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Anyway in addition to my previous post, Fletcher gets 6/6 EC and evolves into...
<Simisage> [Fletcher] (Male) Nature: Jolly Type: Grass Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities: Gluttony:(Innate)This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Overgrow:(Innate)(DW LOCKED)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)
Ok, going to spend 48 of my 51 UC on my Infernape.
Headbutt (3), Hidden Power (Ice 7) (2), Hone Claws (2), Hyper Beam (2), Incinerate (2), Iron Tail (2), Low Kick (2), Natural Gift (3), Retaliate (2), Rock Climb (3), Rock Smash (2), Rock Tomb (2), Role Play (2), Rollout (3), Round (2), Secret Power (3), Snore (2), Strength (2), Swift (3), Uproar (2) and Work Up (2).
<Flarelm> [Axel] (Male) Nature: Brave Type: Fire/Grass Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas. Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities: 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.
Porygon2 [Virus] (-) EC: 5/9 (+1 EC)
MC: 2 (+2 MC) > 0
DC: 3/5 (+1 DC, +1 KOC)
-Learns Discharge, & Tri Attack (Both Gen V Level-Up)
---
Klink [Geargia] (-) EC: 1/9 (+1 EC)
MC: 3 (+(2+1) MC) > 0
DC: 1/5 (+1 DC)
-Learns Autotomise, Discharge, & Shift Gear (All Gen V Level-Up)
---
EDIT: Also, I need to claim from here!
-3 Heal Balls
-4 Sport Balls
-1 Timer Ball
-2 Ethers
-2 Potions
-1 Super Potion
+1 Bonsly
+1 Lairon
+1 Lunatone
+1 Regirock
+1 Fire Gem
+1 Quick Claw
+1 Metal Coat
+1 Tanga Berry
+1 Rock Ruby
+1 Expert Belt
+1 Focus Band
I gain 10 CC from the successful run.
---
Hitmontop [Beyblade] (M) EC: 6/6
MC: 13 (+13 MC) > 0
DC: 5/5
-Learns Toxic, Double Team, Low Sweep (All Gen V TM), Role Play, Sleep Talk (Both Gen V Tutor), & Twister (Past Gen Move).
---
Sunflora [Flowra] (F)
EC: 6/6
MC: 15 (+13 MC, +2 KOC) > 0
DC: 5/5
-Learns Double Team, Facade, Giga Impact, Flash, Swords Dance, Swagger (All Gen V TM), & Helping Hand (Gen V Egg Move).
---
Revenankh [Pharant] (M) EC: N/A
MC: 18 (+15 MC, +3 KOC) > 0
DC: 5/5
-Learns Grudge, Punishment (Both Gen V Level-Up), Toxic, Telekinesis, Safeguard, Psychic, Shadow Ball, Double Team, Low Sweep, & Embargo (All Gen V TM)
---
Finally I claim 4 mons.
Bonsly [Trake] (M) Nature: Careful
TYPE 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 Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power. Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Rattled (DW): (Innate) These Pokemon are more easily frightened by Ghost-, Bug-, and Dark-typed attacks and will raise their Speed by one (1) stage when struck by attacks of those types. 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.
EC: 1/6
MC: 0
DC: 1/5
ATTACKS (18/56)
Fake Tears
Copycat
Flail
Low Kick
Rock Throw
Mimic
Block
Faint Attack
Slam
Rock Tomb
Rock Slide (-1 MC)
Sucker Punch (-1 MC)
Protect
Smack Down
Brick Break
Sand Tomb
Stealth Rock
Endure
Lairon [Basher] (F) Nature: Brave (-10% Evasion)
TYPE Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetised. Superior senses in high-metal environments like construction sites or factories. 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 Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power. Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Heavy Metal (DW): (Trait) The Pokemon's body structure is immensely dense, doubling its actual weight. Adds two (2) Base Attack Power to all Weight-Based Attacks. Adds Base Attack Power to Gyro Ball equal to half (0.5x) the Pokemon's Weight Class, rounded up.
TYPE 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. 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 catch-fall for Disabling, Binding, and redirecting opposing attacks.
ABILITIES Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. 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.
TYPE 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 Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.) Sturdy (DW): (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.
Jellicent[Jill](F)* Nature: Bold (+Def, -Att) Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities:
Water Absorb: Type: Innate
This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Cursed Body: Type: Innate
When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Damp (DW unlocked): Type: Innate
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
<Lotad> Alenjandro (M) Nature: Quiet
+1 SpA, - Speed Type: Grass/Water 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. Water: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.
Rain Dish:(Innate)
This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Own Tempo:(Innate)(DW LOCKED) 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: Bug/Flying Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5). 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: 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. Frisk (DW Locked): (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.
<Lapras> [Mitsuhide] (Male) Nature: Quiet (+SpA, -Spe) Type: Water/Ice Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Water Absorb: (Type: Innate)
This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Shell Armor: (Type: Innate)
This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Hydration: (Type: Innate) [DW, Locked]
This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
Attacks:
Sing
Water Gun
Growl
Mist
Confuse Ray
Ice Shard
Water Pulse
Body Slam
Rain Dance
Dragon Dance
Dragon Pulse
Refresh
Thunderbolt
Frost Breath
Substitute
Secondly, Teletubby the Munchlax!
<Munchlax> [Teletubby] (Male) Nature: Relaxed (+Def, -Spe) Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
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.
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.)
Gluttony (Type: Innate) [DW, Locked]
This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
<Cottonee> [Fluffee] (Female) Nature: Modest (+SpA, -Att) Type: Grass Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities:
Prankster (Type: Innate)
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
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.
Chlorophyll (Type: Innate)
During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
+2 CC, stockpiling (17 total)
+2 HC for Croconaw
-1 goes into his EC (9/9; What? Chevrolet is evolving!)
-Other goes into his MC, buys Agility (-1 MC)
So, my new Feraligatr should look like this...
Feraligatr [Chevrolet] (Male) "<OH GOD>"
A gentleman and a Feraligatr.
Nature: Adamant (+1 Atk, -1 SpA) Type: Water Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities: Torrent, Sheer Force (DW) Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14) Sheer Force (DW, Unlocked): (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.
Texas Cloverleaf: approved
Frosty: approved
Pwnemon: approved
The Royal Guard: approved
Yanrus of Bethany: approved
rickheg: approved
The Royal Guard (2): approved
Ragnarokalex: approved (DO NOT UPDATE YOUR PROFILE BEFORE YOUR CLAIM IS APPROVED D:<)
Texas Cloverleaf (2): approved
Espeon65: approved
SimonSays: approved
danmantincan: approved
Texas Cloverleaf (3): approved
Matezoide: approved
The Royal Guard (3): approved
deadfox081: approved
Texas Cloverleaf (4): approved
Its_A_Random: approved. Sunflora gets Helping Hand as a BW Tutor move though, so it still has a spare MC.
TIO: approved
Matezoide (2): approved
TheWolfe: approved. Hall rewards were updated though, so you actually get 5 UC from the hall challenge.
Leethoof: approved
UllarWarlord: approved. Your Pokemon should only cost 7+4+2=13 CC though, so you have an extra CC.
LockDown: approved
Glacier Knight: approved. Superpower is 2 MC and Rock Climb is 3 MC, but whatever.
The Wanderer: approved
3 CC for each Pokemon
3 MC for each Pokemon
Exp. Share MC for Steelix, Dragonite, Girafarig
1 CC bonus to EM for Kiss's Amulet Coin
KOC goes to P-Z (2), Maxims Kiss (2), Girafarig, Dragonite
[box]Elevator Music: 29 CC
- Erufuun (Whimsicott): 3 MC / 1 KOC
- Haganeiru: (Steelix): 4 MC
- Togekissu (Togekiss): 3 MC / 12 KOC
- Morufon (Venomoth): 4 MC / 1 KOC
- Bakuuda (Camerupt): 3 MC / 1 KOC
- Abagoora (Carracosta): 4 MC / 1 KOC
- Kairyu (Dragonite): 4 MC / 1 KOC
- Kirinriki (Girafarig): 4 MC / 1 KOC[/box]
--- Currency Counters: 59 ---> 88 ---> 17 (spending)
Putting KOC of all of my Pokemon into their MC
Erufuun (Whimsicott): Purchasing Attract (BW TM) and Sleep Talk (BW Tutor) for 4 MC.
Haganeiru (Steelix): Purchasing Sunny Day (BW TM) and Facade (BW TM) for 4 MC.
Togekissu (Togekiss): Purchasing Dizzy Punch (Event Move), Helping Hand (Event Move), Secret Power (Egg Move), Rest (BW TM), Hidden Power (Ground, 7) (BW TM), and Sleep Talk (BW Tutor) for 15 MC.
Morufon (Venomoth): Purchasing Refresh (Event Move) and Facade (BW TM) for 5 MC.
Bakuuda (Camerupt): Purchasing Giga Impact (BW TM) and Heat Wave (BW Tutor) for 4 MC.
Abagoora (Carracosta): Purchasing Water Pulse (Egg move) and Icy Wind (BW Tutor) for 5 MC.
Kairyu (Dragonite): Purchasing Heal Bell (Event Move) and Superpower (BW Tutor) for 5 MC.
Kirinriki (Girafarig): Purchasing Skill Swap (BW Tutor) and Swift (Past Gen Tutor) for 5 MC.
I'm also going to spend 7 CC on a Mollux, 2 CC on a Slowpoke, and 2 CC on a Chikorita:
Mollux [] (F) Nature: Timid (+15% Spe, +9% Acc, -1 Atk) Type: 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. 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: Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted. Illuminate (DW): (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) at the cost of 5 EN. The accuracy drop will last six (6) actions after the Pokemon is released.
Attacks:
Bide
Ember
Acid
Withdraw
Acid Spray
Confuse Ray
Clear Smog
Lava Plume
Aqua Ring
Fire Spin
Heal Pulse
Fire Blast
Protect
Toxic
Slowpoke [Yadon] (M) Nature: Quiet (+1 SpA, -15% Spe, -10% Eva) Type: 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): (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.
Attacks:
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Block
Future Sight
Mud Sport
Flamethrower
Scald
Toxic
Chikorita [Chikoriita] (F) Nature: Brave (+1 SpA, -15% Spe, -10% Eva) Type: Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
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) Leaf Guard (DW): (Innate) In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.