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

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Spending some UC on some moves.

Spending 7 on Alurani's (Roserade) MC to purchase Mimic (3rd Gen Pre-Evo Tutor), Solarbeam (TM), Grass Knot (TM)

Spending 2 on Origin's (Stratagem) MC to purchase Rain Dance (TM)

Spending 2 on Sirius's (Castform) MC to purchase Ice Beam (TM)

Spending 11 on Pandora's (Necturna) MC to purchase Hidden Power Ground 7 (TM), Gravity (Egg), Giga Drain (Tutor), Solarbeam (TM), and Grass Knot (TM)

Universal Counters: 42-11-7-2-2=20
 
+9UC

With nine more UC, I will be buying more moves for Nidoking:
Bide (Past Gen TM/HM), Fustration (BW2 TM/HM), and Return (BW2 TM/HM)

EDIT1: Forgot that I would have 2UC leftover! I'll spend it on Nidoking's next move: Rock Smash (BW2 TM/HM)
 
Claiming shizz from this battle.

I get 2 CC, which I'll stockpile, bringing the total to 4.

Duskull gets 1 EC and 2 MC, which will be spent on Ice Beam (a TM move). I did not realize Will-o-Wisp was a Level-Up move, and I'd like a 1 MC refund, which I'll then spend on Hex while keeping Will-o-Wisp (both are level-up moves).

Munchlax gets 1 EC, 2 MC, and 1 DC, along with 1 KOC counter, which I'll put into EC (so it's 4 now). I'll spend the 2 MC on Rock Slide.

Magby gets 1 EC, 2 MC, and 1 DC, along with 2 KOC while I'll put into CC (6). The 2 MC I'll use to buy Flamethrower and Fire Blast.

With the 6 CCs I'll buy a Lucky Egg.
 

Someoneelse

Why am I here?
Versus Zt
KS said:
Someoneelse: 4CC (Amulet Coin)
Magikarp: 1EC, 2MC, 1DC + 1Lucky Egg Counter for EC or DC
Litwick: 1EC, 2MC, 1DC + 2KOC
Aron: 1EC, 3MC, 1DC + 1KOC
Zubat: 1EC, 2MC, 1DC
I shall stockpile the 4CC for now.

Magikarp gets 1EC, maxing out its EC. I will evolve it later today. It will use its Lucky Egg for DC, and stockpile the MC.

Litwick (Chandelure) gets 1DC, maxing out its DC and unlocking Shadow Tag. It will put its KOC into MC and learn Pain Split (LU), Overheat (LU), and Double Team (BW TM).

Aron will use its KOC for EC and learn the LU moves Protect, Heavy Slam, and Metal Burst for 3MC.

Zubat will stockpile everything for now.
 
Epic Fail
Spending the 4 CC plus 3 stockpiled CC to change Turret the Bolderdash's nature from Modest to Timid

Two of Turret the Bolderdash's HC go into EC and 2 into MC.
EC: 7 -> 9 Stratagem wooo!!
MC: 0 -> 2 -> 0, purchases the LU moves Head Smash and Electro Ball, learns Giga Drain, Weather Ball, and Magnet Rise automatically


Stratagem (Turret) -
Nature: Timid (+Spe, -Atk, +26% Acc)
Type: Rock
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage 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) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Mold Breaker (DW ability- UNLOCKED): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 150 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 21

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

Attacks: (22 total)
Physical:
Head Smash
Rollout
Rock Blast
Tackle

Special:
Ancientpower
Earth Power
Electro Ball
Energy Ball
Giga Drain
Heat Wave
Mud Shot
Paleo Wave
Power Gem
Shadow Ball
Vacuum Wave
Weather Ball

Status:
Accupressure
Defense Curl
Disable
Magnet Rise
Protect
Substitute


Also injecting von Karma with the Electivire with 14 UC to purchase the BW TMs Hyper Beam, Double Team, Flamethrower, Torment, Rock Slide, Substitute, and Volt Switch, 4 UC for the BW Tutor moves Helping Hand and Magnet Rise, and 3 more UC for the past-gen tutor Endure
Turret's +26% Accuracy has been edited in

I am totally a wizard
Wolfe said:
-waterwarrior gains 4 CC.
-Mr. Freeze the Mamoswine gains 12 MC and 5 KO Counters.
-Dovahkiin the Weavile gains 3 MC.
-Frozone the Cloyster gains 3 MC and 1 KO Counter.
According to the OP of the Subway Thread, I should get 11 CC instead of 4. Stockpiling it all even if I claimed the wrong amount
All KOC to MC

Mr. Freeze the Mamoswine spends 16 of his MC on the LU moves Mist and Amnesia, the BW TMs Hyper Beam, Sandstorm, Rest, Bulldoze, and the BW Tutors Earth Power, Knock Off, and Sleep Talk and stockpiles 1 MC
Dovahkiin the Weavile purchases Attract with 2 of his MC and stockpiles 1 (although he is such a sexy beast, he should get it for free)
Frozone the Cloyster spends his 4 MC plus 1 stockpiled MC on the BW TM Giga Impact and the Egg move Aqua Ring
 
Inanimate Blob: Approved! However, make sure to keep on top of stuff like that.
SomeoneElse: Yep, approved!
Waterwarrior: Error has been fixed properly, approved! its not fair you get a strata before me :((((
TheWolfe: Not Approved. You have to spend the UC now before you make an approver's life hell. (Approved, really)
 
I guess them's the breaks 2CC

Using it to buy:
Dwebble [Core] [F]

Brave Nature (+1 Atk, -15% Speed, -10% Evasion)
Types: Bug/Rock
Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Egg Groups: Bug/Mineral
Abilities:
Sturdy (Innate): This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Shell Armor (Innate): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Weak Armor (Can Be Enabled) (Locked): The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 47 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 14

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

Attacks:
Level Up
Fury Cutter
Rock Blast
Withdraw
Sand-Attack
Faint Attack
Smack Down
Rock Plish
Bug Bite
Stealth Rock
Egg
Endure
Sand Tomb
Spikes
TM/HM
Aerial Ace
Poison Jab
Rock Smash


Spending 1 of the HC as DC to raise Cyndaquil's DC from 4/5 to 5/5, unlocking Flash Fire. Spending the other HC as MC to claim Inferno (Level Up).
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
SubwayJ: Approved
Akela: Approved
Matezoide: Approved

+0.3 UC [25.8 UC]

===

+32 CC [45 CC]

Makuhita gains 32 MC.

2 MC will be stored, the remaining 30 is spent on...

Body Slam
Chip Away
Cross Chop
Detect
Double-Edge
Headbutt
Metronome
Mud-Slap
Rock Climb
Secret Power

Captivate
Mega Kick
Mega Punch
Natural Gift


Self Approved.
 

Someoneelse

Why am I here?
I will now evolve Magikarp into Gyarados. It will lean the Pre-level 25 Mives Thrash, Bite, and Dragon Rage for free, and buy the LU moves Ice Fang, Aqua Tail, and Dragon Dance for 3MC, leaving it with 0MC.


Gyarados [Skulkraken] (F)
Nature: Adamant
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.


Abilities:
Intimidate (Can Be Activated):
When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.

Moxie (Innate) (DW, locked):
This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.


Stats:

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2
SpD: Rank 4
Spe: 81
Size Class: 6
Weight Class: 6
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 3/5

Attacks:
Aqua Tail
Bounce
Bubble
Dragon Dance
Dragon Rage
Flail
Ice Fang
Leer
Reversal
Splash
Tackle
Thrash
 

ZhengTann

Nargacuga
is a Forum Moderator Alumnus
Time to get some claims in, I guess. A side job, a full reff, and a victory nets me 3 UC, 4 UC, and 3 CC. That brings my wallet up to 31 CC and 74 UC. KS did some misreading, though - Grimer got 2 KOC (Zubat and Aron), Numel 1 KOC (Magikarp), and Snorunt 1 KOC (Litwick).

Elfman the Numel gets 1 EC, 1 DC, and 4 MC (Exp. Share + 1 KOC) to learn Dig and Bulldoze (BW2 TMs).
Gajeel the Murkrow gets 1 EC, 2 DC (Lucky Egg), and 2 MC to learn Fly (BW2 HM).
Cana the Grimer gets 1 EC, 1 DC, and 5 MC (Exp. Share + 2 KOC) to learn Acid Spray (Egg) and Rock Slide (BW2 TM).
Juvia the Snorunt gets 1 EC, 1 DC, and 4 MC (Exp. Share + 1 KOC) to learn Blizzard (Level-up) and Disable (Egg).

CC: 28+3 = 31
UC: 67+3+4 = 74

Numel - Elfman (M)

"Hey mon," is probably Elfman's QOTD, all day, everyday. His easy-going attitude is reflective of his species' nature - slowly pacing on with the simple pleasures of daily life. Or so it seems. Elfman is as stubborn as they come - in fact, he got into a tussle with Natsu just because they wanted to cross the same (outer) side of the ledge. It took Gray's help to wrestle him down (a fact all but Gray is unhappy about) but Zheng's capture brought him into the family. Being slow to anger doesn't mean Elfman is slow on the uptake, but it does mean that he's slow to cooldown after he gets really riled up.

Nature: Sassy (+ SpD, - Spe, -10% evasion)

Type:
Fire type:
Fire STAB; immune to burn, 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.

Ground type:
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities:
Ability 1: Oblivious
Type: Innate
This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.

Ability 2: Simple
Type: Innate
This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the effectiveness and thus double the stage modifier.

Ability 3: Own Tempo (DW)
Type: Innate
This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 3 (+)
Spe: 30 (35/1.15)
Size Class: 1
Weight Class: 1

EC: 4/6 Evolution at 6
MC: 0
DC: 4/5

Attacks:
Growl
Tackle
Ember
Magnitude
Focus Energy
Flame Burst
Amnesia
Lava Plume
Take Down
Earth Power
Flamethrower
Yawn
Double-Edge

Ancient Power
Mud Bomb
Endure
Mimic

Substitute
Double Team
Earthquake
Stealth Rock
Protect
Will-O-Wisp
Fire Blast
Rock Slide
Dig
Bulldoze
Murkrow – Gajeel (M)

Gajeel is rather different, compared to the rest of the lot - probably his dark instincts gave him a bit of a "lone wolf" attitude. Efficient in his ways, smart in his pose, Gajeel would have a hard time fitting in - except that the girls are incredibly forgiving, and while the guys wouldn't hesitate bringing on a throwdown (save for Elfman, who repaid his indifference with barely a shrug), they never keep past grudges. Its what drove Gajeel to approach Zheng after many days of stalking them - eating, living, fighting with the affectionate way only siblings might have had. He is no slouch either - holding his own even against Erza is no small feat in the family.

Nature: Mild (+1 SpA, -1 Def)

Type:
Dark type: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Flying type: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Ability 1: Insomnia
Type: Innate
This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

Ability 2: Super Luck
Type: Innate
This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.

Ability 3: Prankster (DW)
Type: Innate
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 91
Size Class: 1
Weight Class: 1

EC: 2/6 Next Evolution at 6
MC: 0
DC: 3/5

Attacks:
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance
Taunt
Sucker Punch
Torment
Foul Play

Drill Peck
Faint Attack
Quick Attack
Heat Wave
Icy Wind
Dark Pulse

Psychic
Protect
Toxic
Sky Attack
Fly
Grimer - Cana (F)

Cana is an alcoholic, probably one of the very few Pokemon throughout the world to actually enjoy imbibing such beverages. Her natural biological system is the prime cause for her incredible alcoholic tolerance, and also of her encounter with Zheng - she was drinking in the wine cellar under a small inn when the innkeeper caught her red-handed. Flustered, the innkeeper cannot do anything without Pokemons, and Zheng arrived to save half the cellar, while paying off the other half. Flirtatious and often half-drunk, she's quite an addition to the family - as well as quite the reason of Zheng's oft-empty purse.

Nature:
Quiet (+1 SpA, -15% Speed, -10% Evasion)

Type:

Poison type: 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.

Abilities:
Ability 1: Stench
Type: Innate
Cana's sexy, boozy odor reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.

Ability 2: Sticky Hold
Type: Innate
Cana cradles her items much like the way she cradles her alcohol barrel, in a strong grip that prevents item theft or swapping.

Ability 3: Poison Touch (DW)
Type: Can be Disabled
Cana can channel her body's alcoholic resistances into a form of offense. Whenever she hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. If disabled, all of her attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

Stats:
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 21 (-10%)
Size Class: 1
Weight Class: 3

EC: 3/6 Next Evolution at 6
MC: 0
DC: 3/5

Attacks:
Pound
Poison Gas
Harden
Mud-Slap
Disable
Sludge
Minimize
Mud Bomb
Sludge Bomb

Imprison
Shadow Punch
Shadow Sneak
Acid Spray

Toxic
Thunderbolt
Flamethrower
Giga Drain
Ice Punch
Venoshock
Rock Slide
Snorunt - Juvia (F)

Juvia has a terrible crush on Gray. Period. This romance probably started when she spied Gray practicing the Ice Punches (since it worked quite well against Natsu) and she has been tagging along ever since. There's nothing Zheng could do to dissuade her, so he figured he might as well adopt Juvia too. Unfortunately, Gray is blind to the obvious - or rather, he does not find it in himself to reciprocate. Faced against such cool indifference, Juvia did not back down, making a promise to herself that she will, one day, let Gray see that she is already in his heart. Not that Gray isn't acting like a gentleman - so some of his actions towards Juvia was probably misleading, as well.

Nature:
Timid (+15% Speed, +8% Accuracy, -1 Atk)

Type:

Ice type: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Abilities:
Ability 1: Inner Focus
Type: Innate
When an opponent attempts to flinch Juvia, she stands firm and continues its attack by reminding herself of her love towards Gray.

Ability 2: Ice Body
Type: Innate
Juvia loves ice and hail, thriving in Icy conditions and able to absorb energy from Hailstones to recover two (2) HP/action in Hail.

Ability 3: Moody (DW)
Type: Innate
Juvia's unreciprocated love causes her feelings to always fluctuate, and its greatly influencing her capabilities from one round to the next. In addition to her general nature, Juvia displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 58 (+8%)
Size Class: 1
Weight Class: 2

EC: 2/6 Next Evolution at 6
MC: 0
DC: 2/5

Attacks:
Powder Snow
Leer
Double Team
Bite
Icy Wind
Headbutt
Protect
Ice Beam
Blizzard

Bide
Block
Spikes
Disable

Frost Breath
Hail
Rain Dance
Safeguard
 
I need to work on my Gym team selection..

+2 CC
Steelix gets 3 MC to buy Iron Tail (LU) and SLEEP TALK (BW Tutor)
Lucario gets 3 MC to buy Iron Tail (Bw Tutor) and stockpile 1 MC
Hydreigon gets 3 MC + 1 KO as MC to buy Hyper Beam and Sunny Day (BW TM)
 
Someoneelse: Make sure you fix Gyarados's stats so show that it is adamant (6/3/1/4). fix that and you're APPROVED.
Zhengtann: APPROVED
Deadfox081: APPROVED

8.8
--------------------------------

6CC/Krilowatt gets 6HC

kril gets Dive, Torment, and Low Sweep with his 6HC
_____________________________________

GLACIER HAS A NEFARIOUS SCHEME COOKING UP MUAHAHAHAHAHA

But first, he needs to purchase some ite- er, pokemon. KEKEKE.


<Remoraid> [Pistol] (Male)
Nature: Mild (+spa -def)

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

Abilities:
Hustle (Can be Enabled): This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Sniper (Innate): This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Moody (Dream World/Innate): This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.

Stats:
Remoraid
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 65
Size Class: 1
Weight Class: 2
Base Rank Total: 15

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

Attacks:
Water Gun
Lock-On
Psybeam
Aurora Beam
BubbleBeam
Focus Energy

Acid Spray
Mud Shot
Water Spout

Thunder Wave
Flamethrower
Psychic

12 Moves

Bronzor [Sheild] (-)
NATURE: Relaxed (+def -speed)

TYPE
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid & Acid Spray, can be magnetised. 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 & throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike & cannot be used as a catch-all for Disabling, Binding, & redirecting opposing attacks.

ABILITIES
Levitate: (Innate) This Pokémon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, & Magnitude. Earth Power will have three (3) less Base Attack Power. Dig & Dive can strike a Levitating Pokémon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise, Dig & Dive will miss. Ground moves can still hit.
Heatproof: (Innate) This Pokémon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.
Heavy Metal (DW): (Innate) The Pokémon's body structure is immensely dense, doubling its actual weight. Adds two (2) Base Attack Power to all Weight-Based Attacks. Adds Base Attack Power to Gyro Ball equal to half (0.5x) the Pokémon's Weight Class, rounded up.

STATS
HP: 90
Atk: Rank 1
Def: Rank 4 (+)
SpA: Rank 1
SpD: Rank 3
Spe: 20 (-)
Size Class: 1
Weight Class: 4 (5)
Base Rank Total: 19

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

ATTACKS
Tackle
Confusion
Hypnosis
Imprison
Confuse Ray
Extrasensory
Psywave
Iron Defense
Safeguard

Skill Swap
Stealth Rock
Trick

Protect
Light Screen
Reflect

15 Moves
Grenade the Voltorb (-)
Timid Nature

Type: 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.

Abilities:
Soundproof: Type: Innate
Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)
Static: Type: 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.
(Dream World) Aftermath: Type: Innate
If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 115 (+)
Size Class: 1
Weight Class: 2
Accuracy Bonus: +30%

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

Attacks:
Charge
Tackle
Sonicboom
Spark
Rollout
Screech
Charge Beam
Self Destruct

Magic Coat
Mimic
Foul Play

Taunt
Thunderbolt
Thunder Wave

14 Moves


Mace the Qwilfish (Male)
Nature: Rash (+Spa -Spd)

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

Abilities:

Poison Point (Can be Disabled): This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Swift Swim (Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Intimidate (DW Locked): When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 1 (-)
Spe: 85
Size Class: 1
Weight Class: 1

MC: 0
DC: 0/5

Attacks:
Spikes
Tackle
Poison Sting
Harden
Minimize
Water Gun
Pin Missile
Rollout
Toxic Spikes
Stock Pile
Spit Up
Revenge

Brine
Aqua Jet
Acid Spray

Venoshock
Taunt
Ice Beam

18 Moves


Also this might be the first Qwilfish in ASB, I think. BOO YAH.

Self-Approved
 
Evolving Volcarona for 5 UC

Volcarona (Heat Man) [Male]
Nature: Timid (-1 Attack, +15% Speed, +15% Accuracy)
Type: Bug/Fire
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
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:

Flame Body:
Type: Innate
This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.

Swarm (Dream World):
Type: 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)

HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5
SpD: Rank 4
Spe: 115 (+)
Size Class: 3
Weight Class: 3

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

Attacks:

Ember
String Shot
Leech Life
Take Down
Bug Buzz
Gust
Heat Wave
Hurricane

Endure
Foresight
Morning Sun

Giga Drain

Protect
Psychic
Flamethrower

Also purchasing Frillish for 2CC, and a Throh for 7CC. This leaves me with 3CC and 0UC.


Frillish (Pump Man) [Male]
Nature: Modest (+1 Special Attack, -1 Attack)
Type: Water/Ghost
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.

Abilities:

Water Absorb:
Type: Innate
This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.

Cursed Body:
Type: Innate
When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Damp (Dream World):
Type: Innate
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 40
Size Class: 2
Weight Class: 3

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

Moves:

Bubble
Water Sport
Absorb
Night Shade
BubbleBeam
Recover
Water Pulse

Acid Armor
Confuse Ray
Constrict

Shadow Ball
Surf
Will-O-Wisp

Teaching Throh Circle Throw and Endure for 2UC.

Throh (Guts Man) [Male]
Nature: Adamant (+1 Attack, -1 Special Attack)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:

Guts:
Type: 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.

Inner Focus:
Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Mold Breaker (Dream World):
Type: Innate
Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

HP: 120
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4

MC: 0
DC: 0/5

Moves:

Bind
Leer
Bide
Focus Energy
Seismic Toss
Vital Throw
Revenge
Storm Throw
Circle Throw
Endure

Fire Punch
Ice Punch
ThunderPunch

Earthquake
Payback
Stone Edge
 
+5UC
This UC will be dumped into Nidoking's MC. I will then buy the following moves from that:
Mimic (Past Gen Tutor) and Rock Tomb (BW2 TM/HM)

EDIT1:
+7UC
6 of this UC will be dumped into Nidoking's MC as well. Buying the following moves:
Thief (BW2 TM/HM), Fling (BW2 TM/HM), Cut (BW2 TM/HM)
The last 1UC will be stockpiled.
 
+2 CC

Tyrogue gets 1 EC, 2 DC (Lucky Egg) and 2 MC, allowing him to learn Brick-Break (B/W TM). 3 UC are used so he can learn Rapid Spin (Breeding).


Eevee gets 3 MC and 2 KOC, which add to her MC, bringing it to 5. Using 1 UC, it goes to 6.
She learns Double Edge, Batom Pass, Last Resort (Level Up) and Reflect (Gen 1 TM).
She also gets 1 EC and 1 DC, unlocking her DW Ability, Anticipation.

Cupra gets 1 EC and 1 DC. The KOC adds to the 3 MC, bringing it to 4.
This allows Cupra to learn Bug Buzz (Breeding) and Zen Headbutt (Level).
 
From this:
+2 CC
Black Hawk (Taillow) gets 2 MC (3 Total), 1 DC and 1 EC. Spending 3 MC on Pursuit (Egg Move).
Jet (Eevee) gets 3 MC, 1 DC, 1 EC and a KOC, which is spent on MC. Spending 2 MC for Heal Bell (BW Tutor), leaving him with 2 MC.
Lily (Petilil) gets 2 MC, 1 DC and 1 EC. Spending 2 MC on Safeguard (BW TM), leaving her with 0 MC.
Spending 2 CC on a Houndour:

Houndour [Cecille] (Female)
Nature: Bold (+ Defense, - Attack)
Type: Dark/Fire
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Fire: Fire STAB; immune to burn, 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 bushfire areas.
Abilities:
Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Unnerve: (DW) (Locked) (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 3 (+)
SpA: Rank 3
SpD: Rank 2
Spe: 65
Size Class: 1
Weight Class: 1


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

Attacks:
Leer
Ember
Howl
Smog
Roar
Bite
Odor Sleuth
Beat Up
Fire Spin (Egg)
Nasty Plot (Egg)
Will-o-Wisp (Egg)
Fire Blast (TM)
Sludge Bomb (TM)
Torment (TM)
 
Because I am a dumb, it turns out I bought Substitute and Flamethrower for von Karma the Electabuzz both here and here. Redirecting these 4 MC to purchase the BW TMs Toxic and Rock Slide
 
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