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

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Claiming 4 CC & 20 UC from this battles & this reffings

Cicuta (Roselia) gets 1 EC (7/9), 2 MC (5), 1 DC (5/5) & 1 KO (+1 MC = 6)
* Unlocks Leaf Guard (DW)
** Using 2 UC and putting it into her EC (9/9) leaving me at 23
*** Evolves
**** Uses 6 MC to learn Double Team (2), Protect (2) & Hidden Power Rock [6] (2)
***** Changes Nature from Modest (+1 SpA, -1 Atk) to Timid (+15% Speed, +10% Accuracy, -1 Atk)

Roserade (Cicuta) {F}

.
Nature
: Timid (+15% Speed, +12% Accuracy, -1 Atk)
Type
: Grass/Poison

  • 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.

  • 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:


  • Natural Cure: (Innate)
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
  • 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).
  • Technician (DW): (Innate)
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). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.
Stats:

HP: 90
Atk:
2 (-)
Def:
2
SpA: 5

SpD: 4

Spe:
104 (90 x 1.15)
SC: 2
WC: 2
BST: 20


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


Attacks: 26

Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed
Poison Sting

Leech Seed
Magical Leaf
GrassWhistle
Giga Drain

Aromatherapy
Petal Dance
Sweet Scent
Weather Ball

Venoshock
Sunny Day
SolarBeam
Sludge Bomb
Shadow Ball

Hidden Power Rock (6)
Double Team
Protect


Synthesis
Sleep Powder
Extrasensory

Christine (Dragonite) gets 1 EC (7/9), 2 MC (11), 1 DC (7/5?) & 2 KO (+2 EC = 9/9)
* Evolves
** Uses 11 MC to learn Hurricane (1),
Safeguard (1), Earthquake (2), Focus Blast (2), Stone Edge (2), Hydro Pump (3)

Dragonair (Christine) {F}

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

  • Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

  • 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:


  • Inner Focus: (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.
  • Multiscale: (Innate)
This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.
Stats:

HP: 100
Atk:
5
Def:
3
SpA: 5
(+)
SpD:
4
Spe: 69
(-)
SC: 4
WC: 6
BST: 22


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


Attacks: 26

Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Outrage
Fire Punch
Thunderpunch
Roost
Safeguard
Hurricane

Light Screen
ExtremeSpeed
Dragon Pulse

Flamethrower
Thunderbolt
Ice Beam
Surf
Reflect
Protect
Earthquake
Focus Blast
Stone Edge

Hydro Pump

Katherine (Kirlia) gets 1 EC (8/9), 2 MC (8), 1 DC (8/5?)
* Using 1 UC and putting it into her EC (9/9) leaving me at 22
** Evolves
*** Uses 8 MC to learn Focus Blast (2), Safeguard (2), Magic Coat (3)

Kirlia (Katherine) {F}

Nature: Bold (+1 Def, -1 Atk)
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.

Abilities:


  • Synchronize: (Innate)
Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
  • Trace: (Can be activated)
This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
  • Telepathy: (Innate)
This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats:

HP: 100
Atk: 2 (-)
Def:
4
(+)
SpA: 5
SpD: 4
Spe: 80

SC: 3
WC: 3
BST: 21


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



Attacks: 26

Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse

Calm Mind
Psychic
Stored Power
Healing Wish
Wish


Disable
Confuse Ray
Encore


Thunderbolt
Shadow Ball
Will-O-Wisp

Protect
Reflect
Light Screen
Thunder Wave
Taunt

Focus Blast
Safeguard
Magic Coat

Nessarose (Abra) gets 1 EC (4/9), 2 MC (12), 1 DC (4/5)
* Evolves
** Using 1 UC and putting it into her DC (5/5) leaving me at 21
*** Unlocks Magic Guard (DW)
**** Uses 10 MC to learn Taunt (2), Thunder Wave (2), Zap Cannon (3), Counter (3)

Kadabra (Nessarose) {M}

Nature: Hasty (+15% Speed, +25% Accuracy, -1 Def)
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.

Abilities:


  • Synchronize (Innate)
Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
  • Inner Focus (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.
  • Magic Guard (DW) (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.
Stats:

HP: 90
Atk: 2
Def:
1
(-)
SpA: 5
SpD: 3
Spe: 121 (105 x 1.15)

SC: 2
WC: 3
BST: 18


EC 4/9
MC 1
DC 5/5



Attacks: 20

Teleport
Kinesis
Confusion
Disable
Miracle Eye
Ally Switch
Psybeam
Reflect
Recover
Psyquic

Guard Split
Light Screen
Encore

Psychic
Shadow Ball
Energy Ball

Taunt
Thunder Wave
Zap Cannon
Counter

Mirage (Bronzor) gets 1 EC (1/9), 2 MC (2), 1 DC (1/5)

Also, using 3 CC to catch little miss:

Misdreavus (Pandora) {F}
.

Nature
: Timid (+15% Speed, +22% Accuracy, -1 Atk)
Type
: Ghost

  • 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: (Trait)
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a flying type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats:


HP: 90
Atk: 1 (-)
Def: 2
SpA: 3
SpD: 3
Spe: 98 (85 x 1.15)
SC: 1
WC: 1
BST: 15


EC: 0/9
MC: 0
DC: x.x


Attacks: 14

Growl
Psywave
Spite
Astonish

Confuse Ray
Mean Look
Hex
Psybeam

Skill Swap
Destiny Bond
Shadow Sneak

Torment

Thunder Wave
Will-O-Wisp

...leaving me at 5 CC
.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
I have nothing to say...

4 CC & 8 KOC to distribute amongst my Pokemon...
---

Camerupt [Tormeldon] (M)
EC: 6/6
MC: 10 (+6 MC, +4 KO Counters) > 0
DC: 5/5
-Learns Toxic, Hidden Power (Ice 7), Sunny Day, Frustration, & Double Team (All BW TM)
---

Fidgit [Utilitand] (M)
EC: 6/6
MC: 10 (+6 MC, +4 KO Counters) > 0
DC: 5/5
-Learns Hidden Power (Ice 7), Smack Down (Noted as Knock Down in DAT), Shadow Ball, Quash, & Retaliate (All BW TM)
---
That's all...I'm speechless at zarator's evilness... :(
 
Claming from here.

Axmaster68:
2 CC
Duskull: 1 EC, 2 MC and 1 KOC

Stockpiling the CC, leaving me with 6, and putting the KOC into EC, meaning Spook now has 2 EC.
The MC will be used in purchasing Will-O-Wisp and Curse, both LU moves, leaving Spook with 0 MC.
 
Yarnus, The Wanderer, King Serperior (make sure to keep track of/use those KOC!), Gerard (taking .2 for that), IAR, and Axmaster are APPROVED

7 gives me a UC and puts me at 2
 
Warning: fucking huge claim. I am buying many mons right now. I will not be offended if I am temporarily skipped if the queue gets huge because no one wants to approve me. But don't worry, whatever mistakes there may be will probably be few and far between. Also, I'd imagine an approver could take an entire UC from this post! So worth approving!

All cost 2 CC except: Aerodactyl (7), Munchlax (4), Aipom (3), Heracross (7), Skarmory (7), Sableye (7), Cranidos (3), Spiritomb (7), Revenankh (7)
This costs 102 CC, thus using up all 66 of my CC and 36 of my UC.


Nidoran♂ (Male)
Nature: Quiet (+ to Special Attack; -15% from Speed; -10% Evasion)
Type: Poison
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:
Ability 1: Poison Point
Type: 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).

Ability 2: Rivalry
Type: Innate
This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).

Ability 3 (DW): Hustle
Type: 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.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 43 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 12

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

Attacks:
Leer
Peck
Focus Energy
Tackle
Horn Attack
Double Kick
Poison Sting
Fury Attack
Helping Hand

Counter
Disable
Endure

Ice Beam
Thunderbolt
Sludge Bomb

Moves: 15

Abra (Male)
Nature: Bold (+ to Defense; - from Attack)
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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Ability 1: Synchronize
Type: Innate
Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.

Ability 2: 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.

Ability 3 (DW): Magic Guard
Type: Innate
This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.

Stats:

HP: 80
Atk: Rank 0 (-)
Def: Rank 2 (+)
SpA: Rank 4
SpD: Rank 2
Spe: 90
Size Class: 2
Weight Class: 2
Base Rank Total: 12

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

Attacks:
Teleport

Encore
Light Screen
Skill Swap

Psyshock
Reflect
Energy Ball

Moves: 7

Tentacool (Male)
Nature: Modest (+ to Special Attack; - from Attack)
Type: Poison/Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Ability 1: Clear Body
Type: Innate
This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)

Ability 2: Liquid Ooze
Type: Innate
This Pokemon’s body is covered in a slimy poison that when drained by Leech Seed or another draining move, damages the opposing Pokemon for the amount that would have been healed.

Ability 3 (DW): Rain Dish
Type: Innate
This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 4
Spe: 70
Size Class: 2
Weight Class: 3
Base Rank Total: 15

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

Attacks:
Poison Sting
Acid
Supersonic
Wrap
Water Gun
Constrict
Toxic Spikes
Bubblebeam

Confuse Ray
Mirror Coat
Muddy Water

Sludge Bomb
Ice Beam
Scald

Moves: 14

Gastly (Male)
Nature: Timid (+ to Speed; +29% Accuracy; - from Attack)
Type: Poison/Ghost
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.
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:
Ability 1: Levitate
Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 92 (+)
Size Class: 3
Weight Class: 1
Base Rank Total: 15

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

Attacks:
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch

Clear Smog
Disable
Perish Song

Thunderbolt
Shadow Ball
Sludge Bomb

Moves: 14

Rhyhorn (Male)
Nature: Careful (+ to Special Defense; - from Special Attack)
Type: Rock/Ground
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Ground: 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: Lightningrod
Type: Innate
These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. If a Pokemon has a type immunity to Electric attacks, Lightning Rod will not activate.

Ability 2: Rock Head
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Ability 3 (DW): Reckless
Type: Innate
This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 25
Size Class: 3
Weight Class: 5
Base Rank Total: 14

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

Attacks:
Horn Attack
Stomp
Tail Whip
Fury Attack
Scary Face
Rock Blast

Counter
Crunch
Ice Fang

Earthquake
Sandstorm
Rock Slide

Moves: 12

Staryu (Genderless)
Nature: Timid (+ to Speed; +22% Accuracy; - 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.

Abilities:
Ability 1: Illuminate
Type: Can be Activated
When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1). The accuracy drop will last six (6) actions after the Pokemon is released. Command: (Ability: Illuminate)

Ability 2: Natural Cure
Type: Innate
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.

Ability 3 (DW): Analytic
Type: Innate
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 98 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 14

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

Attacks:
Tackle
Harden
Water Gun
Rapid Spin
Recover
Camouflage
Swift

Aurora Beam
Barrier
Supersonic

Blizzard
Thunder
Surf

Moves: 13

Elekid (Male)
Nature: Mild (+ to Special Attack; - from Defense)
Type: Electric
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:
Ability 1: 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.

Ability 2 (DW): Vital Spirit
Type: 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 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. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 95
Size Class: 1
Weight Class: 2
Base Rank Total: 15

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

Attacks:
Quick Attack
Leer
Thunder Punch
Thundershock
Low Kick
Swift
Shock Wave
Light Screen

Fire Punch
Focus Punch
Ice Punch

Thunderbolt
Psychic
Brick Break

Moves: 14

Magby (Male)
Nature: Lonely (+ to Attack; - from Defense)
Type: Fire
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 brushfire areas.

Abilities:
Ability 1: 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.

Ability 2 (DW): Vital Spirit
Type: 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 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. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 83
Size Class: 1
Weight Class: 2
Base Rank Total: 15

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

Attacks:
Ember
Smog
Leer
Fire Punch
Smokescreen
Faint Attack
Fire Spin
Confuse Ray

Flare Blitz
Mach Punch
Thunder Punch

Psychic
Flamethrower
Will-o-Wisp

Moves: 14

Aerodactyl (Male)
Nature: Jolly (+ to Speed; +26% Accuracy; - from Special Attack)
Type: Rock/Flying
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
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:
Ability 1: Rock Head
Type: 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: Pressure
Type: Innate
This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Ability 3 (DW): Unnerve
Type: 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: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 150 (+)
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: N/A
MC: 0
DC: 0/5

Attacks:
Ice Fang
Fire Fang
Thunder Fang
Wing Attack
Supersonic
Bite
Scary Face
Roar
Agility
Ancientpower

Pursuit
Roost
Tailwind

Taunt
Earthquake
Stone Edge

Moves: 16

Munchlax (Male)
Nature: Quiet (+ to Special Attack; - from Speed; -10% Evasion)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Ability 1: Pickup
Type: Innate
This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.

Ability 2: Thick Fat
Type: Innate
This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Ability 3 (DW): Gluttony
Type: Innate
This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

Stats:

HP: 120
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 4 (-)
Size Class: 1
Weight Class: 5
Base Rank Total: 16

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

Attacks:
Metronome
Odor Sleuth
Tackle
Defense Curl
Amnesia
Lick
Recycle
Screech
Chip Away
Stockpile

Counter
Double-Edge
Zen Headbutt

Ice Beam
Thunderbolt
Earthquake

Moves: 16

Togepi (Male)
Nature: Bold (+ to Defense; - from Attack)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Ability 1: Hustle
Type: 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.

Ability 2: Serene Grace
Type: Innate
This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)

Ability 3 (DW): 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.

Stats:

HP: 90
Atk: Rank 1
Def: Rank 4 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 20
Size Class: 1
Weight Class: 1
Base Rank Total: 12

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

Attacks:
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
Ancientpower
Follow Me
Bestow

Morning Sun
Nasty Plot
Stored Power

Solarbeam
Shadow Ball
Flamethrower

Moves: 15

Aipom (Male)
Nature: Jolly (+ to Speed; +22% Accuracy; - from Special Attack)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Ability 1: Run Away
Type: Innate
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.

Ability 2: Pick Up
Type: Innate
This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.

Ability 3 (DW): Skill Link
Type: Innate
This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).

Stats:

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 98 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 14

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

Attacks:
Scratch
Tail Whip
Sand-Attack
Astonish
Baton Pass
Tickle
Fury Swipes
Swift
Screech

Bounce
Counter
Fake Out

Taunt
Dig
Low Sweep

Moves: 15

Heracross (Male)
Nature: Adamant (+ to Attack; - from Special Attack)
Type: Bug/Fighting
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
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:
Ability 1: Swarm
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)

Ability 2: 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.

Ability 3 (DW): Moxie
Type: Innate
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 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 85
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: N/A
MC: 0
DC: 0/5

Attacks:
Night Slash
Tackle
Leer
Horn Attack
Endure
Fury Attack
Aerial Ace
Brick Break
Counter

Bide
Focus Punch
Pursuit

Smack Down
Earthquake
Rock Slide

Moves: 15

Skarmory (Male)
Nature: Adamant (+ to Attack; - from Special Attack)
Type: Flying/Steel
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.
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.

Abilities:
Ability 1: Keen Eye
Type: Innate
This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.

Ability 2: Sturdy
Type: 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.

Ability 3 (DW): Weak Armor
Type: Can be Enabled
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: 100
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 70
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: N/A
MC: 0
DC: 0/5

Attacks:
Leer
Peck
Sand-Attack
Swift
Agility
Fury Attack
Feint
Air Cutter

Drill Peck
Endure
Sky Attack

Torment
Rock Slide
X-Scissor

Moves: 14

Larvitar (Male)
Nature: Quiet (+ to Special Attack; - from Speed; -10% Evasion)
Type: Rock/Ground
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Ground: 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: 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.

Ability 2 (DW): Sand Veil
Type: Innate
This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 35 (-)
Size Class: 1
Weight Class: 4
Base Rank Total: 13

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

Attacks:
Bite
Leer
Sandstorm
Screech
Chip Away
Rock Slide
Scary Face
Thrash

Dragon Dance
Iron Defense
Pursuit

Earthquake
Brick Break
Torment

Moves: 14

Torchic (Male)
Nature: Serious (no effect)
Type: Fire
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 brushfire areas.

Abilities:
Ability 1: Blaze
Type: Innate
When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)

Ability 2 (DW): Speed Boost
Type: 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 occurs at the end of each round (stats other than Speed are still affected).

Stats:

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 45
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Attacks:
Scratch
Growl
Focus Energy
Ember
Peck
Sand-Attack
Fire Spin

Counter
Endure
Night Slash

Hone Claws
Fire Blast
Rock Slide

Moves: 13

Ralts (Male)
Nature: Impish (+ to Defense; - from Special Attack)
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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Ability 1: Synchronize
Type: Innate
Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.

Ability 2: Trace
Type: Can be Activated
This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced. Command: (Ability: Trace (Target Ability) )

Ability 3 (DW): Telepathy
Type: Innate
This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Stats:

HP: 90
Atk: Rank 1
Def: Rank 2 (+)
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 10

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

Attacks:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind

Confuse Ray
Disable
Encore

Taunt
Psychic
Will-o-Wisp

Moves: 14

Sableye (Male)
Nature: Brave (+ to Attack; - from Speed; -10% Evasion)
Type: Dark/Ghost
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.
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:
Ability 1: Keen Eye
Type: Innate
This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.

Ability 2: Stall
Type: Innate
This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after Sableye, that attack will fail. Against another Sableye, the trainer who issues attacks first has precedence and the opponent's attack will fail.

Ability 3 (DW): Prankster
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 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 43 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 16

EC: N/A
MC: 0
DC: 0/5

Attacks:
Leer
Scratch
Foresight
Night Shade
Astonish
Fury Swipes
Fake Out
Detect
Shadow Sneak

Metal Burst
Moonlight
Sucker Punch

Toxic
Taunt
Will-o-Wisp

Moves: 15

Budew (Male)
Nature: Timid (+ to Speed; +14% Accuracy; - from Attack)
Type: Poison/Grass
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.
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:
Ability 1: Natural Cure
Type: Innate
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.

Ability 2: Poison Point
Type: 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).

Ability 3 (DW): Leaf Guard
Type: Innate
In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 64 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Attacks:
Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed

Extrasensory
Leaf Storm
Synthesis

Toxic
Venoshock
Energy Ball

Moves: 12

Duskull (Male)
Nature: Quiet (+ to Special Attack; - from Speed; -10% Evasion)
Type: Ghost
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:
Ability 1: Levitate
Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats:

HP: 80
Atk: Rank 2
Def: Rank 3
SpA: Rank 3 (-)
SpD: Rank 3
Spe: 21 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 12

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

Attacks:
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit

Destiny Bond
Imprison
Pain Split

Ice Beam
Shadow Ball
Will-o-Wisp

Moves: 14

Cranidos (Male)
Nature: Quiet (+ to Special Attack; - from Speed; -10% Evasion)
Type: Rock
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Ability 1: Mold Breaker
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.)

Ability 2 (DW): Sheer Force
Type: 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.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 50 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 16

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

Attacks:
Headbutt
Leer
Focus Energy
Pursuit
Take Down
Scary Face
Assurance

Crunch
Hammer Arm
Iron Head

Ice Beam
Earthquake
Rock Slide

Moves: 13

Spiritomb (Male)
Nature: Quiet (+ to Special Attack; - from Speed; -10% Evasion)
Type: Dark/Ghost
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.
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:
Ability 1: Pressure
Type: Innate
This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Ability 2 (DW): Infiltrator
Type: Innate
Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 30 (-)
Size Class: 2
Weight Class: 5
Base Rank Total: 18

EC: N/A
MC: 0
DC: 0/5

Attacks:
Curse
Pursuit
Confuse Ray
Spite
Shadow Sneak
Faint Attack
Hypnosis
Dream Eater
Ominous Wind

Imprison
Nightmare
Pain Split

Toxic
Taunt
Will-o-Wisp

Moves: 15

Gible (Male)
Nature: Jolly (+ to Speed; +8% Accuracy; - from Special Attack)
Type: Dragon/ Ground
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Ground: 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: Sand Veil
Type: Innate
This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.

Ability 2 (DW): Rough Skin
Type: Innate
When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 49 (+)
Size Class: 1
Weight Class: 2
Base Rank Total: 13

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

Attacks:
Tackle
Sand-Attack
Dragon Rage
Sandstorm
Take Down
Sand Tomb
Slash

Body Slam
Iron Head
Outrage

Earthquake
Dig
Stone Edge

Moves: 13

Timburr (Male)
Nature: Careful (+ to Special Defense; - from 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:
Ability 1: 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.

Ability 2: Sheer Force
Type: 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.

Ability 3 (DW): Iron Fist
Type: 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)

Stats:

HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 3 (+)
Spe: 35
Size Class: 1
Weight Class: 2
Base Rank Total: 13

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

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

Drain Punch
Endure
Mach Punch

Taunt
Brick Break
Rock Slide

Moves: 14

Shelmet (Male)
Nature: Timid (+ to Speed; +5% Accuracy; - from Attack)
Type: Bug
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.

Abilities:
Ability 1: Hydration
Type: Innate
This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

Ability 2: Shell Armor
Type: Innate
This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Ability 3 (DW): Overcoat
Type: Innate
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 29 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Attacks:
Leech Life
Acid
Bide
Curse
Struggle Bug
Mega Drain
Yawn

Encore
Endure
Mud-Slap

Double Team
Energy Ball
Substitute

Moves: 13

Mienfoo (Male)
Nature: Jolly (+ to Speed; +13% Accuracy; - from 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:
Ability 1: 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.

Ability 2: Regenerator
Type: 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.

Ability 3 (DW): Reckless
Type: Innate
This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 75 (+)
Size Class: 2
Weight Class: 2
Base Rank Total: 14

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

Attacks:
Pound
Meditate
Detect
Fake Out
Double Slap
Swift
Calm Mind

Endure
Me First
Vital Throw

Taunt
Dig
Brick Break

Moves: 13

Golett (Genderless)
Nature: Careful (+ to Special Defense; - from Special Attack)
Type: Ghost/Ground
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.
Ground: 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: Iron Fist
Type: 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)

Ability 2: Klutz
Type: 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, though an item is necessary to pull it off.

Ability 3 (DW): No Guard
Type: Innate
This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an 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 benefited by No Guard; they will have their normal accuracy.

Stats:

Golett
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 35
Size Class: 2
Weight Class: 4
Base Rank Total: 13

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

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

Toxic
Brick Break
Gyro Ball
Bulldoze
Rock Slide
Substitute

Moves: 15

Deino (Male)
Nature: Serious (no effect)
Type: Dark/Dragon
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.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities:
Ability 1: Hustle
Type: 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.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 38
Size Class: 1
Weight Class: 2
Base Rank Total: 13

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

Attacks:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch

Earth Power
Head Smash
Ice Fang

Taunt
Torment
Thunder Wave

Moves: 14

Larvesta (Male)
Nature: Bold (+ to Defense; - from Attack)
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, 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:
Ability 1: 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.

Ability 2 (DW): Swarm
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)

Stats:

HP: 90
Atk: Rank 2 (-)
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 2
Spe: 60
Size Class: 2
Weight Class: 3
Base Rank Total: 13

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

Attacks:
Ember
String Shot
Leech Life
Take Down

Endure
Foresight
Morning Sun

Solarbeam
Psychic
Flamethrower

Moves: 10

Syclar (Male)
Nature: Serious (no effect)
Type: Bug/Ice
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
Ice: 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: Compound Eyes
Type: Innate
This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.

Ability 2: Mountaineer
Type: Innate
This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.

Ability 3 (DW): Technician
Type: Innate
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). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 91
Size Class: 1
Weight Class: 2
Base Rank Total: 15

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

Attacks:
Leer
Leech Life
Scratch
Ice Shard
Focus Energy
Slash
Icy Wind
Bug Bite
Icicle Spear

Earth Power
Counter
Water Pulse

Taunt
Blizzard
Dig

Moves: 15

Revenankh (Male)
Nature: Adamant (+ to Attack; - from Special Attack)
Type: Fighting/Ghost
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.
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:
Ability 1: Shed Skin
Type: 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.

Ability 2: Air Lock
Type: Innate
This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.

Ability 3 (DW): Infiltrator
Type: Innate
Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20

EC: N/A
MC: 0
DC: 0/5

Attacks:
Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Glare
Mean Look
Shadow Punch

Counter
Mach Punch
Shadow Sneak

Earthquake
Brick Break
Rock Slide

Moves: 15

Privatyke (Male)
Nature: Adamant (+ to Attack; - from Special Attack)
Type: Water/Fighting
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Ability 1: Unaware
Type: Innate
When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.

Ability 2 (DW): Klutz
Type: 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, though an item is necessary to pull it off.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
Size Class: 2
Weight Class: 4
Base Rank Total: 15

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

Attacks:
Bubble
Smokescreen
Yawn
Chip Away
Wrap
Arm Thrust
Aqua Jet

Circle Throw
Recover
Rock Blast

Taunt
Earthquake
Rock Slide

Moves: 13

Colosshale (Male)
Nature: Mild (+ to Special Attack; - from Defense)
Type: Water/Dark
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Ability 1: Rebound
Type: Can be Activated
The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition. Command: Ability: Rebound (Hazard).

Ability 2: Storm Drain
Type: Innate
This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Ability 3 (DW): Flare Boost
Type: Innate
This Pokemon's body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks have two (2) more Base Attack Power.

Stats:

HP: 100
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 85
Size Class: 4
Weight Class: 9
Base Rank Total: 16

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

Attacks:
Leer
Tackle
Mud Shot
Rapid Spin
Bubblebeam
Mud Bomb
Pursuit

Encore
Fake Out
Water Spout

Taunt
Earthquake
Rock Slide

Moves: 13

Scratchet (Male)
Nature: Modest (+ to Special Attack; - from Attack)
Type: Fighting/Normal
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.
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Ability 1: Scrappy
Type: Innate
This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.

Ability 2: Prankster
Type: Innate
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Ability 3 (DW): Vital Spirit
Type: 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 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. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.

Stats:

HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 2 (+)
SpD: Rank 3
Spe: 40
Size Class: 1
Weight Class: 2
Base Rank Total: 14

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

Attacks:
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar

Confuse Ray
Roost
Yawn

Toxic
Taunt
Focus Blast

Moves: 11


Don't worry, my dear new mons, I may one day name each of you.
 
Tyrant the Nidoran has 4 KOC, so I am converting that to MC. Total MC for Nidoran - 12

Firestorm the Embirch has 4 KOC, so I am converting that to MC. Total MC for Embirch - 12

Goku the Riolu has 2KOC, so I am converting that to MC. Total MC for Riolu - 8

Both Tyrant and Firestorm have 4 EC, so I will be evolving them here and now:


Nidoran♂ [Tyrant] (male)
Nature: Mild (+1 SpA, -1 Def)
Type:
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.

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).
Rivalry: (Innate)This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).
Hustle(DW -Locked): (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.



Stats:
HP: 100
Atk: Rank 3
Def: Rank 1 (-Def)
SpA: Rank 3 (+ Sp. Atk)
SpD: Rank 2
Spe: 65
Size Class: 2
Weight Class: 2
Base Rank Total: 15



EC: 4/9
MC: 12
DC: 4/5
KOC: 0

Attacks:
Leer(*)
Peck(*)
Focus Energy(*)
Tackle(*)
Horn Attack(*)
Double Kick(*)
Poison Sting(*)
Focus Energy(*)
Fury Attack(*)
Helping Hand(*)

Sucker Punch(*)
Head Smash(*)
Confusion(*)

Sludge Bomb(*)
Thunderbolt(*)
Ice Beam(*)

Move Number: 16


Embirch [Firestorm] (Male)
Nature: Rash (+1 SpA, -1 SpD)
Type:
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.

Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
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.

Stats:
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 55
Size Class: 3
Weight Class: 4
Base Rank Total: 16

EC: 4/9
MC: 12
DC: 5/5
KOC: o

Attacks:
Bullet Seed(*)
Sweet Scent(*)
Absorb(*)
Growth(*)
Ember(*)
Leech Seed(*)
Flame Wheel(*)
Giga Drain(*)
Fire Spin(*)

Seed Bomb(*)
Earth Power(*)
Dragonbreath(*)

Flamethrower(*)
Energy Ball(*)
Overheat(*)

Move Number: 15


Firestorm also has 5 DC, so I will be unlocking Chlorophyl for him.


Ok, now lets go bact to those MCs:

Tyrant: 12 (Final count)
Firestorm: 12 (Final Count)
Goku: 8 (Final Count)

Moves buying for Tyrant - Protect (BW TM *2), Water Pulse (Past Gen TM *3), Poison Jab (Level up move *1), Dig (BW TM *2), Double Team (BW TM *2), and Hone Claws (BW TM *2). Total: 12

Moves buying for Firestorm - Synthisis (Level up move *1), Lava Plume (Level Up move *1), Low Kick (past gen Tutor move *3), Inferno (Egg move *3), Petal Dance (level up move *1), Flash Cannon (BW TM *2), and Fire Spin (Level Up move *1). Total: 12

Moves buying for Goku - Nasty Plot (Level Up move *1), Ice Punch (past gen Tutor move *3), Swords Dance (BW TM *2), Dig (BW TM *2). Total: 8

Please tell me if I have made any mistakes or miscaculations...
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
I hate you. All of you.

C$FP (+0.4 UC) ; Destiny Warrior ; King Serperior ; Deadfox081 (Agreed) Approved

I gain 0.7 UC, bringing me to 22.1 UC. Woo!
 
http://www.smogon.com/forums/showthread.php?t=3454164

Since I never claimed from that thread (All 3 times), I'm clamming now.

Me gets 6 CC (Which adds up to my 18, giving me 24 in total)
Garchomp get 4 HC
Porygon Z get 2 HC

noobie question: what is HC?

EDIT: Okay, I'll use all HC as MC for both Pokemon! So +2MC for Porygon Z and +4 MC for Garchomp.
EDIT 2: Buying a Torchic for 2 CC ( leaving me at 22)

Torchic (Male)
Nature: Lonely
Type: Fire
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 brushfire areas.

Abilities:
Ability 1: Blaze
Type: Innate
When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)

Ability 2 (DW): Speed Boost
Type: 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 occurs at the end of each round (stats other than Speed are still affected).

Stats:

HP: 90
Atk: Rank 3(+)
Def: Rank 1(-)
SpA: Rank 3
SpD: Rank 2
Spe: 45
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Attacks:
Scratch
Growl
Focus Energy
Ember
Peck
Sand-Attack
Fire Spin

Counter
Endure
Night Slash

Hone Claws
Fire Blast
Rock Slide

Moves: 13
 
I dispise Battle Hall Skiploom Hax

Me- +6 CC, meaning I now have 12 CC.

Sage Noble- +6 KOC. 4 goes into EC, meaning Sage Noble can now evolve into Fraxure, and the others will be split into 1 MC, which will be used on Outrage, and the other into DC. Here's Sage Noble the Fraxure's data:


<Fraxure> [Sage Noble] (Male)
Nature: Adament (+1 Attack rank, -1 Special Attack rank)
Type: Dragon
Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities:
Ability 1: Mold Breaker(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.)
Ability 2: Rivalry(Innate)
This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group.
Ability 3: Unnerve (DW-Locked)
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Stats:
Fraxure
HP: 100
Atk: Rank 5(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 2
Spe: 67
Size Class: 2
Weight Class: 3
Base Rank Total: 17

EC: 4/9
MC: 0
DC: 1/5

Attacks(17):
Scratch
Leer
Assurance
Dragon Rage
Dual Chop
Scary Face
Slash
False Swipe
Outrage

Counter
Iron Tail
Night Slash

Dragon Claw
Dig
Poison Jab
 
This was so freaking fun :D
The 3 UC I get from that go to a new Pokemon, one who was inspired by the fact I've been playing way too much Skyrim lately:

Sneasel (Dovahkiin) Male
Nature: Adamant (+Atk, -SpA)
Type: Dark/Ice
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.

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:

Inner Focus: (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.
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Pickpocket (DW ability- LOCKED): (Innate) 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.
Command: [Ability: Pickpocket (Ally Item Swap)]

HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 115
Size Class: 2
Weight Class: 3
Base Rank Total: 17

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

Attacks:
Scratch
Leer
Taunt
Quick Attack
Screech
Faint Attack
Fury Swipes
Agility

Fake Out
Ice Punch
Pursuit

Dig
Brick Break
Aerial Ace

Total moves: 14
 
http://www.smogon.com/forums/showpost.php?p=4112547&postcount=24

Claiming 70 UC

2 UC goes into Volcarona's DC, maxing in=t and unlocking his DW ability.

40 more go into his MC. With these 40 MC, he will learn:

Rage Powder, Bug Buzz, Flame Charge, Bug Bite, Amnesia (level up, 5 MC total; 35 remaining)

Toxic, Hyper Beam, Light Screen, Sunny Day, Protect, Safegaurd, Double Team, Fire Blast, Rest, Overheat, Will-o-Wisp, Acrobatics, Substitute, Struggle Bug, U-turn, Wild Charge, Fly (BW TM, 32 MC spent, 3 remaining)

String Shot (Egg, 3 MC spent, 0 remaning)

The other 28 will be spent as follows:

5 into Scyther's DC. Maxed.

23 into Scyther's MC.

X-Scissor, Swords Dance Feint (Level up, 3 MC spent, 20 remaining)

Protect, Rain Dance, Safegaurd, Frustration, Return, Ariel Ace, Facade, Rest, Attract, Thief (BW TM, 20 spent, 0 remaining)

http://www.smogon.com/forums/showthread.php?t=3462462

Stunfisk gets 2 MC, 1 DC, and 1 KO. The DC is stockpiled, and the KO is put into MC. With his 3 MC, he will buy Endure, Bounce, and Revenge (all level up).

The 2 CC are stockpiled.
 
Claiming 4UC from here. Stockpiling, leaving me with 23 (I'm planning on using them, don't worry)

EDIT: Also claiming 7UC from here. This will bring my total to 30UC.
 
Claiming from here.

Stockpiling my 2 CC.

Makuhita:
EC: 6/6
MC: 1 > 5 (1 KOC)
DC: 5/5

Holding off on evolution for Battle Hall purposes. Using 3 MC to buy it Foresight (Egg Move).

Doduo:
EC: 5/6 > 6/6
MC: 0 > 3 (1 KOC)
DC: 4/5 > 5/5

Holding off on evolution because I'm lazy. I'll do it tomorrow or something. I am, however, unlocking Tangled Feet for it. Using all 3 MC to buy it Reflect (1st Gen TM).
 
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