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

Status
Not open for further replies.
We get a free nature change, right? I would like to change my Lampent to Timid (originally Modest).

Lampent [Street Lighter] (Male)
Nature: Timid (+15% Speed, +7% Accuracy (63*63/580=6.84), -1 Atk)
Type: Ghost/Fire
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.
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.

Abilities:
Ability 1: Flash Fire
Type: Innate
This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).

Ability 2: Flame Body
Type: Innate
This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.

Ability 3 (DW): Shadow Tag
Type: 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.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 63(55*1.15=63.25)

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

Attacks:
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-O-Wisp
Flame Burst
Imprison
Hex
Shadow Ball

Acid Armor
Clear Smog
Heat Wave

Will-O-Wisp
Energyball
Toxic
 
buying a Ferroseed (TC: 17-->15)


Ferroseed [Javelin] (M)

Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)

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:
Iron Barbs: (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 3 (+)
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 8 (10/1.15) (-)

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

Payback
Thunderbolt
Toxic
 
claiming for here

Gage
1 EC up to 1
2 MC spent to learn Protect
1 DC up to 1

and 1 KOC to be put in EC bringing it up to 2

Kormahs
1 EC up to 1
2 MC spent to learn Protect

Hacketia
1 EC up to 1
2 MC spent to learn Protect
1 DC up to 1

as well as 2 TC bringing me up to 8
 
Alright time to get new Pokemon! I'm getting a Shellder and a Staryu with 4 of my 6 TC

Shine Staryu

Type:

Water 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) At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.

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.

Analytic (DW) (Can be Enabled) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

EC 0/6
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 4 (+)
SpD: Rank 2
Spe: 85

Attacks

Tackle
Harden
Water Gun
Rapid Spin
Recover
Camouflage
Swift

Aurora Beam
Barrier
Supersonic

Ice Beam
Thunderbolt
Psychic


Clamp (F) Shellder

Type:

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

Abilities:

Shell Armor (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

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

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

EC 0/6
MC 0
DC 0/5

Nature:

Lonley Adds One (1) Rank to Attack; Subtracts One (1) Rank from Defense

HP: 90
Atk: Rank 4 (+)
Def: Rank 3 (-)
SpA: Rank 2
SpD: Rank 1
Spe: 40

Attacks

Tackle
Withdraw
Supersonic
Icicle Spear
Protect
Leer
Clamp
Aurora Beam

Avalanche
Rock Blast
Aqua Ring

Dive
Ice Beam
Surf
 
Claiming from the same match as Ragnarokalex:

TravelLog: 2 TC
Muramusa the PAWNIARD: 1 EC, 2 MC, 1 DC, 2 KOC
Jecht the SCYTHER: 1 EC, 2 MC, 1 DC, 1 KOC
Cid the MOHOHM: 1 EC, 2 MC, 1 DC
TC: 15-->17

Pawniard:
EC: 5/6 (+2KOC)
MC: 0-->2-->0 (buying BW TM Rock Tomb)
DC: 2/5

Scizor:
EC: 6/6
MC: 2
DC: 4/5 (+1 KOC)

Monohm:
EC: 3/9
MC: 2-->4-->0 (buying Egg Move Power Gem and BW LU Slack Off)
DC: 3/5


Using 1 RC (only 2 left *sad face*) to evolve my Pawniard to Bisharp (gaining it Metal Burst via Level Up)


Bisharp [Muramasa] (M)
Nature: Adamant (+Atk, -SpA)

Type: Dark/Steel
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.
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:
Defiant: (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.
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.
Pressure (DW): (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.

Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 70

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

Attacks:
Scratch
Leer
Fury Cutter
Torment
Faint Attack
Scary Face
Metal Claw
Iron Head
Night Slash
Metal Burst

Psycho Cut
Revenge
Sucker Punch

Dig
Rock Tomb
Taunt
Thunder Wave


Finally, I will be changing my Murkrow's nature to Rash from Brave. Leaving him as follows:

Murkrow [Don Krow] (M)
Nature: Rash (+SpA, -SpD)

Type:
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.
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:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Super Luck: (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.
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 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 1 (-)
Spe: 91

EC: 3/6
MC: 0
DC: 1/5

Attacks:
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance
Taunt
Sucker Punch

Sky Attack
Confuse Ray
Roost

Shadow Ball
Hidden Power (Fighting, 7)
Double Team
 
OK, Deck has said that nature changes and hidden power changes are good to go now, so here's what I'm gonna use mine on:

Nature changes:
  • Facilier the Honchkrow - from Naive to Rash (bringing his speed to 71, his special attack to rank 5 and removing his accuracy boost)
  • Frollo the Medicham - from Adamant to Jolly (bringing his attack to rank 2, his speed to 92 and giving him a 9% accuracy boost under the old divisors or a 10% one under the new divisors)
Hidden Power changes:
  • Cruella de Vil the Roserade - from HP Fire 7 to HP Rock 6

EDIT: Also from this battle hall challenge I claim 22 BT, bringing my BT total to 22. I'll stick 3 BT into Gaston the Machoke's EC, bringing it to 7/9, and stockpile the rest, bringing by BT total to 19.

EDIT: Since this post still hasn't been approved yet, I claim 4 RC from this battle. I'll keep them for now, bringing my RC total to 4.
 
This is me, cashing in my nature changes;

Monohm will be changing from Mild nature to Timid

Nohface will be changing from Naughty to Adamant

Milotic from Mild to Modest

Now I think I'm going to buy moves, because I'm already typing this up

I'm using Milotic's 2 MC and 1 of my RC to buy it Mudslap

Using Monohm's 2 Mc to buy Thunder (TM) and 1 MC to buy Hurricane (Level Up)

Nohface's 4 MC will be buying me ShadowStrike, Iron Head, Fake Out, and Metal Burst, all of which are level up moves.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Battle

3 TC, Stockpiling.
---

Cofagrigus Spiroffin (M)
EC: 6/6
MC: 3 (+2 MC) > 0
DC: N/A
-Learns Curse, Power Split, & Guard Split (All BW Level-Up)
---

Camerupt Tormeldon (M)
EC: 6/6
MC: 5 (+1 KO Counter) > 0
DC: 5/5
-Changes already applied in a previous approval post
-Learns Stealth Rock (DP TM), Earthquake, & Rock Slide (BW Level-Up)
---

Tynamo Sheeldon (M)
EC: 5/9 (+1 EC, +1 KO Counter)
MC: 7 (+2 MC, +3 MC upon Evolution) > 0
DC: N/A
-Evolves into Eelektrik
-Picks up 3 MC, since Tynamo only learned 4 moves before evolution
-Picks up Headbutt, Bind, & Acid upon Evolution
-Learns Discharge, Crunch, Thunderbolt, Coil, Wild Charge (BW-Level-Up), & Acrobatics (BW TM)

Eelektrik Sheeldon (M)
Nature: Brave (-10% Evasion)

Type:
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.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 34 (-)

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

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

Attacks:
Tackle
Thunder Wave
Spark
Charge Beam
Headbutt
Bind
Acid
Discharge
Crunch
Thunderbolt
Coil
Wild Charge

Acrobatics

---

Hippowdon(*) Stortamus (M)
EC: 6/6
MC: 3 (+2 MC, +1 KO Counter) > 0
DC: 5/5
-Learns Ice Fang (BW Level-Up), & Stone Edge (BW TM)

That's all.

EDIT: Spending my 6 RC on some new moves for my 'Chomp! I have 0 RC remaining.

Garchomp Choragon (M)
EC: 9/9
MC: 6 (+6 RC) > 0
DC: 2/5
-Learns Fire Fang, Crunch (Both BW Level-Up), Rock Slide, & Brick Break (Both BW TM)
 
From this battle here, I'm claiming the following:

Trainer Counters
Current Trainer Counters: 4
After battle: 6


Grovyle - Meliadoul (F)

EC: 4/9 -> 5/9
MC: 0 -> 2 + 1 from KOs = 3
DC: 2/5 -> 3/5

-Using Move Counters to learn Rock Slide (B/W TM) and Agility (Level up move)
 

iss

let's play bw lc!
is a Tiering Contributoris a Top Contributoris a Forum Moderator Alumnus
From reffing.

2 RC go toward EC for Joel the Eevee: I want Espeon ASAP.


Eevee: Joel (M)
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:
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).

Stats:

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

EC: 4/6
MC: 0
DC: 0/5

Attacks:
Tackle(*)
Tail Whip(*)
Helping Hand(*)
Sand Attack(*)
Growl(*)
Quick Attack(*)

Wish(*)
Yawn(*)
Stored Power(*)

Shadow Ball(*)
Substitute(*)
Hidden Power (Fighting, 7)(*)


Err, changing Air the Gastly from Modest to Hasty:


Gastly(*) Air (F)
Nature: Hasty (+15% Speed, +24% Accuracy, -1 Def)
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:
(Innate) 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.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 4
SpD: Rank 2
Spe: 92 (80 * 1.15) (+) (24% accuracy boost)

EC: 2/9
MC: 0

Attacks:
Hypnosis(*)
Lick(*)
Spite(*)
Mean Look(*)
Curse(*)
Confuse Ray(*)
Night Shade(*)
Sucker Punch(*)
Hex

Will-O-Wisp(*)
Disable(*)
Explosion(*)

Shadow Ball(*)
Sludge Bomb(*)
Thunderbolt(*)
Toxic


Changing Shrug the Snover from Naive to Quiet:


Snover(*) Shrug (F)
Nature: Naive (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Special Defense)
Type: Ice / Grass
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.
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:
Snow Warning: (Innate) This Pokemon summons a massive hailstorm upon its entry into battle that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.
Soundproof (DW): (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.)

Stats:

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 37 (40 / 1.15) (-) (10% acc boost to opponent's attacks)

EC: 2/6
MC: 0
DC: 1/5

Attacks:
Powder Snow(*)
Leer(*)
Razor Leaf(*)
Icy Wind(*)
GrassWhistle(*)
Swagger(*)
Mist(*)
Ice Shard
Wood Hammer

Leech Seed(*)
Bullet Seed(*)
Avalanche(*)

Blizzard(*)
Frost Breath(*)
Substitute(*)
 
Claiming from here: http://www.smogon.com/forums/showthread.php?t=3449987

+2 TC, stockpiling.

Molly gets 1 EC, 2 MC, and 1 DC. Buying Shadow Ball for her with those. EC from 5/9 to 6/9 and DC from 3/5 to 4/5.

Also, claiming from this hall challenge: http://www.smogon.com/forums/showthread.php?t=3449482&page=4

Stockpiling the 5 TC

Agamemnon gets 10 HC, of which I'm putting 7 in his EC and 3 in his DC. In addition, I'm using 2 BT to buff his EC and DC to 8/9 and 4/5 respectively, leaving me with 6 BT left.

At 8/9 EC, Agamemnon evolves, becoming...


Nidorino [Agamemnon] (Gender)
Nature: Quiet (+SpA, Spe/1.15, Eva -10)
Type:
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Poison Point: (Can be Disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).
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. (Really Hustle, but it's never going to unlock Hustle as a Nidorino, so who cares?)

Stats:

HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 56 (-)

EC: 8/9
MC: 0
DC: 4/5

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

Counter
Disable
Iron Tail

Sludge Bomb
Thunderbolt
Ice Beam
Reflect


Also, +10 BT from curbstomping Shadowbone66's Hall challenge: http://www.smogon.com/forums/showthread.php?t=3449226
Stockpiling.
 
Sadly, Rediamond has been DQed. He won't received any counters due to this.

SDS and DS get the counters they mentioned.

Smash gets...

- 3 TCs
- Marowak receives 2 MCs and 1 DC
- Machamp receives 3 MCs
- Bronzong receives 2 MCs and 1 DC

edit: smash kinda ninjaed lol

DA gets 2 Ref Tokens.
Ok I use my 2 TC to buy me a Drilbur


Drilbur [Durr] (M)
Adamant Nature (+Atk, -SpA)

Type: 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:

Sand Force (Innate): This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.

Sand Rush (Innate): This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.

Mold Breaker (DW) (Innate): Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Stats:
HP: 90
Atk: 4 (+)
Def: 2
SpA: 1 (-)
SpD: 2
Spe: 68

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

Attacks:
Scratch
Mud Sport
Rapid Spin
Mud-Slap
Fury Swipes
Metal Claw
Dig
Hone Claws

Iron Defense
Skull Bash
Metal Sound

Earthquake
Rock Slide
Swords Dance


Guess I'll stockpile the rest of the shit
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
Claiming from the above link: http://www.smogon.com/forums/showthread.php?t=3449987

My TC goes from 0(+2) to 2(+2).

Grimer goes from 5/5/4 to 6/8/5 (KO in MC), unlocking his DW ability and evolving!

Grimer (Yaku) (M)
Nature: Quiet (Sp.A increased by *; speed divided by 1.15 and opponents have +10% accuracy with attacks)

Type: Poison
Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Stench: (Innate) This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.
Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Poison Touch (LOCKED): (Can be Disabled) This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all this Pokemon's Poison-type attacks will inflict Toxic level poison.

Stats: 80 / 80 / 50 / 40 / 50 / 25

HP: 100
Atk: *** (3)
Def: ** (2)
SpA+: *** (3)
SpD: ** (2)
Spe-: 21 (25 / 1.15)

Evolution Counter: 5 / 6
Move Counter: 5
Dream Counter: 4 / 5

Attacks:
Poison Gas
Pound
Harden
Mud-Slap
Disable
Sludge
Minimize
Mud Bomb

Acid Spray
Shadow Sneak
Stockpile

Venom Shock
Thunderbolt
Fire Blast

turns into:

Muk (Yaku) (M)
Nature: Quiet (Sp.A increased by *; speed divided by 1.15 and opponents have +10% accuracy with attacks)

Type: Poison
Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Stench: (Innate) This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.
Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Poison Touch (Unlocked): (Can be Disabled) This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all this Pokemon's Poison-type attacks will inflict Toxic level poison.

Stats: 105 / 105 / 75 / 65 / 100 / 50

HP: 110
Atk: **** (4)
Def: *** (3)
SpA+: **** (4)
SpD: **** (4)
Spe-: 43 (50 / 1.15)

Evolution Counter: 6 / 6
Move Counter: 8
Dream Counter: 5 / 5

Attacks:
Poison Gas
Pound
Harden
Mud-Slap
Disable
Sludge
Minimize
Mud Bomb
Acid Armor

Acid Spray
Shadow Sneak
Stockpile

Venom Shock
Thunderbolt
Fire Blast
Giga Drain
Shadow Ball
Brick Break

Muk's 8 MC go to teaching it the following:
Acid Armor (LU)
Giga Drain (DPP TM)
Shadow Ball (BW TM)
Brick Break (BW TM)

Also, since nature changes are cool, I will be changing the natures of many of my Pokemon:

Syclant: Rash changed to Mild.
Dragonite: Naughty changed to Quiet.
Haunter: Modest changed to Hasty.
Sazandora: Naughty changed to Brave.
Skorupi: Careful changed to Adamant.
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
Following up from here

Grumpig is becoming Modest!


Grumpig [GRUMPus] (Male) (*)
Nature: Modest (+1 SpA, -1 Atk)

Grumpig
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 80


Archeops is becoming rather Mild


Archeops [Rawk] (Male)
Nature: Mild (+1 SpA, -1 Def)

HP: 100
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 110


Yamask always was the Calm one - EDIT: This can be checked on Cofagrigus instead, rather than see Yamask twice.


Yamask [Cizin] (M)
Nature: Calm (+1 SpD, -1 Atk)

Yamask
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 2
SpD: Rank 4 (+)
Spe: 30


Short Fuse has 5/9 EC from my last post. I spend 4 RC/BT (Grouping into one thing here), bringing my total down to 19, to evolve Electabuzz into Electivire, gaining Fire Punch in the process! The 4 MC on itare spent on B/W TM moves Flamethrower and Substitute. Nature changes to Mild


Electivire [Short Fuse] (M)
Type: 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.
Nature: Mild (+1 SpA, -1 Def)

Abilities:
Ability 1: Motor Drive (Innate) - This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts..
Ability 2: 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. [DW]

Stats:

Electivire
HP: 100
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 95

EC: 9/9
MC: 0
DC: 2/5

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

Feint
Ice Punch
Cross Chop

Psychic
Wild Charge
Hidden Power Grass

Fire Punch
Flamethrower
Substitute


Giving Sunkern 2 RC/BT as EC, bringing my total down to 17, and evolving it. The 6 MC it has are spent on Substitute (B/W TM), Leaf Storm (Level Up), and Earth Power (Move Tutor).


Sunflora [Sol] (F)
Nature: Modest (+1 SpA, -1 Atk)

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.

Stats:

Sunflora
HP: 100
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 30

EC: 6/6
MC: 0
DC: 3/5

Abilities:
Chlorophyll (Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Solar Power (Innate): When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Early Bird [DW] (Innate): This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.

Attacks:
Absorb
Growth
Mega Drain
Ingrain
GrassWhistle
Leech Seed
Endeavor
Worry Seed
Sunny Day

Bide
Leech Seed
Nature Power

Sludge Bomb
SolarBeam
Hidden Power Fire

Earth Power
Leaf Storm
Substitute


From my pool of 17 BT/RC, I give Poochyena and Woobat 2 EC each for 4 of my collection of BT/RC, bringing me down to 13 BT/RC. Theey now evolve.


Swoobat [Fledermaus] (F)
Nature: Modest (+ Sp.ATK ; - ATK)
Type: Psychic / Flying
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.
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:
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.
Simple (DW) (Innate): This Pokemon innately exaggeates 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.

Stats:
Swoobat
HP: 100
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 114

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

Attacks:
Confusion
Odor Sleuth
Gust
Assurance
Heart Stamp
Imprison
Air Cutter
Attract

Stored Power
Supersonic
Knock Off

Energy Ball
Charge Beam
Shadow Ball

Psychic
Shadow Ball
Reflect
Light Screen
Taunt



Mightyena [Sam] (Male)
Nature: Adamant (Boosts ATK ; Decreases Sp.ATK)
Type:
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:
Intimidate (Innate ; Can then be Enabled): 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.
Quick Feet (Innate): This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.
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.

Stats:

Mightyena
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 70

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

Attacks:
Tackle
Howl
Sand Attack
Bite
Odor Sleuth
Roar
Swagger

Thunder Fang
Fire Fang
Ice Fang

Taunt
Payback
Torment

Substitute
Protect


Since having 13 BT/RC is bad, I'm spending 5 BT/RC of them on Ledyba's EC, making him a Ledian! This leaves me with 8.


Ledian [Timothy] (Male)
Nature: Adamant
Type: Bug/Flying

Bug / Flying: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. 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: 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, X-Scissor from 8 to 10)
Early Bird (Innate) - This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
Iron Fist (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) (DW).

Stats:
Ledian
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 85

EC: 6/6
MC: 1
DC: 1/5

Moves:

Tackle
Supersonic
Comet Punch
Light Screen
Reflect
Safeguard
Mach Punch
Baton Pass
Silver Wind

Bug Bite
Drain Punch
Bide

Acrobatics
Toxic
Dig

Swift


Spending 4 more BT/RC on 4 EC to leave me at 4 BT/RC remaining, to evolve my Ponyta!


Rapidash [Sparklez](F)
Nature: Adamant

Type: Fire
Summary: 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. Solarbeam has Energy Cost reduced by one (1).

Stats:

Rapidash
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 105

EC: 6/6
MC: 2
DC: 3/5

Abilities:
Run Away (Innate): This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Flash Fire (Innate): This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Flame Body (DW) (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.

Attacks:
Quick Attack
Growl
Tackle
Tail Whip
Ember
Flame Wheel
Stomp
Flame Charge
Fire Spin

Hypnosis
Double Kick
Morning Sun

Sunny Day
Wild Charge
Will-O-Wisp

Flare Blitz
Bounce
Poison Jab
Megahorn


The 4 Final RC/BT are going right into Yamask's EC, who is now at 5/6 EC. Rawr.

EDIT: I Tutored Iss in this match, giving me 1 RC, allowing me to evolve Yamask by using that RC as a 6th EC!


Cofagrigus [Cizin] (M)
Nature: Calm (+1 SpD, -1 Atk)
Type: 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:
Mummy (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:

Cofagrigus
HP: 90
Atk: Rank 1 (-)
Def: Rank 6
SpA: Rank 3
SpD: Rank 5 (+)
Spe: 30

EC: 6/6
MC: 0
DC: N/A

Attacks:
Astonish
Protect
Disable
Haze
Night Shade
Hex
Will-O-Wisp
Ominous Wind

Imprison
Nasty Plot
Fake Tears

Energy Ball
Psychic
Safeguard

Shadow Ball
Power Split
 

iss

let's play bw lc!
is a Tiering Contributoris a Top Contributoris a Forum Moderator Alumnus
This is in addition to my previous post.

Getting Zorua with my 2 spare TC.


Zorua: !kunc (F)
Nature: Mild (+1 SpA, -1 Def)
Type: Dark
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:
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. It will retain the typing and moveset of the Pokemon with Illusion.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 65

EC: 0/6
MC: 0

Attacks:
Scratch(*)
Leer(*)
Pursuit(*)
Fake Tears(*)
Fury Swipes(*)
Faint Attack(*)
Scary Face(*)
Taunt(*)

Counter(*)
Snatch(*)
Sucker Punch(*)

Shadow Ball(*)
Substitute(*)
Hidden Power (Fighting, 7)(*)
 
Claiming here

2 TC go into the pile, giving me 9.

Spika the Omanyte gets 1 EC, 2 MC, 1 DC, 1 KO. The KO and two of my stored RC go into his EC to evolve him into an Omastar! I will also add two RC to his MC picking up Shell Smash (LU), Hydro Pump (LU) and Scald (BW TM).

Omastar [Spika] (M)
Nature: Quiet (+1 Special Attack, -15% Speed, +10% Accuracy for opponents)

Type: Rock/Water
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats:
HP: 100
Atk: Rank 2
Def: Rank 5
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 47 (55/1.15)

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

Abilities:

Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.

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

Weak Armor: [DW LOCKED] (Can be enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.

Attacks:
Constrict
Withdraw
Bite
Water Gun
Rollout
Leer
Mud Shot
Ancientpower
Brine
Shell Smash
Hydro Pump

Ice Beam
Protect
Rock Slide
Scald

Muddy Water
Bide
Wring Out


Psycha the Solosis gets the same 1 EC, 2 MC, 1 DC, 1 KO. The KO goes into DC but the one EC is still enough to evolve her into a Duosion! The two MC will be spent on Endeavor and Pain Split (Both LU).

Duosion [Psycha] (F)
Nature: Relaxed (+1 Defence, -15% Speed, +10% Accuracy for oponent)

Type: Psychic
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:
HP: 100
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 5
SpD: Rank 2
Spe: 26 (30/1.15)

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

Abilities:

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

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.

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.

Attacks:
Psywave
Reflect
Rollout
Snatch
Hidden Power (Ground, 7)
Light Screen
Charm
Recover
Psyshock
Psychic
Pain Split
Endeavor

Trick Room
Calm Mind
Thunder Wave
Shadow Ball
Flash Cannon
Energy Ball

Confuse Ray
Night Shade
Secret Power


I have 15 RC left.
 
From this battle http://www.smogon.com/forums/showthread.php?t=3450008

I get 2 TC bringing me to 4 TC

Karma (Voodoll): 1EC, 2MC, 1DC
MC will be spent on Dark Pulse and Substitute (both BW Lvl Up)

Trevor (Wooper): 1EC, 2MC, 1DC, 1 KOC which goes into EC
MC will be spent on Rain Dance and Yawn (both BW Lvl up)

Their totals are now:
Karma
EC: 1/6
MC: 0
DC: 1/5
Trevor
EC: 2/6
MC: 0
DC: 1/5


Also with my 4 TC I am claiming the following:

Togepi (Revelry) (F)
Nature: Modest (+SpA -Atk)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage 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.
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 (DW): (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.

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

Moves:
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
Ancient Power
Follow Me
Bestow

Nasty Plot
Morning Sun
Substitute

Reflect
Flamethrower
Toxic


Monohm (Kinto'un) (M)
Nature: Modest (+SpA -Atk)
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: (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 (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.

Stats:

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

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

Hydro Pump
Heal Bell
Signal Beam

Thunder
Flamethrower
Taunt
 
Finished my fist reffing job here.
I recieve 4 RC for reffing.

I would like to put one (1) counter towards my Ralt's EC, bringing it up to 4 and evolving into a Kirlia.
Kirlia, Kathryn (F)


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

Type: Psychic
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic 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: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 50

EC: 4/9
MC: 0
DC: 2/5

Abilities:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Telepathy (DW): (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.

Attacks:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Psychic
Hypnosis
Future Sight
Dream Eater

Confuse Ray
Will-O-Wisp
Encore

Psyshock
Thunderbolt
Shadow Ball


Two (2) counters towards my Arons EC, bringing it up to 4 and evolving into a Lairon.

Lairon, Flint (M)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)

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

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40

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

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.
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
Metal Claw
Iron Defense
Roar
Take Down
Double Edge
Protect

Iron Head
Head Smash
Stealth Rock

Earthquake
Rock Slide
Aerial Ace


The final token will go towards my TC, bringing it to to 1 total.
 
Claiming 14 BT from this Subway challenge: http://www.smogon.com/forums/showthread.php?t=3447980&page=6
Spending some stuff while I'm here.

32 BT
Lucario:
Earthquake (BW TM) [2]
Helping Hand (DPP Tutor) [3 BT]

27 BT
Weavile:
Moonlight (GSC Event) [3]
Endure (ADV Tutor) [3]
Torment (BW TM) [2]
Mimic (ADV Tutor) [3]
Knock Off (DPP Tutor) [3]
Rain Dance (BW TM) [2]

11 BT
Milotic:

Endure (DPP TM) [3]
Mud Sport (BW Egg) [3]

5 BT
Aerodactyl:

Torment (BW TM) [2]
Endure (DPP Tutor) [3]

Leaves me with:
0 BT
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Claiming from the same link as RD; http://www.smogon.com/forums/showthread.php?t=3447980&page=3My Subway Challenge.

Flora:
1+11=12 BP
Violet:
12 MC, 4 KO Counters
Geranium:
3 MC, 1 KO Counter
Poppy:
2 MC, 1 DC, 1 KO Counter
Storing those 12 BPs.

Violet (Gengar) uses the 4 KOCs for MCs. So with 16 MCs, I'm getting:
- Snatch (3, Past TMs)
- Endure (3, Past TMs)
- Rain Dance (2, BW TMs)
- Hex (1, BW level-up)
- Rest (2, BW TMs)
- Sleep Talk (3, Past TMs)
- Thief (2, BW TMs)

Geranium (Metagross) uses the KOC for MC. 4 MCs shall get it:
- Rest (2, BW TMs)
- Hone Claws (2, BW TMs)

Poppy uses the KOC for DC. So it's 3 now. I'll use 2 of my BTs to put it at 5, unlocking Mold Breaker. The 2 MCs will buy Substitute.

(Linking to ASB profile for the BTs.)
 
Imma buy a Plicowatt.


Plicowatt (Shiny) (F)
Nature: Mild: +1 Special Attack, -1 Defense

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

Abilities:

Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
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.
Shed Skin (DW): (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.

Stats:

HP: 80
Atk: Rank 2
Def: Rank 0 (-)
SpA: Rank 3 (+)
SpD: Rank 1
Spe: 95

EC 0/6
MC 0
DW 0/5

Moves:

Bubble
Charge
Tackle
Thundershock
Detect

Counter
Mirror Coat
Me First

Scald
Thunderbolt
Ice Beam


Brings me to 3 TC.

EDIT: and a machop



Crackers (Machop) (M)

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

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.

No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy.

Steadfast (DW): (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.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 31 (35/1.15, rounded up)

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

Attacks:
Low Kick
Leer
Focus Energy
Karate Chop
Foreseight
Low Sweep
Seismic Toss
Revenge

Encore
Close Combat
Ice Punch

Dig
Rock Slide
Substitute
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 1, Guests: 3)

Top