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

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Alright, I'm spending 2 TC on a Lotad
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Loco (M) Lotad

Type:

Water Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

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:

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 (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.

EC 0/9
MC 0
DC 0/5

Nature:

Modest
(Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 30

Attacks

Astonish
Growl
Absorb
Nature Power
Mist
Natural Gift
Mega Drain
Bubble Beam

Giga Drain
Synthesis
Counter

Scald
Energy Ball
Surf
 
Claiming from here and here.

From the second one I get 4 RT, bringing me up to 4 RT. From the first one i get 2 TC, giving me a total of 7. I Rocky the Machop gets his first 1 EC, 2 MC, 1 DC, and 1 KOC. I will turn its KOC into an EC. I will spend one of its MC on Cross Chop (level up), leaving it with 2 EC, 1 MC, and 1 DC. Benedict the Exeggcute gets 1 EC, 2 MC, 1 DC, and 1 KOC. I will turn its KOC into an EC, and spend its 2 MC on Energy Ball (BW TM), leaving it with 3 EC, 0 MC, and 2 DC.

I will use 4 of my 7 TC (leaving me with 3) on Brains the Beldum and Spike the Ferroseed.
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Beldum [Brains] (Genderless) Nature: Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.)
Type: Steel/Psychic
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.
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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

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: Light Metal (DW)
Type: Innate
The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Stats:

HP: 90
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 26 [30/1.15=26]

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

Attacks:

Take Down

Iron Defense
Iron Head
Zen Headbutt
597.gif

Ferroseed [Spike] (Female)
Nature: Sassy (Adds One (1) Rank to Special Defense; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Type: Grass/Steel
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.
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: Iron Barbs
Type: Innate
When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, doing 25% of the damage it received to the opponent.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 1
SpD: Rank 4 (+)
Spe: 9 (10/1.15=8.70)

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

Attacks:

Tackle
Harden
Rollout
Curse
Metal Claw
Pin Missile
Gyro Ball

Leech Seed
Seed Bomb
Worry Seed

Toxic
Thunder Wave
Substitute
 
Claiming from here: http://www.smogon.com/forums/showthread.php?t=3449573
aka Terrador's link above

"Engineer_Pikachu: 2 TC
Yaku: 1 EC/2 MC/1 DC/1 KOC
Tanama: 1 EC/2 MC/1 DC/2 KOC"

TC goes from 5 (+2) to 7 (+2)

Yaku goes from 4/3/2 to 5/5/4 (with the KOC in DC)

Tamama goes from 0/0/0 to 3/2/1 (both KOC in EC), and, with the help of 1 RC (RC Count: 28 -> 27), evolves into Togetic! (4/2/1)
175.png

Togepi (Tamama) (M)
Nature: Modest (Special Attack increased by *, Attack decreased by *)

Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Stats: 35 / 20 / 65 / 40 / 65 / 20

HP: 90
Atk-: (0)
Def: *** (3)
SpA+: *** (3)
SpD: *** (3)
Spe: 20

Evolution Counter: 0 / 9
Move Counter: 0
Dream Counter: 0 / 5

Ability:
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck (LOCKED): (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.


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

Morning Sun
Nasty Plot
Psycho Shift

Tri Attack

Flamethrower
Reflect
Substitute
evolves into:
176.png

Togetic (Tamama) (M)
Nature: Modest (Special Attack increased by *, Attack decreased by *)

Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

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.

Stats: 55 / 40 / 85 / 80 / 105 / 40

HP: 90
Atk-: * (1)
Def: *** (3)
SpA+: **** (4)
SpD: **** (4)
Spe: 40

Evolution Counter: 4 / 9
Move Counter: 0
Dream Counter: 1 / 5

Ability:
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck (LOCKED): (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.


Attacks:
Charm
Growl
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow
Magical Leaf

Morning Sun
Nasty Plot
Psycho Shift

Tri Attack

Flamethrower
Reflect
Substitute
Shadow Ball
Magical Leaf is a Heart Scale move, and 2 MC are used to buy Shadow Ball.

Now, with the 7 TC I have, I'm buying a Revenankh!
frontnormal-mrevenankh.png

Revenankh (Maila) (F)
Nature:

Type: Ghost / Fighting
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 STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Ability:
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.
Mummy (DW): (Innate) This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.

Stats: 90 / 105 / 90 / 65 / 110 / 65

HP: 100
Atk: **** (4)
Def+: **** (4)
SpA: *** (3)
SpD: **** (4)
Spe: 56 (65 / 1.15)

Evolution Counter: Not Applicable.
Move Counter: 0
Dream Counter: 0 / 5

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

Shadow Sneak
Counter
Drain Punch

Taunt
Earthquake
Rock Slide
This takes away all of my usable TC.
 
Spending 4 TC on a porygon. I'm going ahead and putting 3 Ref counters into hits evolution, leaving me with 5 remaining.
137.png

Porygon [Mac]
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
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.
Download: Type: Innate
At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage increase on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher defense, and attack when facing Hypno, which has higher special defense. For ties, Attack is raised.) This boost is maintained at the end of each round.
Analytic: (Dreamworld) Type: Can be Enabled
If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

Stats:
HP: 100
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 34 (-)

EC: 3/9
MC: 0
DC: 0/5

Attacks:
Conversion
Conversion2
Tackle
Sharpen
Agility
Psybeam
Recover
Magnet Rise
Signal Beam
Tri Attack
Magic Coat

Thunderbolt
Ice Beam
Substitute
While I'm at it, i am also putting 2 ref counters onto my bagon's evolution, leaving her at 3/9 EC, and leaving me with 3 ref counters left
 
Time to spend some of my 43 universal counters...

Beau the Ivysaur has 1 MC, and purchases Light Screen (BW TM), Bide (RBY TM), Sludge Bomb (BW TM), and Hidden Power Fire (7) (BW TM), spending 8 of my universal counters, leaving me with 35.

Nappa the Haunter has 0 MC to begin with. For Nappa, I'm purchasing Dream Eater (Level-Up), Disable (BW Egg), Psychic (BW TM), Sludge Bomb (BW TM), and Bide (RBY TM). That uses up 12 universal counters, leaving me with 23.

Agamemnon the Nidoran(Male) has 0 MC, and I'm purchasing Toxic Spikes (Level-Up), Poison Jab (Level-Up), and Reflect (RBY TM). That costs me 5 of my universal counters, leaving me with 18.

Molly the Golbat has 0 MC, and I'm purchasing Fly (BW TM), Super Fang (HGSS Tutor), and Zen Headbutt (BW Egg), using 8 of my universal counters; I'm down to 10.

Also, I'm spending 3 RC on Stealth Rock for Mighty the Garchomp.

That'll be it for now; I still have 8 universal counters (BT for simplicity), which will probably be spent on my Poisons sometime in the near future.



http://www.smogon.com/forums/showthread.php?t=3450233 <- Claiming from this. +2 TC, which I'm spending on a Skorupi:
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Skorupi [Scipio] (Male)
Nature: Adamant (+Atk, -SpA)
Type:
Poison/Dark: 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.
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:
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Keen Eye (DW): (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.

Stats:

HP: 90
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 65

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

Attacks:
Bite
Poison Sting
Leer
Knock Off
Pin Missile
Acupressure
Scary Face

Sand-Attack
Night Slash
Confuse Ray

Substitute
Brick Break
Dig

And, let's see here... Molly goes from 4/9 to 5/9 EC and 2/5 to 3/5 DC. She also buys Hidden Power (Fighting 7) with the 2 MC, dropping her back to 0.

Cyndel the Stunky goes to 1/6 EC and 1/5 DC, using her MC to buy Explosion and Night Slash, both Level-Up moves.
 
Spending all 4 of my TC to grab a Magnemite and a Lileep.


Spr_5b_081.png

Boltzmann - Magnemite
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)

Type: Electric/Steel
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.
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.

Stats:

HP: 80
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 45

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

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.
Magnet Pull (Can be Activated): This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions.
Analytic (Can be Enabled): If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

Moves:
Metal Sound(*)
Tackle(*)
Thundershock(*)
Supersonic(*)
SonicBoom(*)
Thunder Wave(*)
Spark(*)
------------------
Flash Cannon(*)
Thunderbolt(*)
Explosion(*)
------------------
Lock-on(*)
Zap Cannon(*)
Discharge(*)

Spr_5b_345.png

Cradds - Lileep (M)
Nature: Relaxed (Adds One (1) Rank to Defense; Divides base Speed by 1.15 and gives a flat 15 point decrease to evasion)

Type: Rock/Grass
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
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.

Stats:

HP: 100
Atk: Rank 2
Def: Rank 4 (+)
SpA: Rank 3
SpD: Rank 3
Spe: 20 (-)

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

Abilities:
Suction Cups (Innate): This Pokemon has sticky suction cups that anchor down to prevent it from being moved or scared away by Roar or Whirlwind. It will hold its ground against Dragon Tail and Overhead Throw and will not be forced out in a switch battle.
Storm Drain (DW) (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.

Moves:
Astonish(*)
Constict(*)
Acid(*)
Ingran(*)
Confuse Ray(*)
-----------------
Grass Knot(*)
Sandstorm(*)
Sludge Bomb(*)
-----------------
Recover(*)
Mirror Coat(*)
Mega Drain(*)

This brings my count to 0.
 
http://www.smogon.com/forums/showthread.php?t=3450233

Nabbing a win and 2 TC.

Shank the Pawniard gets 1 EC, 2 MC, 1 DC, and 1 KO Counter. The KO Counter will be added to its EC, making it 4/6 EC. With those 2 MC combined with one of the 2 MC it has been stockpiling, it will be buying Night Slash (Level), Iron Head (Level), and Swords Dance (Level). I still have 1 MC for it.

Blanka the Eelektrik gets 1 EC, 2 MC, 1 DC, and 1 KO Counter. The KO Counter will be added to its EC, making it 6/9 EC. I will be stockpiling those MC for later use.
 
steampowered, tea demon, terrador, ragnarokalex, c$fp, engineer pikachu, rewindman, dummy007, xvicaliber, and darkslay are all approved

6 -> 15 -> 6

i'll stash the token for now
 
BUYING!
Larvitar, Shuckle, Aron
213.png

Shuckle [Pi] (Male)
Nature: Adamant (+Atk, -SpA)

Type:
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:
HP: 80
Atk: Rank 2 (+)
Def: Rank 9
SpA: Rank 0 (-)
SpD: Rank 9
Spe: 5

MC: 0
DC:
0/5

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: (DW) (Can be enabled) This Pokemon's unique structure reverses stat changes it recieves in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.

Attacks:
Withdraw
Constrict
Bide
Struggle Bug
Encore
Wrap
Safeguard
Rest

Acid

Sand Tomb
Mud Slap

Toxic
Dig
Gyro Ball
246.png

Larvitar [Alpha] (Male)
Nature: Quiet (+SpA, -Spe)

Type:
Rock: Rock STAB; Take 2 less damage from all special attacks 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.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 36 (-)

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

Abilties:
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.
Sand Veil: (DW) (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.

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

Curse
Outrage
Stealth Rock

Taunt
Smack Down
Payback
304.png

Aron [Beta] (Male)
Nature: Brave (+Atk, -Spe)

Type:
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
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.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 2
SpD: Rank 2
Spe: 26 (-)

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

Abilties:
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) (Innate) The Pokemon's body structure is immensely dense, doubling its weight. When it uses a full-body attack or a weight-based attack it will do more damage, and it will be much harder to lift, throw, or knock back.

Attacks:
Tackle
Harden
Mud-Slap
Headbutt
Iron Defense
Metal Claw
Roar
Take Down

Head Smash
Superpower
Endeavour

Dig
Earthquake
Aerial Ace
edit: This takes 11 of my 23 TC. Why it takes 7 counters to buy shuckle i don't know, but whatever...
 
Unfortunately, this match ended prematurely. That said, I will be collecting the following:

TravelLog:
2 TC

Jecht: 1 EC, 2 MC, 1 DC, 1 KO
Nox: 2 MC, 1 DC

Limewire: 8 RC

Jecht the Scyther is now:
EC: 6/6 (+1 KOC and 2 RC)--> EVOLUTION!
MC: 0-->2-->0 (buying BW LUs Air Slash and Feint before it evolves)
DC: 2/5

212.png

Scizor [Jecht] (M)
Nature: Adamant, (+Atk, -SpA)

Type: Bug/Steel
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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:
Swarm: (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, Scissor Cross from 8 to 10)
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage 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) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Light Metal (DW): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Stats:
HP:100
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 65

EC: 6/6
MC: 0
DC: 2/5

Attacks:
Vacuum Wave
Quick Attack
Leer
Focus Energy
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter
Double Team
X-Scissor
Night Slash
Air Slash
Feint
Metal Claw
Bullet Punch

Counter
Defog
Steel Wing

Brick Break
Protect
Substitute

Nox the Kitsunoh is now:
EC: 9/9
MC: 0-->2-->0 (buying BW TM Aerial Ace)
DC: 5/5 (DW Cursed Body Unlocked)

My TC is now at 19 so its time for a purchase! My TC is now 17!

Spr_5b_447.png

Riolu [Vercingetorix] (F)

Nature: Naughty (+Atk, -Spd)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Stradfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
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.
Prankster (DW): (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 2
SpA: Rank 2
SpD: Rank 0 (-)
Spe: 60

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

Attacks:
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech

Blaze Kick
Crunch
Hi Jump Kick

Dig
Hidden Power (Ice 7)
Shadow Claw
 
Claiming

pimpgangster
2 TC
Polonski: 1 EC, 2 MC, 1 DC
Kardel: 1 EC, 2 MC, 1 DC, 1 KO
Barbossa: 1 EC, 2 MC, 1 DC

Polonski:
EC: 2/6
MC: 2 --> 0 (Substitute and Beat Up BW LU)
DC: 2/5

Kardel
EC: 1/6
MC: 2 --> 0 (Sunny Day BW TM)
DC: 1/5

Barbossa
EC: 1/6
MC: 2 --> 0 (Brine and Hydro Pump BW LU)
DC: 1/5

Storing my 2 TC bringing me to 10
 
My 1st Generation 1 Pokemon!

Geez...what a battle that ended out of a missed combo!
Futachimaru gains 1 EC, 2 MC, and 1 DC
You gain 1 loss and 2 TC
502.png

Dewott (*) Futachimaru (F)
Nature: Naughty (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Defense)
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: When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by
two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Shell Armor (DW Unlocked): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats:
Nature: Naughty
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 45

EC: 6/9
MC: 0 -> 2 -> 0
DC: 5/5
Attacks:
Tackle (*)
Tail Whip (*)
Water Gun (*)
Water Sport (*)
Focus Energy (*)
Razor Shell (*)
Fury Cutter (*)
Water Pulse (*)
Revenge (*)
Aqua Jet
Encore
Aqua Tail
Retaliate
Hydro Pump

Water Pledge

Air Slash (*)
Brine (*)
Night Slash (*)

Ice Beam (*)
Rain Dance (*)
Scald (*)
Swords Dance
Surf
X-Scissor
Taunt
Spending 2 TC on an Eevee
[pimg]133[/pimg]
Eevee Evolia (F)
Nature: Modest (+1 SpA, -1 Atk)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
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.
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).

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 55

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

Attacks:
Tackle
Tail Whip
Tackle
Helping Hand
Sand-Attack
Growl
Quick Attack

Fake Tears
Synchronoise
Yawn

Shadow Ball
Attract
Retaliate
 
I'm going to do some nature changes, as I believe I get one free one per Poke? I'd like to change these two a bit:

Crumbles the RHYPERIOR:

Before (Adamant):
464.png

Rhyperior(*) Crumbles (M)

Type: Ground/Rock
  • 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.
  • Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities: Lightningrod, Solid Rock
  • Lightningrod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
  • 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).
  • Reckless (LOCKED): (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.
Nature: Adamant (+1 Atk, -1 SpA)

Stats:
HP: 110
Atk: Rank 6 (+)
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40

EC: 9/9
MC: 0
DC: 3/5

Attacks:

Poison Jab
Horn Attack(*)
Stomp(*)
Tail Whip(*)
Fury Attack(*)
Scary Face(*)
Rock Blast(*)
Earthquake
Megahorn
Rock Wrecker

Counter(*)
Crush Claw(*)
Swords Dance(*)

Toxic(*)
Protect
Dig(*)
Sandstorm
Rock Polish(*)
After (Careful):
464.png

Rhyperior(*) Crumbles (M)

Type: Ground/Rock
  • 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.
  • Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities: Lightningrod, Solid Rock
  • Lightningrod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
  • 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).
  • Reckless (LOCKED): (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.
Nature: Careful (+1 SpD, -1 SpA)

Stats:
HP: 110
Atk: Rank 5
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 40

EC: 9/9
MC: 0
DC: 3/5

Attacks:

Poison Jab
Horn Attack(*)
Stomp(*)
Tail Whip(*)
Fury Attack(*)
Scary Face(*)
Rock Blast(*)
Earthquake
Megahorn
Rock Wrecker

Counter(*)
Crush Claw(*)
Swords Dance(*)

Toxic(*)
Protect
Dig(*)
Sandstorm
Rock Polish(*)
Topsy the GYARADOS:

Before (Adamant):
gyarados.png

Gyarados(*) Topsy (M)

Type: Water/Flying
  • Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
  • Flying: 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: Intimidate, Moxie
  • Intimidate: (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) at the cost of two (2) Energy. 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.
  • Moxie (DW): (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.
Nature: Adamant (+1 Atk, -1 SpA)

Stats:

HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 81

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

Attacks:

Thrash
Splash(*)
Tackle(*)
Bite
Dragon Rage
Aqua Tail
Dragon Dance

Bubble(*)
Reversal(*)
Bounce(*)

Taunt
Earthquake
Thunder Wave
Stone Edge
Substitute
After (Careful):
gyarados.png

Gyarados(*) Topsy (M)

Type: Water/Flying
  • Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
  • Flying: 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: Intimidate, Moxie
  • Intimidate: (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) at the cost of two (2) Energy. 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.
  • Moxie (DW): (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.
Nature: Careful (+1 SpD, -1 SpA)

Stats:

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 5 (+)
Spe: 81

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

Attacks:

Thrash
Splash(*)
Tackle(*)
Bite
Dragon Rage
Aqua Tail
Dragon Dance

Bubble(*)
Reversal(*)
Bounce(*)

Taunt
Earthquake
Thunder Wave
Stone Edge
Substitute
EDIT:

Bullshorts the MUNCHLAX:

Before (Relaxed):
446.png

Munchlax Bullshorts (M)

Type: Normal
  • Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities: Pick Up, Thick Fat
  • Pick Up: (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: (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 (LOCKED): (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Nature: Relaxed (+1 Def, -15% Speed, -15% Evasion)

Stats:

HP: 120
Atk: Rank 3
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 3
Spe: 4 (-)

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

Attacks:

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

Counter
Double-edge
Zen Headbutt

Thunderbolt
Ice Beam
Rest
After (Quiet):
446.png

Munchlax Bullshorts (M)

Type: Normal
  • Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities: Pick Up, Thick Fat
  • Pick Up: (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: (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 (LOCKED): (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Nature: Quiet (+1 SpA, -15% Speed, -15% Evasion)

Stats:

HP: 120
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 4 (-)

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

Attacks:

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

Counter
Double-edge
Zen Headbutt

Thunderbolt
Ice Beam
Rest
 
LJ, TravelLog (implement Scizor's stats!), pimpgangster, Lyris, Korski

Approved! 9

Also since we apparently get a nature change now:

Starmie: Modest -> Timid
Exeggutor: Quiet -> Sassy
Beheeyem: Quiet -> Relaxed
Metagross: Brave -> Sassy
Gallade: Adamant -> Impish
Fraxure -> Adamant -> Careful

And I think that's it.
 
6 BT into the pot, I now go to 13 BT.

This has been called as a tied match.

I gain 3 TC, which gives me a total of 3 TC (My profile needs updating there...)

Bouncy is no longer one of mine (Traded when it had been KOed iirc, so I'd forgotten it), and will hence mean that Shadowbone66 will be able to distribute 1KOC, 2 MC, 1 DC and 1 EC however he pleases.

Sparklez (Ponyta) picks up a KOC, 1 EC, 1 DC and 2 MC. KOC goes into DC, giving it 2 MC (Unused), 2 EC, and 3 DC.

Sunkool (Sunkern) goes to 4/6 EC, 6 MC and 3/5 DC.

Trouser Snakes (Beedrill) goes to 4/5 DC and 2 MC, which are spent on the B/W TM move Acrobatics.

Short Fuse (Electabuzz) goes to 4 MC, 5/9 EC and 2/5 DC.
 
I heard these Pokemon were good. I'll trade in my 4 TC for them.
092.png

Gastly Criminal (F)

Type: Ghost/Poison
  • 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.
  • 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: Levitate
  • Levitate: 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.
Nature: Hasty (+15% Speed, +24% Accuracy, -1 Def)

Stats:

HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 4
SpD: Rank 2
Spe: 92 (+)

EC: 0/9
MC: 0

Attacks:

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

Disable
Explosion
Will-o-Wisp

Shadow Ball
Sludge Bomb
Substitute
Monohm.png

Monohm Empire (F)

Type: Electric/Dragon
  • 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.
  • Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities: Shield Dust, Static
  • Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
  • Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
  • Sheer Force (LOCKED): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Nature: Timid (+15% Speed, +14% Accuracy, -1 Atk)

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 69 (+)

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

Attacks:

Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Sonicboom
Spark

Heal Bell
Hydro Pump
Magnet Rise

Taunt
Protect
Thunderbolt

EDIT: Claiming 6 RC. Trading them in for MC for Itasca the KRILOWATT to learn Hail (BW TM), Blizzard (BW TM), and Torment (BW TM).
 
Claiming from this raid.

Weezing gets 4 MC, which I'll use on Taunt and Shadow Ball (both BW TM).

Gothitelle gets 4 MC, 3 of which I'll use on Charm (BW Level Up) and Taunt (BW TM).

I'll use the 3 KOC as TC, taking me to 4, so I'll buy some new mons. Firstly, a Growlithe.
58.png

Growlithe [Manticore] (M)
Nature: Lonely (+Atk, -Def)
Type: Fire
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.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 60

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

Abilities:
Intimidate: (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) at the cost of two (2) Energy. 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.

Command: (Ability: Intimidate)

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.
Justified: (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase 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.

Moves:
Bite
Roar
Ember
Leer
Odour Sleuth
Take Down
Helping Hand
Flame Wheel
Reversal

Body Slam
Close Combat
Morning Sun

Fire Blast
Dig
Wild Charge
I'll save the other two.
 
Claiming my rewards from this match.

Privatyke (Diagnos)
EC:3/6
MC:2
DC:2/5

I'll put the KOC into MC in order to purchase Drain Punch

I'll use the rest of my trainer counters to purchase an Aerodactyl.
142.png

Aerodactyl [Korangir] (M)
Nature: Adamant (Attack increased by *, Special Attack decreased by *)

Type:
Rock:
Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Flying: 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:
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.
Pressure: (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.
Unnerve (DW): (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 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 130

MC: 0
DC: 0/5

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

Roost
Tailwind
Foresight

Dragon Claw
Earthquake
Protect
 
Drake (Shelgon), Deblob (Duosion), Hades (Gastly), and Maximus (Grovyle) each get 1 EC, 2 MC, and 1 DC;
Drake gets 1 KOC;

So Deblob evolves into a Reuniclus or whatever it's called. Also using a nature change to make it Modest. The 2 MC will get Skill Swap and Heal Block, both LU moves.
579.png

Reuniclus [Deblob] (F)

Nature: Modest (+1 SpA, -1 Atk)

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 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.

Stats:

HP: 110
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 30

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

Abilities:

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.

Overcoat: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.

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:


Psywave*
Reflect*
Rollout*
Snatch*
Hidden Power [Fire] (7)*
Light Screen*
Charm*
Recover*
Psycho Shock*
Psychic
Skill Swap
Heal Block

Acid Armor*
Confuse Ray*
Imprison*

Trick Room*
Shadow Ball*
Calm Mind*

Drake the Shelgon evolves mid-battle, so with his KOC in EC, he only has 5/9. I'll save the 2 MC, and his DW ability is already unlocked. Drake looks like this now:
372.png

Shelgon* [Drake] (M)

Nature: Hasty (+15% Speed, +5% Accuracy)

Type: Dragon

Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1).

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 58 (50*1.15^)

EC: 5/9
MC: 2
DC: 5/5

Abilities:

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.

Overcoat (DW): This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.

Attacks:

Rage*
Bite*
Leer*
Headbutt*
Focus Energy*
Ember*

Dragon Dance*
Dragon Pulse*
Hydro Pump*
Dragon Rush

Flamethrower*
Dragon Claw*
Brick Break*
Hone Claws
Substitute
Double Team

Outrage
Draco Meteor

Saving the TC.

e: err here is the battle >_< http://www.smogon.com/forums/showthread.php?t=3449997

edit 2: Using some nature changes.

Scizor: Careful
Heracross: Jolly
Vigoroth: Jolly
Roselia: Timid [Hidden Power Change is to Ground 6]
Rhyhorn: Careful
 
I've accumulated a lot of TC, so I wish to spend 4 TC from 12 TC and buy a Dunsparce.

206.png

Dunsparce [Flap] [F]

Nature: Brave (+Atk, 15% reduction in Speed, 10% reduction in evasion, 5% increase for opponent's attacks).

Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Stats:

HP: 110
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 39 (45 / 1.15, rounded)

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

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.

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.

Attacks:
Rage
Defense Curl
Yawn
Glare
Rollout
Spite
Pursuit

Magic Coat
Trump Card
Rock Slide

Psych Up
Pain Split
Earthquake
 
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