Data Prize Claiming Thread (Update 5-09-13)

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Flamestrike:Approved
3

EDIT: Blazekinmaster-Zeo. Change Blaziken's Attack to 4 and his Speed to 55. Then Approved. For future reference, 3 stage Pokemon can evolve at 4/9.

4
 
Claiming 2 RC from this Battle

One going into my Torchic's EC giving it 5/9 and Evolving it into Combusken



Combusken* Blazer (Male)
Nature: Naughty (Plus attack Minus Special defence)
Type: Fire
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas

Abilities:Blaze: Innate When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2).

Speed Boost(DW): Innate Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).

Stats:
HP: 90
Atk: Rank 3(+Naughty bonus)
Def: Rank 2
SpA: Rank 3
SpD: Rank 1(-Naughty bonus)
Spe: 45

EC:5/9
MC:3
DC:2/5

Attacks:
Level Up Moves
Scratch*
Growl*
Focus Energy*
Ember*
Peck*
Sand-Attack*
Fire Spin*
Double Kick

Egg Moves
Baton Pass*
Crush Claw*
Flame Burst*


TM/HM Moves
Flame thrower*
Shadow Claw
Sword dance*
Will-o-Wisp*


He will gain the move Double kick because its one of his before level 25 moves I'll use his 2 MC to learn Substitute(Gen 5 HM)

My other ref point will go into reserve

Thanks!
 
SMASH IS GOING SHOPPING


Aggron [Hardhead]
MC: 3
Heavy Slam [BW Level] -1
Metal Burst [BW Level] -1
Protect [BW Level] -1


Pyroak [Grass Skirt]
MC: 12
Solarbeam [BW TM] -2
Toxic [BW TM] -2
Earthquake [BW TM] -2
Hidden Power [Ice 7] [BW TM] -2
Counter [Egg] -3
Synthesis [BW Level] -1


Machamp [Chuck Norris]
MC: 11
Bullet Punch [Egg] -3
Dig [BW TM] -2
Bulk Up [BW TM] -2
Payback [BW TM] -2
Stone Edge [BW TM] -2


Bronzong [Rolf]
MC: 2
Toxic [BW TM] -2


Aerodactyl [Brave Bird]
MC: 3
Sky Attack [Past Gen Tutor] -3
 

shadowbone66

Banned deucer.
Claiming from Blaze's battle. I use all of Cubone's MC yo buy Fire Punch, and the EC to EVOLVE. I would post the evolution's new things, but I'm on a Kindle. Suffive to say I will edit the profiles. Sorry for the inconvenience.
 
smashlloyd20: Technically Sky Attack is a past gen TM, but it's the same cost so no big deal. APPROVED.

4

shadowbone66: Here's your Marowak, since you need it for the tourney. Don't expect this all the time though, usually you'd have to post it yourself before it would be approved. Anyway, unless I screwed up somewhere this is APPROVED.


Marowak (*) [Guardia] (Female)
Nature: Careful (+SpD, -SpA)
Type: Ground:
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Ability 1: Rock Head (Innate)
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Ability 2: Lightningrod (Innate)
These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.

Ability 3: Battle Armor (Innate, DW, Dormant)
This Pokemon’s thick armor prevents it from taking critical hits.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 45

EC: 6/6
MC: 0
DC: 2/5 (no idea what this actually is so I'm leaving it like this, you'll have to update it yourself)

Attacks:
Growl(*)
Tail Whip(*)
Bone Club(*)
Headbutt(*)
Leer(*)
Focus Energy(*)
Bonemerang(*)
Rage(*)

Screech(*)
Detect(*)
Belly Drum(*)

Dig(*)
Earthquake(*)
Double Team(*)
Smack Down

Fire Punch

5
 
Ok, I'm gonna go on a little TC spending spree to fill out my team somewhat. This way I can still keep some battles going while I send my fully evolveds into Roleplays. I currently have 7 TC, and each of these guys will cost me 2 TC.


Timburr [Puncha] (M)
Nature: Careful (+1 Special Defence, -1 Special Attack)

Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 3 (+)
Spe: 35

EC: 0/9
MC: 0
DC: 0/5

Abilities:

Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.

Sheer Force: (Can be enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Attacks:
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-Up Slap
Chip Away

Bulk Up
Taunt
Dig

Drain Punch
Mach Punch
Detect


Karrablast [Lanca] (M)
Nature: Brave (+1 Attack, -15% Speed, +10% Accuracy for oponent)

Type: Bug
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 52 (60/1.15)

EC: 0/6
MC: 0
DC: 0/5

Abilities:

Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)

Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.

Attacks:
Peck
Leer
Endure
Fury Cutter
Fury Attack
Headbutt
False Swipe

Aerial Ace
X-Scissor
Poison Jab

Faint Attack
Bug Bite
Screech


Solosis [Psycha] (F)
Nature: Relaxed (+1 Defence, -15% Speed, +10% Accuracy for oponent)

Type: Psychic
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 4
SpD: Rank 2
Spe: 17 (20/1.15)

EC: 0/9
MC: 0
DC: 0/5

Abilities:

Overcoat: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.

Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.

Attacks:
Psywave
Reflect
Rollout
Snatch
Hidden Power (Ground, 7)
Light Screen
Charm
Recover
Psyshock

Trick Room
Calm Mind
Thunder Wave

Confuse Ray
Night Shade
Secret Power


This leaves me with a measly 1 TC.
 

elDino

Deal With It.
is a Contributor Alumnusis a Battle Simulator Moderator Alumnus
Claiming from this battle.

I get 2 TC, bringing my total to four.

Dynamite (Magneton) gets 1 EC, 2 MC and 1 DWC. He spends 3 MC on Magic Coat.

His totals are now:
EC: 6/9
MC: 1
DW: 2/5

Doom (Flarelm) gets 1 EC, 2 MC, 1 DWC and 2 KOC.
The KOC go into the EC counter, and the two MCs are used to buy Sunny Day.

His totals are now:

EC: 8/9
MC: 0
DWC: 3/5
 
1v1 singles vs Blazikinmaster-Zeo

Trainer Counter: 0-->2

noBINGO the Hippopotas:
EC: 0/6-->1/6
MC: 0-->2-->0 (Learning TM Rock Slide.)
DC: 0/5-->1/5

with my 2 TC I am also claiming:


Breezi [SupaKupa] (Female)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Type: Poison/Flying
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Persistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Unburden(DW): (Innate) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.

Stats: 55 / 36 / 49 / 70 / 45 / 85

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 85

Gust
Sand-Attack
Tailwind
Encore
Knock Off
Copycat
Heal Pulse
Whirlwind
Razor Wind
Entrainment

Me First
Wish
Gastro Acid

Protect
Toxic
Venoshock
 
zarator: not approved. Discharge and trick room cost three MC, not two.
Crap. For some reason, I wrote Trick Room instead of Hurricane...

Anyway, gonna use the 2 MC to learn Discharge and Hurricane. Should be OK now^^
 
Both Trainers recieve 2 TC

Both Pokemon recieve 1 EC(Which I believe Golurk already used) 2MC and 1DC
aww yeah. golett evolves into golurk and i'm putting it's KOC into DC:


Golurk [Troll] (♂)
Nature: Brave (Adds * to Attack; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)

Type: Ground / Ghost
Ground: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)

Stats:

HP: 100
Atk: Rank 6 +
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 46.75 (-)

EC: 6/6
MC: 4
DC: 5/5

Abilities:
Iron Fist: (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch.)
Klutz: (Can be disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.
No Guard (DW): (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy.

Attacks:
Pound*
Astonish*
Defense Curl*
Mud-Slap*
Rollout*
Shadow Punch*
Iron Defense*
Mega Punch*
Magnitude*

Earthquake*
DynamicPunch*
Focus Punch*

Substitute*
Safeguard*
Gyro Ball*
Rock Slide
 
Using 2 TC to claim:


Monohm (M) Cloud Strife

Nature:
Modest: (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)

Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfact accuracy and 30% chance of Protect breaking Thunder during Rain.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:

  • Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
  • Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
  • Sheer Force (DW): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect. (Not yet active)
Stats:

HP: 90
Atk: Rank 1
Def: Rank 3
SpA: Rank 4
SpD: Rank 2
Spe: 60

EC: 6/6
MC: 1
DC: 5/5
KO: 0

Attacks:
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom

DragonBreath
Hydro Pump
Power Gem

Flamethrower
Taunt
Ice Beam
 
Using 6 TC for a brand new Duskull, Slowpoke and Beldum!


Duskull [Requiem] (Male)
Quiet Nature (+1 SpA, -15% Speed, +10% Accuracy on Opponent's Attacks)

Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit.

HP: 80
Atk: Rank 2
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 21 (-)

EC: 0/9
MC: 0
DC: N/A

Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit

Pain Split
Skill Swap
Destiny Bond

Ice Beam
Shadow Ball
Taunt



Beldum [Nickname]
Nature: Careful (+1 SpD, -1 SpA)

Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)

Light Metal (DW): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 30

EC: 0/9
MC: 0
DC: 0/5

Take Down

Zen Headbutt
Iron Head
Iron Defense



Slowpoke [Nickname] (Female)
Nature: Modest (+1 SpA, -1 Atk)

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Own Tempo: (Innate) This Pokemon moves at its own pace and cannot be confused by any method.

Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.

Regenerator (DW) : (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.


HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 15

EC: 0/6
MC: 0
DC: 0/5

Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt

Safeguard
Future Sight
Mud Sport

Flamethrower
Scald
Ice Beam
 
Claiming from this match.
AlphaJolt > 2 TCs (brings me to 3)
-Max > 1 KOC (MC) | 1 EC | 2 MCs | 1 DC | buying Dig and Brick Break (TMs) (had a MC leftover and now am at 0)
-Argos > 1 KOC (MC)| 1 EC | 2 MCs | 1 DC | buying Dig and Safeguard (TMs) (had 3 MC leftover and now have 2
-Heracles > 1 KOC (MC)| 1 EC | 2 MCs | 1 DC buying Scaryface (lvl up) and Bullet Punch (Egg)

What? Heracles is evolving into Machoke!


Machoke [Heracles] (M)
Nature: Adamant (+Atk, -SpA)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy.
Steadfast (DW): (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.

Stats:
HP: 100
Atk: Rank 4 (+1)
Def: Rank 2
SpA: Rank 1 (-1)
SpD: Rank 2
Spe: 35

EC: 3/9
MC: 1
DC: 2/5

Moves:
*Low Kick
*Leer
*Focus Energy
*Karate Chop
*Low Sweep
*Foresight
*Seismic Toss
*Revenge
Scary Face
Dynamicpunch

Counter
*Ice Punch
*Thunderpunch
*Fire Punch
Bullet Punch

*Rock Slide
*Payback
*Earthquake


Maximus:
EC:2/9
MC: 0
DC: 2/5

Argos:
EC: 5/6
MC: 3
DC: 4/5

Heracles:
EC: 4/9
MC: 1
DC: 3/5
 
http://www.smogon.com/forums/showthread.php?t=3448144
I claim the EC, the DC, the 2 MC and the 2 TC
I have another 2 TC since I didn't use all of them at the beginning (I only started with two, 2 rarity points pokemon. 4 Tc out of six)
So, I claim this~~


Seif (Scyther) Male

Nature:
Adamant: (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)

Type: Bug/Flying
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Swarm: When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Technician: This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2).
Steadfast (innate) (DW locked): If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (+)
SpD: Rank 3
Spe: 105

EC: 0/5
MC: 0
DC: 0/5
KO: 0

Attacks:
Vacuum wave
Quick attack
Leer
Focus energy
Pursuit
Flase swipe
Agility
Wing attack
Fury cutter

Night slash
Reversal
Counter

Thief
Swords dance
U-turn


The 2 MC from Feebas are used to learn Swagger, and MC goes back to 0~~

Pokemon Team:


Semele (monohm) Female

Nature: Timid
(Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Attack)

Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.

HP: 90
Atk: Rank 2 (-1)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 69

Attacks:
Tackle *
Growl*
Leer*
Dragon Rage*
Charge *
Thundershock*
Rain Dance*
Twister*
Spark *
Sonicboom*

Hydro pump*
Magnet Rise*
Heal bell*

Protect*
Thunder*
Taunt*

EC: 0/9
MC: 0
DC: 0/5



Nijuuni (Feebas) Male
Nature: Calm
(Adds One (1) Rank to Special Defense; Subtracts One (1) Rank From Attack)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Stats:
HP: 80
Atk:(-) Rank 1
Def: Rank 1
SpA: Rank 1
SpD:(+) Rank 3
Spe: 80
Abilities:
Swif swim (innate): The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.

Adaptability (DW locked)(innate): The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).

Moves:
Splash *
Tackle*

Confuse ray*
Haze*
Mirror coat*

Rain dance*
Attract*
scald*

Swagger

EC: 1/5
MC: 0
DC: 1/5
 
spending my final two TC on this guy:



Beldum [Hephaestus] (Genderless)
Nature: Careful (+1 SpD, -1 SpA)

Type:
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 30

EC: 0/9
MC: 0
DC: 0/5

Attacks:
Level Up:
Take Down

Tutor:
Zen Headbutt
Iron Head
Iron Defense



Question: because beldum does not get any TM/EGG moves, do I get 2 extra free TM learn moves once it becomes a Metang to make up for that (as I used one of the extra three for another Tutor)?
 
claiming from my battle against elDino http://www.smogon.com/forums/showthread.php?p=3538755#post3538755

I get 2 TC bringing my TC count up to 6

Lemon (Joltik) gets 1 EC | 2 MCs | 1 DC I'm going to spend one of those MC on Bug Buzz

Joltik(*) Lemon(F)

EC 2/6
MC 3
DC 2/5

Ting (Mudkip) gets 1 KOC | 1 EC | 2 MCs | 1 DC

He currently has 2 KOCs for Ting which I will use towards his EC and I want to use his MC (he has 4 of them) to buy Toxic and Avalanche (if possible) and I think that leaves me 0 MC

Mudkip(*) Ting(M)

EC 4/6
MC 0
DC 2/5
 
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