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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: (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) Defiant: (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round. (DW) Inactive
Attacks: Aqua Ring | Status | Egg Bide | Physical | Level Up Blizzard | Special | Technical Machine Bubble | Special | Level Up Fury Attack | Physical | Level Up Growl | Status | Level Up Hydro Pump | Special | Egg Icy Wind | Special | Egg Metal Claw | Physical | Level Up Peck | Physical | Level Up Pound | Physical | Level Up Scald | Special | Technical Machine Sing | Status | Event Surf | Special | Technical Machine Water Sport | Status | Level Up
Total Moves: 16
Stockpiling everything else for now, planning on getting a Cupra and buying moves later, but that'll come later, as I'm too lazy for that currently. Zorua's 2 KOC go into EC, which makes 3 total earned from that match.
Zorua's counters:
EC: 4/6
MC: 2
Vanillice's counters:
EC: 3/9
MC: 4
DC: 3/5
My counters:
Currency Counters: 6
Universal Counters: 0
Frosty: Move claims are APPROVED, but you linked to a gym battle instead of a Numel-fights battle so those claims are NOT APPROVED until you fix.
Galladiator: Scizor should have +6% Acc, not +30% Acc. Fix that and you're APPROVED.
Deck Knight: APPROVED.
The Wanderer: APPROVED.
Complications: APPROVED.
SubwayJ: The first battle is okay, but I'm NOT APPROVING the second one for reason counterfarming. This opinion has been confirmed by a second project moderator.
SubwayJ: The first battle is okay, but I'm NOT APPROVING the second one for reason counterfarming. This opinion has been confirmed by a second project moderator.
OVERTURNING THIS after two project moderators have opposed it. Changing a win to a tie is considered not extreme enough to count as an extreme case of counter farming, which is the only thing we have the power to veto.
As a result, SubwayJ's prizes from his second battle are APPROVED
Spending 8 CC on Soothing Bell leaving me at 0 CC
Spending Lucario 4 MC for Brick Break -2 and Hidden Power 7 (Water) -2 leaving 0 MC
Spending Garchomp 2 MC for Hidden Power 7 (Grass) -2 leaving 1 MC
Spending Milotic 6 MC for Whirlpool -3, Hyper Beam -2, and Attract -1 leaving 0 MC
Still too lazy to get a Cupra, but I have moves for Prinplup! (4 MC to start) Oh, and lots and lots of refunds.
First off, I request a refund for Hydro Pump (Egg). I get 3 MC from this, one of which is spent on Hydro Pump (Level Up). He uses the MC left over plus one of his current MC to but Egg move Featherdance (cause why not?). He now has 3 MC left. With 2 MC, he gets Protect (Technical Machine), and the last MC goes to Whirlpool (Level Up). This leaves him with no MC left.
Oh, did I say it was only Prinplup? I lied. Zorua, who starts with 3 MC, will buy Toxic with 2 MC and Imprison with 1, which are TM and Level Up respectively.
Finally, Vanillite, who has 4 MC at the moment, would like a Hail (TM) refund, and will buy Hail (Level Up) with 1 MC. He now has 5 from that deal. Oh, and Blizzard and Ice Beam, the TM moves? They also become Level Up, making my MC now 7. TM move Flash Cannon is bought for 2 MC, so I have 5 again. While we're at it, Sheer Cold, the Level Up move, brings me down to 4 MC- what I started with! Imprison the Egg move? Why not! With my 1 MC remaining, Vanillite finally gets Mirror Coat, which is a Level Up move.
All 3 mons now have 0 MC. Vanillite refunded Hail, Blizzard and Ice Beam, while Prinplup refunded Hydro Pump. Everyone bought lots of moves. The end.
Brave Nature (+1 ATK, -15% Speed, -10% Evasion) Types: Bug/Rock
Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus. Egg Group: Bug 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. Gluttony (Innate): This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat). Contrary (Can Be Enabled) (Locked): This Pokemon's unique structure reverses stat changes it receives in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0. Stats: HP: 80 Atk: Rank 2 (+) Def: Rank 9 SpA: Rank 1 SpD: Rank 9 Spe: 4 (-) Size Class: 1 Weight Class: 2 Base Rank Total: 22
MC: 0 DC: 0/5
Attacks: Level Up
Withdraw
Constrict
Bide
Rollout
Struggle Bug
Encore
Wrap
Safeguard
Rest
Rock Throw Egg
Acupressure
Helping Hand
Sweet Scent TM/HM
Flash
Gyro Ball
Substitute
Alakazam: 1UC into DC to unlock Magic Guard
Learns following moves: Magic Coat (BW tutor, 2), Focus Blast (BW TM, 2) and Energy Ball (BW TM, 2) for a total of 1MC and 6UC including the ability.
Chandelure: Will learn Energy Ball (BW TM, 2), Substitute (BW TM, 2), and Sleep Talk (BW Tutor, 2) for a total of 6UC.
Haxorus: Will learn Counter (Egg move, 3), Taunt (LU, 1) and Dig (BW TM, 2) for a total of 6UC.
Aron's KOC becomes CC for me. Nidoking's KOC becomes MC for him.
Stockpiling until I am awake enough to utilize these prizes.
EDIT1:
Okay, now that I'm well rested, I can spend the Counters listed above:
I have 3 stockpiled UC, so I'll go ahead and dump that into Nidoking's MC, giving him a total of 9MC as per above. Now, I will spend that MC on the following: Strength (BW2 TM/HM), Round (BW2 TM/HM), Attract (BW2 TM/HM), and Focus Punch (Past-Gen TM/HM).
Somehow, I have stockpiled quite a number of MC for Nidoqueen. She has 16MC as per the above Claim. I'll spend that on the following: Sweet Kiss (NYC Event), Lovely Kiss (NYC Event), Fire Punch (BW2 Tutor), Ice Punch (BW2 Tutor), Thunderpunch (BW2 Tutor), and Stealth Rock (BW2 Tutor)
Alakazam has 7MC stockpiled. With the above claim, he has 11MC. I will buy the following moves: Snatch (BW2 Tutor), Zap Cannon (Past-Gen TM/HM), Bide (Past-Gen TM/HM), and Skill Swap (Past-Gen TM/HM).
With its 4MC it gets: Rock Slide (LU), Eruption (LU) and Explosion (BWTM).
End Result being:
Camerupt [King Dodongo] (M)
Nature: Quiet
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 bushfire areas.
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: Magma Armor(Innate): This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).
Solid Rock(Innate): This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Anger Point (DW, unlocked): When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0). Critical hits from self-targeting moves do not activate Anger Point.
Amnesia
Curse
Dig
Double Edge
Double Team
Earth Power
Earthquake
Endure
Ember
Eruption
Explosion
Flame Burst
Flamethrower
Focus Energy
Growl
Heat Wave
Lava Plume
Magnitude
Mud Bomb
Overheat
Protect
Rock Slide
Scary Face
Stealth Rock
Sunny day
Tackle
Take Down
Toxic
Will-o-Wisp
Yawn
Gotta clear my reff queue and cash in... A quick and dirty, two stand-ins, a reffing I can really be proud of earns me 2, 4, 11, and 11 UC. Stockpiling them all to get my tally up to 102 UC.
Frillish [U JELLY?] (F) Nature: Bold (+Def -Atk) Type: Ghost/Water 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. Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:Type: Innate
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Type: Ghost/Steel 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. 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: Frisk: Type: Can Be Activated
The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up. Limber: Type: Innate
This Pokemon’s body is well trained and immune to paralysis. Cursed Body (DW): Type: Innate
When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
[box]Sunflora: +5 MC [2 KOC > MC, Sunflora only gets base 3 MC]
Marowak: +5 MC [2 KOC > MC]
Chingling: +3 MC [EC already Maxxed]
Breezi: +1 EC [2/6 EC], +2 MC [3 MC], +1 DC [2/5 DC]
Combee: +1 EC [1/6 EC], +3 MC, +1 DC [1/5 DC]
Syclar: +1 EC [3/6 EC], +3 MC, +1 DC [2/5 DC]
Exeggcute: +1 EC [1/6 EC], +3 MC, +1 DC [1/5 DC]
Horsea: +1 EC [1/6 EC], +2 MC, +1 DC [1/5 DC]
Deerling: +1 EC [3/6 EC], +2 MC, +1 DC [3/5 DC]
Cherubi: +1 EC [1/6 EC], +2 MC[/box]
Sunflora uses the 5 MC on Morning Sun and Double Team.
Marowak uses the 5 MC on Hidden Power (Ground, 7) and Endure.
Chingling used the 3 MC on Disable
Breezi will take 2 UC to boost itself to 5 MC. It will then take 3 UC to boost it to 5/5 DC, and 4 UC to boost it to 6/6 EC, hence allowing evolution! On evolution, Fidgit learns Magic Room, Wonder Room, Circle Throw, Comet Punch, Helping Hand and Wide Guard by default. 5 MC Spent on Earthquake, Earth Power and Drill Dun.
Combee gains 3 MC, purchasing Tailwind and Bug Buzz. Since fuck Snore.
Syclar's 3 MC is spent on Bug Buzz and Frost Breath.
Exeggcute's 3 MC goes into Light Screen, with t'other MC stored.
Horsea's 2 MC go into Brine and Hydro Pump.
Deerling's 2 MC are used up with Double Team
Cherubi uses 2 MC for Protect.
Multitask (F)
Nature: Serious
-
Type: Poison / Ground 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. 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: Persistent / Vital Spirit / Prankster [DW] Persistent (Innate):
This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
Vital Spirit (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/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Prankster (Innate):
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
I am dumping all 7UC into Nidoking's MC. I will then buy the following moves: Quash (BW2 TM/HM), Echoed Voice (BW2 TM/HM), and Reflect (Past-Gen TM/HM)
EDIT1:
I have 8CC. I'll spend it all on 1X Sooth Bell. This leaves me with 0CC
EDIT2:
I claim the following from here:
King Serperior: 2 CC
-Pupitar: 1 EC/3 MC/1 DC + 2 KOC
-Privatyke: 1 EC/3 MC/1 DC + 1 KOC
-Numel: 1 EC/2 MC/1 DC
My CC goes from 0 => 2CC
Pupitar:
8EC => 9EC
2KOC => MC => 5MC from this battle
17MC => 22MC
DC is already maxed. Will be evolving later today when I am less tired.
Privatyke:
5EC => 6EC
1KOC => 4MC from this battle
8MC => 12MC
4DC => 5DC (Unlocking Dream World Ability now). Will also be evolving when I am less tired.
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. 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: Sand Stream (Innate): When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10 EN to do so. It can re-summon the effect mid-battle for 9 EN with a command. Command: (Ability: Sand Stream)
The flying gravel and rocks of Sandstorm will do two (2) damage per action to Pokemon that do not have hard bodies (Rock-, Ground-, and Steel-types) or the Sand Veil, Sand Strength, or Sand Throw abilities Unnerve (DW-Unlocked)(Innate): The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Moves:
1). Bite
2). Leer
3). Sandstorm
4). Screech
5). Chip Away
6). Rock Slide
7). Scary Face
8). Curse
9). Iron Head
10). Pursuit
11). Protect
12). Earthquake
13). Double Team
Upon evolving, Tyranitar gets the following moves automatically: Thunder Fang, Ice Fang, Fire Fang, Thrash
Tyranitar has 22MC. I will spend it on the following moves: Payback (Lv.Up), Crunch (Lv.Up), Stone Edge (Lv.Up), Focus Energy (Egg), Stealth Rock (Egg), Counter (Past-Gen Tutor), Taunt (BW2 TM/HM), Substitute (BW2 TM/HM), Superpower (BW2 Tutor), Dark Pulse (BW2 Tutor), Aqua Tail (BW2 Tutor)
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 of throwing/grappling moves. Superior reaction time in close quarters.
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. Iron Fist (DW-Unlocked) (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)
Type: Steel/Rock 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. 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:
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. Soundproof (DW-Locked):
Innate
Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)
Buying Cupra for 2CC. This brings my total CC down to 4.
Cupra [Richard] (M) Nature: Hasty
Type: Bug/Psychic 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). 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: Shield Dust: (Innate) This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.) 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. Illusion: (Innate) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.] (DW) Inactive
Attacks: Bug Bite | Physical | Level Up Bug Buzz | Special | Egg Counter | Physical | Egg Disable | Status | Egg Heal Pulse | Status | Level Up Protect | Status | Technical Machine Psychic | Special | Technical Machine String Shot | Status | Level Up Sunny Day | Status | Level Up Tackle | Physical | Level Up Will-o-Wisp | Status | Technical Machine
Total Moves: 11
EDIT: Also getting a Budew for 2CC. My CC is now 2 total.
Budew [Bouquet] (F) Nature: Timid
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). 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. (DW) Inactive
Attacks: Absorb | Special | Level Up Endure | Status | Technical Machine Extrasensory | Special | Egg Growth | Status | Level Up Leaf Storm | Special | Egg Mega Drain | Special | Level Up Protect | Status | Technical Machine Solarbeam | Special | Technical Machine Spikes | Status | Egg Stun Spore | Status | Level Up Water Sport | Status | Level Up Worry Seed | Status | Level Up
Total Moves: 12
Most of Budew's good moves are either level up or egg, so she won't be that good until she evolves.