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IF Donphan is to use physical returning move THEN use Hydro Pump
IF Donphan has decoy THEN use Hydro Pump
IF Donphan is to use evasive attack and Donphan is faster than Samurott-H THEN use Dive
Once IF Donphan is to use Iron Defense use Taunt
solar beam ~ solar beam ~ solar beam
at the start of my turn, if I am holding sticky barb and my opponent does not have a decoy, use stomp
if my opponent is under the effects of protection use calm mind and push back
if my opponent uses a water move in combination then use protect
if my oponent is using razor shell and I am faster than my opponent use dig
Movepool Level 0:
Brick Break
Crunch
Earthquake
Facade
Fire Punch
Flamethrower
Focus Blast
Hyper Voice
Ice Beam
Ice Punch
Iron Head
Lovely Kiss
Protect
Psychic
Reflect
Refresh
Rest
Rock Slide
Round
Screech
Shadow Ball
Sleep Talk
Snore
Strength
Substitute
Surf
Tackle
Thunder Punch
Thunderbolt
Toxic
Uproar
Whirlwind
Wild Charge
Work Up
Zen Headbutt
Level 1:
Amnesia
Bite
Bubble Beam
Captivate
Charm
Chip Away
Confide
Counter
Curse
Defense Curl
Double Team
Encore
Harden
Helping Hand
High Horsepower
Hold Back
Incinerate
Lick
Mega Punch
Mud-Slap
Power-Up Punch
Psywave
Rage
Rain Dance
Recycle
Rock Climb
Rock Smash
Sandstorm
Seed Bomb
Seismic Toss
Shock Wave
Steel Roller
Sunny Day
Swagger
Sweet Kiss
Water Gun
Water Pulse
Whirlpool
Yawn
Movepool Level 0:
Aerial Ace
Aqua Jet
Brick Break
Bug Bite
Bug Buzz
Bulk Up
Dark Pulse
Facade
Focus Blast
Ice Beam
Iron Head
Liquidation
Poison Jab
Protect
Rest
Rock Slide
Round
Screech
Shadow Claw
Slash
Sleep Talk
Snore
Substitute
Surf
Swords Dance
Toxic
Waterfall
X-Scissor
Level 1:
Confide
Defense Curl
Double Team
Drill Run
Dual Chop
False Swipe
Hail
Harden
Iron Defense
Metal Claw
Pain Split
Rain Dance
Rock Smash
Sand Attack
Sludge Bomb
Spikes
Sucker Punch
Swagger
Swift
Taunt
Water Pulse
Wide Guard
Movepool Level 0:
Aerial Ace
Brick Break
Calm Mind
Earthquake
Facade
Fire Fang
Fire Punch
Flamethrower
Focus Blast
Iron Head
Leer
Play Rough
Protect
Quick Attack
Rest
Roar
Rock Slide
Round
Shadow Ball
Shadow Claw
Sleep Talk
Snore
Strength
Substitute
Tackle
Thunder Punch
Toxic
Wild Charge
Will-O-Wisp
Work Up
Zen Headbutt
Level 1:
Captivate
Confide
Confuse Ray
Curse
Cut
Defense Curl
Detect
Double Kick
Double Team
Ember
Extrasensory
Fire Spin
Flame Wheel
Howl
Incinerate
Mud-Slap
Night Shade
Rock Smash
Smokescreen
Sunny Day
Swagger
Swift
Level 1:
Agility
Air Cutter
Ancient Power
Charge
Confide
Curse
Detect
Discharge
Double Team
Dual Wingbeat
Eerie Impulse
Electric Terrain
Extrasensory
Flash
Hail
Helping Hand
Magnetic Flux
Mud-Slap
Ominous Wind
Peck
Rage
Rain Dance
Rock Smash
Roost
Sandstorm
Shock Wave
Steel Wing
Sunny Day
Swagger
Swift
Tailwind
Thunder Shock
Twister
Weather Ball
Rival Tierno (Level 1)
Reward Info
Progress:
Missing percent HP of Tierno's Pokemon / 300%.
Progress Reward:
12 EXP for up to three (3) Pokemon, starting with those that entered play.
This EXP can over-Level.
Battle Info
Match Type: Bring 4, Send 3v3 Singles DQ Time: 48 hours for challenger, 72 hours for ref Battle Level: 1 Substitution Count: 3 Recovery Count: 2 Chill Count: 5 Switching Method: On Ability Count: All Advanced Techniques: None Backpack Size: 7 Arena: Kalos Route 19 (Tierno)
Kalos Route 19, also known as Grande Vallée Way, is home to a valley containing plenty of beautiful marshes. This battle takes place on a wooden bridge across the valley, on which Tierno has spent the past half hour rehearsing a dance with his Pokemon. Be wary, because they've gotten quite good at their moves!
All of Tierno's Pokemon have access to the following moves:
Level 1:
Ancient Power
Bubble
Bubble Beam
Captivate
Chip Away
Confide
Counter
Cut
Double Hit
Double Team
Dragon Dance
False Swipe
Hail
Harden
Iron Defense
Metal Claw
Mud-Slap
Rain Dance
Rock Smash
Scary Face
Sludge Bomb
Swagger
Swift
Switcheroo
Taunt
Vise Grip
Water Gun
Water Pulse
Whirlpool
Tierno to send out pratik2007 to send out
tierno to order
"We don't have much time, do you mind just losing quickly?"
Sending Typhlosion-H @ Life Orb
Flamethrower ~ Flamethrower ~ Flamethrower
[Check at start of Typhlosion-H's turn] Once if Typhlosion-h is asleep THEN use Sleep Talk
[Check at start of Typhlosion-H's turn] Once if you are confused THEN use Confuse Ray
[Check at start of Typhlosion-H's turn] IF Lilligant-H has decoy THEN use Earthquake
aqua step x 3
if my opponent is using a protective move use chill the first time and swordsdance afterwards
if my opponent uses a priority attack in combination then use protect
At the start of priority +2, IF Lilligant-H's HP is less than 11 THEN use Aqua Jet
At the start of step, IF Lilligant-H is to use a protective move THEN use Substitute the first instance and Sword Dance the 2nd instance
Once IF Golisopod is asleep THEN use Sleep Talk
IF Golisopod has a retreat marker AND Golisopod does not have decoy THEN use Tactical Retreat
Check at start of step 1 and 2, Once IF Crawdaunt is to use Switcheroo on any of the upcoming steps, THEN use Taunt
IF Crawdaunt is to use a physical returning move THEN use Bug Buzz
IF Golisopod has a retreat marker THEN use Tactical Retreat