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Each of my mons earned 3 KOC—Pike does not let you distribute as you please.
Absol and Spoons both stockpile the KOC as MC. Absol now has 3 and Spoons has 4.
Bellistar purchases Dragon Pulse (1) and Ice Beam (2).
I am going to purchase the following 16 Pokemon with my 42 CC, leaving me broke.
[a]Turtwig[/a]
Turtwig ♂ - Kurmaraja Nature: Sassy (SpD: +1, Spe -5, Evasion -10%)) Type: Grass Grass Type - 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: Overgrow - (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14) (DW) Shell Armor - (Dormant) - (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
13 moves known.Moves are sorted by type and then alphabetized.
Physical Moves - Bite, Razor Leaf, Seed Bomb, Superpower, Tackle Special Moves - Absorb, Earth Power, Mega Drain Status Moves - Curse, Light Screen, Protect, Reflect, Withdraw
Kurmaraja is one who likes to throw around his weight and act large and in charge. Unfortunately for him, he has neither size nor weight as of yet. Someday, though, he'll be the big man on campus, and then he'll really show those posers how to carry one's self with swag.
Kurmaraja the Turtwig
Egg: Superpower, Seed Bomb, and Earth Power
TM: Light Screen, Reflect, and Protect
[a]Larvitar[/a]
Larvitar ♀ - Princess Nature: Quiet (SpA: +1, Spe -6, Evasion -10%)) Type: Rock / Ground Rock Type - Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus. Ground Type - 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: Guts - (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn. (DW) Sand Veil - (Dormant) - (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.
14 moves known.Moves are sorted by type and then alphabetized.
Physical Moves - Bite, Brick Break, Chip Away, Iron Head, Pursuit, Rock Slide, Thrash Special Moves - Status Moves - Leer, Protect, Sandstorm, Scary Face, Screech, Stealth Rock, Taunt
Dreadfully shy, Princess simply can't deal with being pushed around—her response to being bullied is to recoil and clam up. Sometimes, she wishes she had a shell she could just curl up in...
Princess the Larvitar
Egg: Stealth Rock, Pursuit, Iron Head
TM: Protect, Taunt, Brick Break
[a]Azurill[/a]
Azurill ♀ - Strongth Nature: Quiet (SpA: +1, Spe -3, Evasion -10%)) Type: Normal Normal Type - Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities: Thick Fat - (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.) Huge Power - (Innate) This Pokemon has immense inner strength that grows with its development, raising its Attack by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank. (DW) Sap Sipper - (Dormant) - (Innate) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. 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.
12 moves known.Moves are sorted by type and then alphabetized.
Physical Moves - Body Slam, Slam Special Moves - Bubble, Ice Beam, Muddy Water, Water Gun Status Moves - Charm, Encore, Light Screen, Protect, Splash, Tail Whip
Content with things as they are, Strongth has very little reason to complain about anything. She sees things in an optimistic light almost always. For Strongth, life is good!
Strongth the Azurill
Egg: Body Slam, Muddy Water, Encore
TM: Ice Beam, Protect, Light Screen
[a]Slowpoke[/a]
Slowpoke ♂ - 2,000 Nature: Quiet (SpA: +1, Spe -2, Evasion -10%)) Type: Water / Psychic Water Type - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Psychic Type - Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities: Oblivious - (Innate) This Pokemon is incapable of being affected by Attract or Cute Charm. Own Tempo - (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. (DW) Regenerator - (Dormant) - (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.
14 moves known.Moves are sorted by type and then alphabetized.
Physical Moves - Headbutt, Tackle, Zen Headbutt Special Moves - Confusion, Fire Blast, Water Gun Status Moves - Block, Curse, Disable, Growl, Protect, Rest, Sleep Talk, Yawn
I could use pants.
2,000 the Slowpoke
Egg: Block, Zen Headbutt, Sleep Talk
TM: Protect, Fire Blast, Rest
[a]Scraggy[/a]
Scraggy ♂ - Love Machine Nature: Adamant (Atk: +1, SpA: -1) Type: Dark / Fighting 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. Fighting Type - Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities: Shed Skin - (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round. Moxie - (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. (DW) Intimidate - (Dormant) - (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 thier 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.
Ever up for a challenge, Love Machine is defined by a curiosity that blends with a distinct stubbornness. If he wants to get a better look at something, any obsticles between him and that thing are due for a rude awakening.
Love Machine the Scraggy
Egg: Drain Punch, Fake Out, Counter
TM: Protect, Taunt, Dragon Tail
[a]Shelmet[/a]
Shelmet ♂ - Cobra Nature: Timid (Spe +4, Accuracy +2%, Atk: -1) Type: Bug Bug Type - Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Abilities: Hydration - (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon. (DW) Overcoat - (Dormant) - (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.
13 moves known.Moves are sorted by type and then alphabetized.
Physical Moves - Bide, Leech Life Special Moves - Acid, Energy Ball, Mega Drain, Struggle Bug Status Moves - Curse, Double Team, Encore, Endure, Guard Split, Substitute, Yawn
With almost every phobia in the book, Cobra has great difficulty in emerging from his shell. Mortified of what might wait right outside his lid, Cobra sits and waits for the day he can leave it all behind by his own power.
Cobra the Shelmet
Egg: Encore, Endure, Guard Split
TM: Double Team, Energy Ball, Substitute
[a]Feebas[/a]
Feebas ♀ - Generosity Nature: Bold (Def: +1, Atk: -1) Type: Water Water Type - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities: Swift Swim - (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain. (DW) Adaptability - (Dormant) - (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
8 moves known.Moves are sorted by type and then alphabetized.
Physical Moves - Tackle Special Moves - Brine, Ice Beam, Mirror Coat, Scald Status Moves - Hypnosis, Protect, Splash
Bravely adventuring forth from the spawning pool, Generosity caught the eye of a trainer by acting to her name, dislodging peers from rocks in the streambed and the like. Lifted from the stream barehanded, exhausted from rendering assistance, she now seeks to provide the same manner of assistance to a battling trainer's team.
Torchic ♂ - Lord British Nature: Hasty (Spe +7, Accuracy +10%, Def: -1) Type: Fire Fire Type - Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Abilities: Blaze - (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14) (DW) Speed Boost - (Dormant) - (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).
12 moves known.Moves are sorted by type and then alphabetized.
Physical Moves - Dig, Peck, Scratch Special Moves - Ember, Fire Blast, Fire Spin Status Moves - Agility, Focus Energy, Endure, Growl, Protect, Sand-Attack
Obsessed with speed, Lord British has an attitude one would describe as "cocky" or "self-assured"—rarely does he consider consequences of his actions, and he battles with a recklessness that often leaves him in pain afterwards.
Lord British the Torchic
Egg: Endure, Counter, Agility
TM: Fire Blast, Dig, Protect
[a]Staryu[/a]
Staryu ф - Lustre Nature: Timid (Spe +13, Accuracy +23%, Atk: -1) Type: Water Water Type - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities: Illuminate - (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents. 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. (DW) Analytic - (Dormant) - (Can be Enabled) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
13 moves known.Moves are sorted by type and then alphabetized.
Physical Moves - Rapid Spin, Tackle Special Moves - Aurora Beam, Scald, Swift, Thunder, Water Gun Status Moves - Barrier, Camouflage, Harden, Rain Dance, Recover, Supersonic
Lustre mostly keeps to itself; distancing itself from people and other Pokémon. Even when battling, this Pokémon's hesitation to act rashly is evident; Lustre only attacks in the most favorable, or conversly the most dire situations.
Slakoth ♂ - Dr. Zaius Nature: Calm (SpD: +1, Atk: -1) Type: Normal Normal Type - Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities: Truant - (Trait) This Pokemon is naturally lazy, and becomes Sluggish after every normal action. This effect takes place after completing any normal (e.g. non-Sluggish) action. If this Pokemon uses a move that would inflict Sluggish, it instead becomes Exhausted for the next action. When Exhausted, its Confusion stage will not be checked and it will not hit itself in confusion during the second action. It recovers 3% energy when Exhausted. If this Pokemon uses a Combination, it becomes Sluggish or Exhausted on the action following the cooldown of the combination. Truant can be altered or shifted by Skill Swap, Role Play, Gastro Acid, or Mummy, but is not changed by Entrainment, Simple Beam, or Worry Seed.
11 moves known.Moves are sorted by type and then alphabetized.
Physical Moves - Faint Attack*, Hammer Arm, Night Slash*, Pursuit*, Scratch* Special Moves - Fire Blast, Ice Beam, SolarBeam Status Moves - Amnesia*, Slack Off, Yawn*
Moves marked with * can be used while Sluggish.
Serenely enjoying a constant nap, Zaius has next to no temper. Nearly impossible to rile or enrage, Zaius doesn't even give a full effort in battle—he instead holds back, worried that he might not be able to sleep afterwards.
Dr. Zaius the Slakoth
Egg: Night Slash, Hammer Arm, Pursuit
TM: Fire Blast, Ice Beam, SolarBeam
[a]Yanma[/a]
Yanma ♂ - Red Leader Nature: Timid (Spe +15, Accuracy +28%, Atk: -1) Type: Bug / Flying Bug Type - Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Flying Type - Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities: Speed Boost - (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected). Compoundeyes - (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate. (DW) Frisk - (Dormant) - (Innate) The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.
Having ditched a formation of fellow Yanma, Red Leader has to keep a low profile and make sure he isn't found by is siblings. That may be hard in the hands of a trainer, but if he manages to make a name for himself, he should be able to take on his siblings anyway.
Red Leader the Yanma
Egg: Feint, Pursuit, Whirlwind
TM: Psychic, U-turn, SolarBeam
[a]Meditite[/a]
Meditite ♂ - Les Nature: Jolly (Spe +9, Accuracy +11%, SpA: -1) Type: Fighting / Psychic Fighting Type - Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Psychic Type - Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities: Pure Power - (Innate) This Pokemon has immense inner strength that grows with its development, raising its Attack by 1 Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank. (DW) Telepathy - (Dormant) - (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.
15 moves known.Moves are sorted by type and then alphabetized.
Physical Moves - Bide, Bullet Punch, Drain Punch, Fake Out, Feint, Rock Slide Special Moves - Confusion, Hidden Power [Water, 7] Status Moves - Calm Mind, Detect, Meditate, Mind Reader, Light Screen, Reflect, Swagger
Having completed its meditation training, so to speak, Les one day simply set out to find a trainer. A specific trainer, indicated by a set of signs inperceivable to humans. Without any idea as to how or why this mon matched up with this trainer, Les was welcomed just as any other mon as a potential member of a powerful battling team.
Les the Meditite
Egg: Bullet Punch, Drain Punch, Fake Out
TM: Reflect, Light Screen, Rock Slide
[a]Swinub[/a]
Swinub ♂ - Bering Nature: Mild (SpA: +1, Def: -1) Type: Ice / Ground 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. Ground Type - 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: Oblivious - (Innate) This Pokemon is incapable of being affected by Attract or Cute Charm. Snow Cloak - (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage. (DW) Thick Fat - (Dormant) - (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.)
14 moves known.Moves are sorted by type and then alphabetized.
Physical Moves - Icicle Crash, Rock Slide, Tackle Special Moves - Icy Wind, Mud Bomb, Mud-Slap, Powder Snow Status Moves - Endure, Light Screen, Mud Sport, Odor Sleuth, Protect, Reflect, Stealth Rock
Chosen by recommendation of a rival, Bering has quite a bit to live up to. Matching the standard that has been set will be no easy task, but one can hope that his even demeanour and upbeat attitude will allow him to persevere.
Bering the Swinub
Egg: Icicle Crash, Stealth Rock, Rock Slide
TM: Protect, Light Screen, Reflect
[a]Deino[/a]
Deino ♂ - Bolas Nature: Naughty (Atk: +1, SpD: -1) Type: Dark / Dragon 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. Dragon Type - Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
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.
14 moves known.Moves are sorted by type and then alphabetized.
Physical Moves - Bite, Crunch, Head Smash, Headbutt, Tackle Special Moves - Dark Pulse, Dragon Rage, Dragonbreath, Earth Power Status Moves - Focus Energy, Protect, Roar, Taunt, Thunder Wave
Brazen and difficult to deal with, Deino strives for attention. He likes things flashy, bold, and noticable; and he relishes attention of any sort. He very often acts without thinking, preferring offense over defense, but he isn't a fool - he knows (however much it may irk him) that there are things out there that you simply can't bull rush. For everything else, though...
Bolas the Deino
Egg: Head Smash, Dark Pulse, Earth Power
TM: Protect, Taunt, Thunder Wave
[a]Sigilyph[/a]
Sigilyph ♀ - Uboa Nature: Timid (Spe +15, Accuracy +15%, Atk: -1) Type: Psychic / Flying Psychic Type - Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks. Flying Type - Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities: Wonder Skin - (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It changes the accuracy of all non-damaging attacks to 50% before applying any other modifiers. Magic Guard - (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. (DW) Tinted Lens - (Dormant) - (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
13 moves known.Moves are sorted by type and then alphabetized.
Physical Moves - lol Special Moves - Air Cutter, Gust, Ice Beam, Psywave, SolarBeam, Stored Power Status Moves - Hypnosis, Light Screen, Miracle Eye, Psych Up, Roost, Tailwind, Whirlwind
A bizarre creature, Uboa is vary rarely seen partaking in any manner of activity on its own. Instead, it waits patiently for orders to be issued to it. After which, It performs these orders and returns to a stationary, almost leisurely flight in place. Very odd indeed.
Sableye ♂ - Washington Nature: Brave (Atk: +1, Spe -7, Evasion -10%)) Type: Dark / Ghost 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. Ghost Type - 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: 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. Stall - (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. (DW) Prankster - (Dormant) - (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
14 moves known.Moves are sorted by type and then alphabetized.
Physical Moves - Astonish, Fake Out, Feint, Fury Swipes, Scratch, Shadow Sneak Special Moves - Night Shade Status Moves - Attract, Detect, Foresight, Leer, Recover, Substitute, Taunt,
An utter scoundrel, Washington is easily swayed by the charms of others. Attempting to work his charms on others carries mixed results, but he still puts out a solid effort in battle... Presuming that the foe hasn't wiled him with its charms.
Washington the Sableye
Egg: Recover, Metal Burst, Feint
TM: Taunt, Substitute, Attract
http://www.smogon.com/forums/showthread.php?t=3466094
Lou made me lose my winning streak. sad face....
Glacier gets 2 CC and a loss!
Dexter the Castform gets 3 MC!
Ponce de Leon the Tropius gets 3 MC (+1 from Exp. Share), 1 DC, and 1 KOC!
Getting Dexter the Castform the tutor move Endure
Tropius:
MC: 4
DC: 1/5
Tropius gets the lvl up moves Leaf Storm, Leaf Tornado, Solarbeam, and Air Slash
I will put 7 UC into Kumaraja's and Strongth's EC. I will put 5 UC into Cobra's and Love Machine's. And this evolution:
[a]Swoobat[/a]
Swoobat ♀ - Cassandra Nature: Timid (Spe +18, Accuracy +21%, Atk: -1) Type: Psychic / Flying Psychic Type - Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks. Flying Type - Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities: Unaware - (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. Klutz - (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.* (DW) Simple - (Innate) This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the stage modifier. Stats still maximize or minimize at six stages.
33 moves known.Moves are sorted by type and then alphabetized.
Physical Moves - Acrobatics, Assurance, Endeavor, Fly, Heart Stamp Special Moves - Air Cutter, Air Slash, Charge Beam, Confusion, Energy Ball, Gust, Hidden Power [Fighting 7], Psyshock, Shadow Ball, Stored Power Status Moves - Attract, Calm Mind, Double Team, Fake Tears, Helping Hand, Imprison, Light Screen, Odor Sleuth, Protect, Reflect, Rest, Roost, Taunt, Thunder Wave, Torment, Toxic, Safeguard, Substitute
Unused to the outside world, Cassandra is innately afraid of anything that isn't commonly found in a cave (along with a few things that are). Putting forth effort to overcome her fears and pull her weight on a team, she nonetheless focuses on defensive play and protecting herself from attack.
Abilities: Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). 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.
Attacks:
Scratch
Leer
Water Gun
Rage
Bite
Scary Face
Ice Fang
Flail
Thrash
Crunch
Ice Punch
Dragon Dance
Aqua Jet
Brick Break
Rock Slide
Dive
Waterfall
Dig
Protect
With 4 MC I'll buy Aqua Tail, Superpower, Substitute.
I'll also spend 12 UC to give Combusken, Charmeleon and dragonair 4 EC each.
From this battle, I get 2 CC. Stockpiling.
Bec receives 3 MC and a KOC, which I use as MC.
I'd like to buy Brave Bird (5th Gen Egg Move, 3 MC) and Night Slash. (5th Gen level-up, 1 MC.) This leaves me with 0 MC.
I get 2CC here, bringing me to 18CC. Just 2 more and i get an Exp. Share!
My Chimchar gets 1EC/3MC/1DC. Her EC/DC are brought to 4/9 and 4/5, respectively. Yes, this means she evolves. She gains the move Mach Punch as a pre-25 move, and will use the 3MC from the match to purchase Feint (LU), Close Combat (LU), and Flare Blitz (LU), leaving her with 0MC. She now looks like this:
Monferno [Scorchfoot] (Female) Nature: Naive (+1.15% speed, +15% Accuracy, -1 Sp.D) Type: Fire/Fighting 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. 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: Blaze: (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) Iron Fist (DW LOCKED): 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)
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.
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:
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.
Flame Body (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.
Shadow Tag (DW) (Innate): Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.
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.
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:
Oblivious (Innate): This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Simple (Innate): This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the effectiveness, but the same actual stage. (e.g. Swords Dance/Screech is still a 2 stage boost/drop but is calculated as 4 stages). Stat benefits/reductions still maximize at 6 effective stages.
Own Tempo (DW) (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.
Type:
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:
Overcoat (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).
Magic Guard (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.
Regenerator (DW) (Innate): When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Necturine (TBD) Female
Nature:
Naughty
Type:
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.
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:
Anticipation:
Type: Innate
This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Telepathy
Type: Innate
This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Attacks: 14 Total
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Willowisp
Hex
Power Whip
Giga Drain
Leaf Blade
Sketch
Pay Back
Protect
Shadow Ball
Eevee (TBD) Male
Nature:
Bold
Type:
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities: 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.
Adaptability:
Type: Innate
The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation:(DW)(LOCKED)
Type: Innate
This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
11 UC from this tournament match, and 3 UC from this regular match.
4 + 4 + 4 + 16 + 14 + 14 = 56 UC from reffing facilities, for a total of 70 UC with the other matches included.
Total:
[box]Elevator Music: 4 CC / 70 UC
Konpan (Venonat): 2 EC / 4 MC / 2 DC / 1 KOC
Donmeru (Numel): 1 EC / 2 MC / 1 DC
Purotooga (Tirtouga): 1 EC / 2 MC / 1 DC
(Necturine): 2 EC / 4 MC / 2 DC / 3 KOC[/box]
--- Currency Counter: 29 ---> 33
I'm going to put Venonat's KOC into MC, and Necturine's KOC into MC. I'm also going to divide up my UC in the following way:
- 17 UC to Venonat's MC
- 14 UC to Numel's MC
- 18 UC to Porygon's MC
- 14 UC to Tirtouga's MC
- 7 UC to Necturine's MC
Purchases:
- Konpan (Venonat): Toxic (BW TM), Sunny Day (BW TM), Double Team (BW TM), Sludge Bomb (BW TM), Substitute (BW TM), Giga Drain (Egg Move), Baton Pass (Egg Move), Reflect (Past Gen TM), and Bide (Past Gen TM) for 22 MC.
- Donmeru (Numel): Double-Edge (Level-Up), Sunny Day (BW TM), Sandstorm (BW TM), Substitute (BW TM), Ancientpower (Egg Move), Swallow (Egg Move), and Stealth Rock (Past Gen TM) for 16 MC.
- Porigon (Porygon): Psyshock (BW TM), Toxic (BW TM), SolarBeam (BW TM), Shadow Ball (BW TM), Double Team (BW TM), Substitute (BW TM), Teleport (Past Gen TM), and Bide (Past Gen TM) for 18 MC.
- Purotooga (Tirtouga): Rain Dance (Level-Up), Toxic (BW TM), Return (BW TM), Frustration (BW TM), Rest (BW TM), Substitute (BW TM), Swagger (BW TM), and Rock Throw (Egg Move) for 16 MC.
- (Necturine): Natural Gift (Level-Up), Psychic (BW TM), Double Team (BW TM), Swagger (BW TM), Substitute (BW TM), Rest (BW TM), and Gravity (Egg Move) for 14 MC.
That should leave me with no spare UC or MC on my Pokemon.
Using 3 UC as EC to evolve Ralts into Kirlia. I have 7 remaining.
Kirlia (Slawter) (M)
Nature: Brave (+Atk, -Spe, -10 Evasion)
Type:
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:
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.
Trace
Type: Can be Activated
When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.
Telepathy (DW, Locked)
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.
Background: Slawter is Frenzy's best friend. They both love chaos and the prowess they feel when causing it. When Slawter becomes a Gallade, his blade will be his primary weapons.
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Run Away: (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.
Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation (DW): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Might as well dump the remaining 6 UC I have. 3 goes into my Eevee's MC, unlocking the Egg move Stored Power, while the other 3 go into my Barboach's MC, learning the LU move Future Sight and the BW TM Bulldoze
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 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round. Shed Skin (DW) [LOCKED]: (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.
Thrash (*)
Bite (*)
Leer (*)
Sandstorm (*)
Screech (*)
Chip Away (*)
Rock Slide (*)
Scary Face (*)
Dark Pulse
Earthquake
Crunch
Stone Edge
Outrage (*)
Dragon Dance (*)
Stealth Rock (*)
Return (*)
Smack Down (*)
Substitute
Protect
It will use its MC to buy Stone Edge and Crunch by Level Up. Also, if it can, it will give up its TM move Earthquake for 2 MC and buy Earthquake by Level Up and Dark Pulse by Level Up.
Type: Ghost/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities: Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round. Air Lock: (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. Infiltrator (DW LOCKED): (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.
Type: Water/Psychic
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic 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: Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate. Own Tempo: (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. Regenerator: (DW LOCKED) (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.