4


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

PhaseWest PortionNorth PortionEast Portion
1​
:tinkatink:Tinkatink Warrior x1​
:tinkatink:Tinkatink Warrior x4​
:tinkatink:Tinkatink Warrior x1​
PhasePortion APortion BPortion C
2​
:naviathan:Ocean-Might General x1​
:goodra-hisui:Spiral-Shell General x1​
:tinkatink:Tinkatink Warrior x5​
3​
:scizor-mega:Sharp-Edge General x1
:tinkatink:Tinkatink Warrior x3​
:steelix-mega:Earth-Moving General x1
:tinkatink:Tinkatink Warrior x3​
:tinkatuff:Tinkatuff Elite x1​
4​
:tinkaton:The Scourge Warlord x1​
:tinkatink:Tinkatink Legion x20​
:tinkatuff: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: :corviknight: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, it leaves play in the first zone, and then enters play in the destination zone.
For their turn, each Scourge Invader will do one of the following, starting from the top:​
  1. First, if any player-controlled Pokemon is present in their zone, they'll perform their ordered action as normal.
  2. 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.
  3. 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 East Wall (not the North), and the AG starts in the North Wall (not the East). 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 :gimmighoul:Gimmigold is paid to the challenger.​
In their order post, before they issue orders, the challenger may spend their Gimmigold to place :forretress: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.​
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 :gimmighoul: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:
ForretrificationGimmigoldEffectUpgrade AUpgrade B
:excadrill:
Excadrilling​
:gimmighoul:10​
Scourge Invaders in this zone, that spawned [this round], can't [change zones] or damage structures."this round"
→ "this or last round"
"change zones"
→ "change zones, act"
:gholdengo:
Ghold Mine​
:gimmighoul:10​
If you would earn Gimmigold in this zone; instead, gain [twice (x2)] as much Gimmighold.
Limit one (1) Ghold Mine.
"twice (x2)"
→ "thrice (x3)"
"one (1)"
→ "one (1) un-upgraded"
:aegislash:
Aegismithy​
:gimmighoul: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)"
:kartana:
Kartarmory​
:gimmighoul:50​
Scourge Invaders [in this zone] take [double (x2)] damage from all sources."in this zone"
→ "in any zone"
"doubled (x2)"
→ "quintupled (x5)"
:celesteela:
Celemplacement​
:gimmighoul:500​
At the end of each step: Each Boss loses 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 :kartana:Kartarmories, and upgrading them correctly for your team, is the key to this encounter.

Rewards
Player Progress: Phases Completed / 4
Entry Cost: 7:tea:JC​
Progress Reward: 4 EXP for each raider.​
Victory: 2 EXP more for each raider.​
First-Time Victory: :ability shield:Paladin, :galarica wreath:Cleric, and :lustrous orb:Sorcerer vocations to your profile.​
Referee Progress: Rounds reffed by that referee / Total Rounds.
Progress: 3:amulet coin:RC, 6:tea:JC​
Completion: 2 more:tea:JC​
 
Last edited:

LouisCyphre

heralds disaster.
is a Forum Moderatoris a Community Contributor
Moderator
Vs. The Self-Perfecting Beast-Slaying Machine!
Level 3
(Hard)
:sv/silvally:
Silvally
The Self-Perfecting Beast-Slaying Machine!

Typing: Normal
Abilities: RKS System

HP: 777
Attack: 7
Defen.: 7
Sp.Atk: 7
Sp.Def: 7
Speed: 95
Size: 4
Weight: 5


Order Behavior
Target PRChoose action and targetChoose action and target
:poison barb:Piercing Multi-Attack x1​
[ Action associated with equipped Memory. ]​
Thunder Wave
Toxic
Roar
Heal Block
Defog
Flamethrower
Thunderbolt
Ice Beam
Parting Shot​

Phase Progression
  1. :silvally:Silvally (★) x1

Raid Arena — Tremendous Crater
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​
Reflect​
Light Screen​
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: 10:tea:JC​
Progress: 8 EXP for each raider.​
Victory: 2 EXP more for each raider.​
First-Time Victory: :assault vest:Commando, :room service:Butler, and :loaded dice:Gambler vocations​
Referee Progress: Rounds reffed by that referee / Total Rounds.
Progress: 3:amulet coin:RC, 6 :tea:JC​
Completion: 2 more :tea:JC​
 
Last edited:

LouisCyphre

heralds disaster.
is a Forum Moderatoris a Community Contributor
Moderator
Vs. The Fundamental Elemental Procession!

:sv/machamp-gmax:
Machamp

Typing:
Fighting
Abilities: Guts, No Guard, Steadfast

HP: 105
Attack: 9
Defen.: 6
Sp.Atk: 5
Sp.Def: 6
Speed: 55
Size: 13
Weight: 5


Order Behavior
RandPRRand
G-Max Chi Strike
Cross Chop
Heavy Slam
Payback
Seismic Toss​
Low Sweep
Stomping Tantrum
Rock Tomb
Coaching​

During this Pokemon's first round in play, skip their G-Max move.
:sv/gengar-gmax:
Gengar

Typing:
Ghost/Poison
Abilities: Cursed Body

HP: 105
Attack: 5
Defen.: 5
Sp.Atk: 9
Sp.Def: 6
Speed: 110
Size: 13
Weight: 3


Order Behavior
RandPRRand
G-Max Terror
Shadow Ball
Sludge Bomb
Thunderbolt
Night Shade​
Acid Spray
Reflect Type
Toxic
Will-o-Wisp​

During this Pokemon's first round in play, skip their G-Max move.
:sv/lapras-gmax:
Lapras

Typing:
Water/Ice
Abilities: Water Absorb, Shell Armor, Hydration

HP: 105
Attack: 6
Defen.: 6
Sp.Atk: 6
Sp.Def: 7
Speed: 60
Size: 15
Weight: 6


Order Behavior
RandPRRand
G-Max Resonance
Blizzard
Hydro Pump
Thunder
Brine​
Confuse Ray
Sing
Hail
Bide​

During this Pokemon's first round in play, skip their G-Max move.
:sv/butterfree-gmax:
Butterfree

Typing:
Bug/Flying
Abilities: Compoundeyes, Tinted Lens

HP: 115
Attack: 4
Defen.: 4
Sp.Atk: 7
Sp.Def: 6
Speed: 70
Size: 12
Weight: 3


Order Behavior
RandPRRand
G-Max Befuddle
Hurricane
Bug Buzz
Energy Ball
Psychic​
Sleep Powder
Poison Powder
Stun Spore
Skill Swap​

During this Pokemon's first round in play, skip their G-Max move.
:sv/snorlax-gmax:
Snorlax

Typing:
Normal
Abilities: Immunity, Thick Fat, Gluttony

HP: 105
Attack: 8
Defen.: 5
Sp.Atk: 5
Sp.Def: 8
Speed: 30
Size: 14
Weight: 9


Order Behavior
RandPRRand
G-Max Replenish
Body Slam
Crunch
High Horsepower
Heavy Slam​
Yawn
Covet
Flail
Heat Crash​

During this Pokemon's first round in play, skip their G-Max move.
:sv/duraludon-gmax:
Duraludon

Typing:
Steel/Dragon
Abilities: Light Metal, Heavy Metal, Stalwart

HP: 105
Attack: 7
Defen.: 8
Sp.Atk: 9
Sp.Def: 4
Speed: 85
Size: 13
Weight: 3


Order Behavior
RandPRRand
G-Max Depletion
Steel Beam
Dragon Pulse
Thunderbolt
Snarl​
Mirror Coat
Dragon Tail
Thunder Wave
Steel Roller​

During this Pokemon's first round in play, skip their G-Max move.
:sv/grimmsnarl-gmax:
Grimmsnarl

Typing:
Dark/Fairy
Abilities: Prankster, Frisk, Pickpocket

HP: 75
Attack: 9
Defen.: 5
Sp.Atk: 7
Sp.Def: 6
Speed: 60
Size: 13
Weight: 4


Order Behavior
RandPRRandRandRand
G-Max Snooze
False Surrender
Play Rough
Focus Punch​
Spirit Break
Burning Jealousy
Power Whip​
Light Screen
Reflect
Torment​
Taunt

During this Pokemon's first round in play, skip their G-Max move.
:sv/hatterene-gmax:
Hatterene

Typing:
Psychic/Fairy
Abilities: Healer, Anticipation, Magic Bounce

HP: 75
Attack: 7
Defen.: 7
Sp.Atk: 10
Sp.Def: 7
Speed: 29
Size: 14
Weight: 1


Order Behavior
RandPRRandRandRand
G-Max Smite
Dazzling Gleam
Psychic
Mystical Fire​
Nuzzle
Power Whip
Healing Wish​
Calm Mind
Charm
Magic Room​
Moonblast*

*yeah.

During this Pokemon's first round in play, skip their G-Max move.
:sv/corviknight-gmax:
Corviknight

Typing:
Flying/Steel
Abilities: Pressure, Unnerve, Mirror Armor

HP: 75
Attack: 6
Defen.: 8
Sp.Atk: 4
Sp.Def: 6
Speed: 67
Size: 14
Weight: 4


Order Behavior
RandPRRandRandRand
G-Max Wind Rage
Sky Attack
Steel Beam
Body Press​
Fly
Iron Defense
Tailwind​
Screech
Fake Tears
Sand-Attack​
Whirlwind

During this Pokemon's first round in play, skip their G-Max move.
:sv/melmetal-gmax:
Melmetal

Typing:
Steel
Abilities: Iron Fist

HP: 510
Attack: 10
Defen.: 9 (-)
Sp.Atk: 6
Sp.Def: 7 (+)
Speed: 34
Size: 14
Weight: 11


Order Behavior
RandRand:melmetal:Rand:melmetal-gmax:Rand
G-Max Iron Head
G-Max High Horsepower
G-Max Superpower​
Dynamic Punch
Ice Punch
Thunder Punch​
Double Iron Bash​
G-Max Meltdown

:melmetal:Ignore this action unless Melmetal has one or more Max-Stress markers.
:melmetal-gmax:Ignore this action unless Melmetal has two or more Max-Stress markers.

Initial Field
1x :machamp-gmax:Machamp, :gengar-gmax:Gengar​
Reserve:​
1x :lapras-gmax::butterfree-gmax::snorlax-gmax::duraludon-gmax::grimmsnarl-gmax::hatterene-gmax::corviknight-gmax::melmetal-gmax:

Raid Arena — Wyndon Stadium
This Stadium is the most prominent Power Spot in all of Galar. Any Pokemon here can maintain Dynamax far beyond what would be normally possible -at a cost- all to force you, the challenger, to push your limits as well. It's the ultimate test of endurance... Will you outlast those gigantic opponents?
Camouflage: Normal | Nature Power: Max Guard | Secret Power: 10% chance to place a Stress marker on the defender.​

Dynamic Intelligence
For each of the Bosses' action slots, the referee will select the action they deem most harmful to the challenger's success, rather than rolling randomly. (After the challenger issues orders, and after any random targets are chosen.)​

The Fundamental Forces
At the end of each round:​
Send out a Boss from the reserve, chosen at random, except Melmetal. If there's only Melmetal in reserve, send them out. (e.g. Melmetal is always the last Boss.)​
Then, send out Bosses in the same way until there are at least three Bosses in play. (Or as many as possible.)​
Then, place a Max-Stress marker on each Boss in play.​
Damage dealt to a Boss by attacks is multiplied by the number of Max-Stress markers on that Boss. (Even if that number is zero.)​
When a Boss faints: Each Raider heals 10 HP and 10 Energy.​
The Elemental Expression
Apply the following effects, depending on which Bosses are in play:​
  • :machamp-gmax:Machamp: Bosses are Penalty-Proof.
  • :gengar-gmax:Gengar: Bosses are Bonus-Proof.
  • :lapras-gmax:Lapras: Raiders are Doomed.
  • :butterfree-gmax:Butterfree: The abilities of Raiders are ignored.
  • :snorlax-gmax:Snorlax: If a raider would heal HP; instead, each Boss heals that much HP.
  • :duraludon-gmax:Duraludon: Bosses are unaffected by Major Status.
  • :grimmsnarl-gmax:Grimmsnarl: Raiders can't execute actions, except attacks.
  • :hatterene-gmax:Hatterene: Held items are ignored.
  • :corviknight-gmax:Corviknight: Bosses have Attack Aid and Defense Aid.
  • :melmetal-gmax:Melmetal: The maximum Energy of raiders is reduced by 20 for each Max-Stress marker on Melmetal.
Rewards:
Player Progress: Number of Bosses fainted, counting Melmetal twice
/ Total number of Bosses, counting Melmetal twice​
Entry Cost: 20:tea:JC​
Milestone 1/3: :shadow mail:Harvest Event Voucher​
Milestone 2/3: :master ball:Academy Credit​
Victory: Each raider earns the ability to Dynamax. (Gigantimaxing is Dynamaxing.)​
Referee Progress: Rounds reffed by that referee / Total Rounds.
Progress: 4:amulet coin:RC, 8:tea:JC​
Completion: 2 more :tea:JC​
 
Last edited:

LouisCyphre

heralds disaster.
is a Forum Moderatoris a Community Contributor
Moderator
Vs. The Clashing Cataclysmic Colossi!
:sv/groudon:
Groudon

Typing:
Ground
Abilities: Drought

HP: 100, +20 per Terrestrial Tendency
Attack: 11
Defen.: 10
Sp.Atk: 7
Sp.Def: 7
Speed: 90
Size: 6
Weight: 12


:sv/Groudon-Primal:
Primal Groudon
Typing:
Ground/Fire
Abilities: Drought, Desolate Land

HP:
Attack: 13
Defen.: 11
Sp.Atk: 11
Sp.Def: 7
Speed: 90
Size: 6
Weight: 12


While :groudon-primal:Primally Reverted:

PRSUAG
Precipice Blades
Stone Edge
Fire Blast
Solar Beam
Thunder Punch
Seismic Toss
Fire Punch
Thunder Punch
Rock Tomb​
Thunder Wave
Will-o-Wisp
Bulk Up​

While :groudon:Not Primally Reverted:

Once per battle, the referee may choose to have non-Primal Groudon elevate one ordered move into a Z-Move, using the Z-Harm (as appropriate) or Z-Pierce Z-Powers.

Referee's Choice of Target Raider
Bulk Up
Block
Fling

[Any unused Tendency Move, below]​

Groudon can be ordered the following moves, based on the current Terrestrial Tendency.

Terrestrial Tendency0+2+4+
Tendency Move​
Whirlwind
Knock Off

Reflect
Worry Seed​
Magic Coat
Metal Burst
Ally Switch​
Fissure
V-Create​
:sv/kyogre:
Kyogre

Typing:
Water
Abilities: Drizzle

HP: 100, +20 per Thalassic Tendency
Attack: 7
Defen.: 7
Sp.Atk: 11
Sp.Def: 10
Speed: 90
Size: 6
Weight: 8


:sv/Kyogre-Primal:
Primal Kyogre
Typing:
Water
Abilities: Drizzle, Primordial Sea

HP:
Attack: 11
Defen.: 7
Sp.Atk: 13
Sp.Def: 11
Speed: 90
Size: 7
Weight: 8


While :kyogre-primal:Primally Reverted:

PRSUAG
Origin Pulse
Weather Ball
Blizzard
Thunder
Heavy Slam
Brick Break
Whirlpool
Ancient Power
Scary Face​
Thunder Wave
Toxic
Calm Mind​

While :kyogre:Not Primally Reverted:

Once per battle, the referee may choose to have non-Primal Kyogre elevate one ordered move into a Z-Move, using the Z-Twin or Z-Wide Z-Powers.

Referee's Choice of Target Raider
Calm Mind
Uproar
Fling

[Any unused Tendency Move, below]​

Kyogre can be ordered the following moves, based on the current Thalassic Tendency.

Thalassic Tendency0+2+4+
Tendency Move​
Gastro Acid
Thief

Light Screen
Defog​
Soak
Comeuppance
Mat Block​
Sheer Cold
Electro Shot​

Initial Field:
1x :groudon:Groudon, :kyogre:Kyogre

Raid Arena — The Eye of the Storm
Foes for time immemorial, Groudon and Kyogre have vied for all of history, each seeking supremacy over the other. Their conflict arises from their wishes to reshape how life is lived on the planet. Groudon has ever toiled to raise land, where all might live under the light of the sun. Kyogre has ever toiled to carve oceans, where all might live in the caress of the seas.
That they both now encroach upon civilization in stride, shoulder-to-shoulder with each other, bodes terribly ill indeed.

Camouflage: Grass | Nature Power: Hail | Secret Power: Chance to grant the user Defense Aid until the end of their next turn.​

Ancient Intellect
For each of the Bosses' action slots, the referee will select the action they deem most harmful to the challenger's success, rather than rolling randomly. (After the challenger issues orders, and after any random targets are chosen.)​
The referee decides which Boss orders before the other, which determines the outcome of their Speed tie.​
When setting up the raid, the referee chooses one of the Bosses to decline to activate their ability. (That is, the referee selects the initial Weather.)​
The Primordial Forces
The raid doesn't lose the battle for having no Pokemon in play.​
At the end of each round, in sequence:​
  1. If the sum of the arena's Terrestrial Tendency and Thalassic Tendency is seven or more (7+), the challenger wins the battle.
  2. Each Boss that is Primally Reverted transforms to their default Forme (Groudon first) and their HP becomes equal to their new maximum; and then,
  3. Each Boss that is fainted Primally Reverts (Groudon first), discards their Fainting, and loses their HP parameter. (This is after the victory condition is checked. Clearly.)
Weather created by Desolate Land or by Primordial Sea can't be discarded during the round it was created.​
While more than one Boss is Primally Reverted:​
Bosses deal triple (x3) damage with attacks.​
World Tendency
The arena has numeric :red orb:Terrestrial Tendency and :blue orb:Thalassic Tendency values that each start at zero (0).​
As Terrestrial Tendency and Thalassic Tendency rise, Groudon and Kyogre each respectively gain access to more moves.​
When Groudon Primally Reverts: Increase the Terrestrial Tendency by one (1).​
When Kyogre Primally Reverts: Increase the Thalassic Tendency one (1).​

Rewards:
Player Progress: Total Terrestrial Tendency + Thalassic Tendency / Seven (7)
Entry Cost: 16:tea:JC​
Milestone 2/4: :shadow mail:Harvest Event Voucher​
Milestone 3/4: :master ball:Academy Credit​
Victory: :groudon:Groudon Lv2 or :kyogre:Kyogre Lv2​
Referee Progress: Rounds reffed by that referee / Total Rounds.
Progress: 4:amulet coin:RC, 8:tea:JC​
Completion: 2 more :tea:JC​
 
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