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I'm using my Pyroak's nature change to change its nature from Sassy to Brave.
Before:
Pyroak Kitch (M)
Type: Fire/Grass
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.
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities: Rock Head, Battle Armor, Chlorophyll
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.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Toxic
Sunny Day
Light Screen
Protect
Reflect
Will-o-Wisp
Substitute
After:
Pyroak Kitch (M)
Type: Fire/Grass
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.
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities: Rock Head, Battle Armor, Chlorophyll
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.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Type: Steel/Ghost 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. 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: 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.
Type: Steel/Ghost 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. 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: 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.
He puts it like this
EC: 4/9 (2 in here)
MC: 10 (8 in here)
DC: 2/5
He is now NUZLEAF, and learns Razor Wind (Level), ExtraSensory (Level), Faint Attack (Level), Seed Bomb (HGSS Tutor), Brick Break (TM), and Rock Slide (TM). On Evolution, he also learns Razor Leaf, Pound, Fake Out, and Torment.
Nuzleaf [Locust] (M)
Nature: Jolly (-Special Attack, 1.15 Boost to speed) Type: Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. 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.
Abilities: Early Bird: This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon. Clorophyll:During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. Pickpocket (DW): This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.
Gerard, your profile says you have 40 RC and 2 BT. Adding 6 RC, you get 46 RC. Spending 20 on Life Orb, you're left with 26 not 27 RC. Change and you'll be approved.
Selling my soul to the devil (And spending 2 TC) for this little guy.
Monohm [Nimbus] (M)
Nature: Timid (+15% Speed, +16% Accuracy, -1 Atk)
Type: Electric/Dragon
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 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.
Phredd gets 1 EC, 2 MC, and 1 DC. Getting Superpower with one of the MCs. As i understand, you have to put the full mon in, so here:
Totodile [Phredd] (Male)
Nature: Adamant
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abililties:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Sheer Force (DW Locked): (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.
Claiming from the fastest battle in ASB history (I think) and the battle of only one round!
What, kakuna is evolving.
Beedrill(*) Buzz (F) Nature: Adament (Attack *; Special Attack reduced by *) Type: Bug/Posion Bug: More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Posion: 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: Shield Dust: (Inmate)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.). Run Away (DW): (Inmate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
I am going to use 2 TC of the 4 I currently have to get me a Drilbur. Most of this Drilbur was stolen from elDino, when he got his Drilbur a while ago. Just a few things were changed to my personal format. I am also using 4 of my 13 RC to give it Rock Slide, Earthquake, Swords Dance and Sandstorm, all from level up.
Drilbur [Sandman] (Male) Nature: Adamant(Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)
Type: Ground
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:
Sand Rush: (Innate) This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.
Sand Force: (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
Mold Breaker (DW): (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.)
Metal Bagon: Not Approved. Beedrill's stats are wrong (Too little Sp.Def). Also, update your type descriptions (They lack the part where they mention the STAB gained), and your counters section (EC/MC/DC). Finally, learn how to spell. It's"Guitar Riff", not "Guiar Rift". It's "Adamant", not "Ademant". I know I might be harsh, but I don't like having to spend more effort figuring things out. I accept that english might not be your first language, so if it's not I'm sorry.
E: Approved
This means the tally of stuff I have (pre-spending) is the following:
[box]Elevator Music: 6 TC / 2 RC
Rokon (Vulpix): 1 EC / 2 MC / 1 DC
Hinbass (Feebas): 2 EC / 4 MC / 2 DC / 1 KOc
Monmen (Cottonee): 2 EC / 4 MC / 2 DC / 4 KOc
Togepii (Togepi): 1 EC / 2 MC / 1 DC / 1 KOc[/box]
Now that that stuff is out of the way...
--- Trainer Counter: 1 ---> 7
EC: 3/6 ---> 4/6 EC MC: 3 ---> 5 MC ---> 0 MC (spending) DC: 4/5 ---> 5/5 DC (Drought unlocked!)
Putting the 1 KOc into EC
EC: 3/6 ---> 6/6 EC MC: 1 ---> 5 MC ---> 2 MC (spending) ---> 0 M (spending again after evolution) DC: 2/5 ---> 4/5 DC
Putting the 4 KOc into 2 EC and 2 MC
EC: 2/6 ---> 6/6 EC MC: 2 ---> 8 MC ---> 2 MC (spending) ---> 0 MC (spending again after evolution) DC: 2/5 ---> 4/5 DC
Putting the 1 KOc into MC
EC: 0/9 ---> 1/9 EC MC: 0 ---> 3 MC ---> 0 MC (spending) DC: 0/5 ---> 1/5 DC
First, I'm buying the following moves:
- Rokon (Vulpix): Reflect (Past Gen TM) and Toxic (BW TM) for a total of 5 MC.
- Hinbass (Feebas): Dragon Pulse (Egg Move) for a total of 3 MC.
- Monmen (Cottonee): Helping Hand (Level-Up), Cotton Guard (Level-Up), Sunny Day (Level-Up), SolarBeam (Level-Up), and Toxic (BW TM) for a total of 6 MC.
- Togepii (Togepi): Counter (Past Gen Tutor) for 3 MC.
I will then evolve both Feebas and Cottonee.
Milotic(*) [Mirokarosu] (F) Nature: Bold (+1 Def, -1 Atk) Type: Water Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities: Marvel Scale: (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2). Cute Charm (DW): (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.
Milotic gets Water Gun, Wrap, Water Sport, Refresh, Water Pulse, Twister, Recover, and Captivate as Level-Up moves learned at or before level 25.
Whimsicott(*) [Erufuun] (M)
Nature: Modest (+1 SpA, -1 Atk)
Type: Grass
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities:
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Infiltrator: (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Attacks:
Absorb(*)
Growth(*)
Leech Seed(*)
Stun Spore(*)
Mega Drain(*)
Cotton Spore(*)
Razor Leaf(*)
Poison Powder(*)
Giga Drain
Helping Hand
Cotton Guard
Sunny Day
Endeavor
SolarBeam
Gust
Tailwind
Hurricane
Encore(*)
Fake Tears(*)
Worry Seed(*)
Toxic
Hidden Power (Fire, 7)(*)
Taunt(*)
Safeguard
Energy Ball(*)
Whimsicott gets Gust as a Level-Up move learned at or before level 25.
I'm also going to be buying the following moves now that those two have evolved:
- Mirokarosu (Milotic): Rain Dance (Level-Up) and Hydro Pump (Level-Up) for a total of 2 MC.
- Erufuun (Whimsicott): Tailwind (Level-Up) and Hurricane (Level-Up) for a total of 2 MC.
And... I guess I won't be spending my TC or RC just yet.....
Zoan (Charmander), Sharkey (Gible), Behemoth (Monohm), get 1 EC, 2 MC, and 1 DC
Sharkey gets 1 KO
Behemoth gets 2 KOs, what a boss.
Texas Cloverleaf gets 2 TC