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Buying 5 Pinap Berries of 2 CC and a nature change for Starmie to Timid for 7 CC:
Starmie, "Astraea"
Nature:
Timid - Attack decreased by *, Speed increased by 15%, Accuracy Boost
Type:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
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:
Illuminate -(Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents.
Natural Cure - (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Analytic - (Can be enabled) If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.
I'll put 5 into Dust the Monohm's EC, putting her at 8. I'll put 1 into DC, putting that at 4. I'm evolving Dust, and buying her some moves.
She'll learn Roar, Toxic, Ice Beam, Light Screen, Thunder, Volt Switch, and Thunder Wave, all BW TMs, and the Tutor move Draco Meteor.
Duclohm (Dust) F Nature: Modest (Adds 1 to Special Attack; Subtracts 1 from Attack)
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. Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Changing her name to Kiova and evolving her. Oh, and saving the MC.
<Nidorina> [Kiova] (Female) Nature: Brave (+Att, -Spe) Type: Poison 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: (Type: 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: (Type: 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).
Hustle: (Type: Can be Enabled) [DW, Locked]
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.
Corphish ♂ - Atlantis Nature: Quiet (SpA: +1, Spe -5, Evasion -10%)) Type: Water Water Type - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities: Hyper Cutter - (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced. Shell Armor - (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits. (DW) Adaptability - (Dormant) - (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Guardian of the pool and keeper of the birdbath, Atlantis isn't a particularly convincing deterrent yet. Stoic and watchful, Atlantis stands valiant guard over what turf he can call his.
I'm just gonna claim from my tournament match because I don't feel like waiting and there is no way for Kaxtar to beat Atheno. I get 3 CC, making my total 109.
Dragonite gets 3 MC and 1 KOC, spent on Wing Attack and Superpower.
Steelix gets 3 MC, spent on Earth Power.
Bronzong gets 3 MC, 2 KO, spent on Natural Gift and Strength.
Swampert gets 3 MC, all contributing to the purchase below. Also, it has 1 stored.
Lucario gets 3 MC, 2 KO, spent on Payback and Fury Cutter.
Nature changes! This is the last time free nature changes were rewarded, and that was between my purchase of Nohface and Onix. I haven't used any free nature changes before, other than on my Metagross and my Chandelure, so the free ones are legit.
Bisharp: Adamant to Careful for free
Swampert: Adamant to Quiet for free
Ferrothorn: Sassy to Brave for free
Steelix: Adamant to Brave for 7 CC
Sneasel: Adamant to Jolly for 7 CC
Empoleon: Modest to Quiet for 7 CC
Torchic: Serious to Hasty for 7 CC
Deino: Serious to Hasty for 7 CC
Syclar: Serious to Hasty for 7 CC
That's 42 CC spent, leaving me with 67.
I'll also spend some UC on Swampert: Muddy Water (1 MC), Whirlpool (1 MC), Hydro Pump (1 MC), Ancientpower (3 MC), Earth Power (1 MC + 2 UC), Hydro Cannon (2 UC), Icy Wind (3 UC), Water Pulse (3 UC), Ice Beam (2 UC), Blizzard (2 UC), Hyper Beam (2 UC), Sludge Wave (2 UC), Focus Blast (2 UC), Scald (2 UC), and Surf (2 UC), for a total of 22 UC, leaving me with 46 UC.
And since I'm changing some natures I think I have to show those mons to prove I can do the natures right...
Bisharp* [Soul Edge] (Male) Nature: Careful (+ to Special Defense; - from Special Attack) 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:
Ability 1: Defiant
Type: Innate
The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.
Ability 2: Inner Focus
Type: 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.
Ability 3 (DW) [unlocked]: Pressure
Type: 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.
Swampert* [Swamp Thing] (Male) Nature: Quiet (+ to Special Attack, - from Speed; -10% Evasion) Type: Water/Ground
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Ability 1: Torrent
Type: Innate
When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Ability 2 (DW) [unlocked]: Damp
Type: Innate
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Attacks:
Tackle *
Growl *
Mud-Slap *
Water Gun *
Bide *
Foresight *
Mudsport *
Superpower
Mud Shot
Mud Bomb
Earthquake
Protect
Hammer Arm
Endeavor
Muddy Water
Whirlpool
Hydro Pump
Avalanche *
Curse *
Yawn *
Dig *
Rock Slide *
Waterfall *
Rest
Counter
Mirror Coat
Roar
Ice Punch
Dynamic Punch
Endure
Body Slam
Focus Punch
Brick Break
Double Team
Sleep Talk
Dive
Substitute
Bulldoze
Stone Edge
Giga Impact
Swagger
Rain Dance
Aqua Tail
Stealth Rock
Secret Power
Toxic
Low Kick
Mimic
Wide Guard
Ancientpower
Earth Power
Hydro Cannon
Icy Wind
Water Pulse
Ice Beam
Blizzard
Hyper Beam
Sludge Wave
Focus Blast
Scald
Surf
Moves: 61
Ferrothorn [Spike] (Female) Nature: Brave (+1 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: 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.
Steelix [Boulder] (Male) Nature: Brave (+ to Attack, - from Speed; -10% Evasion) Type: Ground/Steel
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.
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: Rock Head
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Ability 2: Sturdy
Type: Innate
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Ability 3: Sheer Force (DW) [unlocked]
Type: 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.
Mud Sport
Tackle
Harden
Bind
Screech
Rock Throw
Rage
Rock Tomb
Smack Down
Sandstorm
Slam
Ice Fang
Fire Fang
Thunder Fang
Iron Tail
Crunch
Double Edge
Stone Edge
Sand Tomb
Rock Polish
Stealth Rock
Curse
Explosion
Heavy Slam
Rock Blast
Iron Head
Aqua Tail
Magnet Rise
Endure
Body Slam
Flail
Sleep Talk
Mimic
Selfdestruct
Block
Rollout
Defense Curl
Mud-Slap
Take Down
Earth Power
Rock Slide
Earthquake
Torment
Gyro Ball
Dig
Payback
Bide
Taunt
Dragon Tail
Double Team
Protect
Substitute
Toxic
Endure
Roar
Rest
Giga Impact
Bulldoze
Swagger
Fissure
Skull Bash
Moves: 62
Sneasel [Shifty] (Male) Nature: Jolly (+ to Speed; +20% Accuracy; - from Special Attack) Type: Dark/Ice
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.
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Abilities:
Ability 1: Inner Focus
Type: 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.
Ability 2: Keen Eye
Type: 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.
Ability 3 (DW): Pickpocket
Type: Innate
This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand. Command: [Ability: Pickpocket (Ally Item Swap)]
Empoleon [Pimpoleon] (Male) Nature: Quiet (+ to Special Attack, - from Speed; -10% Evasion) Type: Water/Steel
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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: Torrent
Type: Innate
When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Ability 2 (DW) [unlocked]: Defiant
Type: Innate
The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.
Attacks:
Pound
Growl
Bubble
Water Sport
Peck
Bide
Bubblebeam
Fury Attack
Brine
Hydro Pump
Metal Claw
Swords Dance
Tackle
Swagger
Whirlpool
Mist
Aqua Jet
Agility
Icy Wind
Yawn
Hydro Cannon
Aqua Ring
Dive
Signal Beam
Mud Sport
Torchic (Male)
Nature: Hasty (+15% Speed, +9% Accuracy, -1 Def)
Type: Fire
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Abilities:
Ability 1: Blaze
Type: Innate
When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Ability 2 (DW): Speed Boost
Type: Innate
Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that occurs at the end of each round (stats other than Speed are still affected).
Attacks:
Scratch
Growl
Focus Energy
Ember
Peck
Sand-Attack
Fire Spin
Counter
Endure
Night Slash
Hone Claws
Fire Blast
Rock Slide
Moves: 13
Deino (Male)
Nature: Hasty (+15% Speed, +7% Accuracy, -1 Def)
Type: Dark/Dragon
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.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities:
Ability 1: Hustle
Type: 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.
Syclar (Male)
Nature: Hasty (+15% Speed, +25% Accuracy, -1 Def)
Type: Bug/Ice
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Abilities:
Ability 1: Compound Eyes
Type: Innate
This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Ability 2: Mountaineer
Type: Innate
This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.
Ability 3 (DW): Technician
Type: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power 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) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.
Attacks:
Leer
Leech Life
Scratch
Ice Shard
Focus Energy
Slash
Icy Wind
Bug Bite
Icicle Spear
Earth Power
Counter
Water Pulse
Taunt
Blizzard
Dig
Moves: 15
EDIT: Match. I get 2 CC, bringing me up to 69. Swampert gets 3 MC, which will contribute to Swampert learning moves above. Starmie and Arghonaut each get 4 MC. Starmie uses these to learn Thunderbolt and Psyshock, and Arghonaut learns Protect and Brick Break.
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.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities: 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. Infiltrator(DW)[Locked]: (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
Attacks:
Leech Life
Supersonic
Astonish
Bite
Wing Attack
Confuse Ray
Air Cutter
Oh yeah, I have UC!
Kindle, my Chimchar, will buy Focus Punch, via past-gen tutor, and Facade, via level-up. (-4 UC)
Paradox, my Ralts, will buy Hypnosis and Dream Eater, via Level-up, as well as Taunt, via BW TM. (-4 UC)
Nightfall, my Zorua, will buy Sucker Punch, via egg move, and Agility, via level-up. (-4 UC)
Aloe, my Budew, will buy Toxic and Attract, both via BW TM. (-4 UC)
Finally, Opal, my Minccino, will buy Knock Off, via Egg Move, and After You, via Level-Up. (-4 UC)
Dick move gets me 4 UC
Using this, along with the 13 UC I already have, and stuffing it all into Houdin the Alakazam's MC, because I LIKE Alakazam.
+Guard Split (3), Signal Beam (3), Gravity (3), Metronome (3), Knock Off (3), Attract (2)
Oh look, 5 more
These also go into Zam's MC, and he purchases Sleep Talk (3) and Rest (2)
Type: Poison/Ground Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings. Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Abilities: 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) [UNLOCKED]: (Can Be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
C$FP (+0.1): Ferrothorn is (20/1.15), Sneasel should have (133^2/435) -> +30% Acc, show the Speed equations (X * 1.15) or (X / 1.15) for all mons bar Bisharp and Ferrothorn, and the moves listed cost you 24 UC, not 22. NOT APPROVED until you fix at least some of these things.
AOPSUser: APPROVED
Its_A_Random: APPROVED
LockDown: APPROVED
Yarnus of Bethany: Link to your tournament match, please. NOT APPROVED
Pwnemon: APPROVED
Jesseus: APPROVED
deadfox081: APPROVED
EndQuote: APPROVED
zarator: APPROVED
waterwarrior: APPROVED
AOPSUser (2): APPROVED
1.3 to 28.9
EDIT: Also using the free nature change to change Cinccino's nature from Naughty (4/2/3/1/115) to Naive (3/2/3/1/133; +20% Acc).
claiming my 2 cc, (stockpile), my Porygon's 1/2/1 (the 2 MC going to Hidden Power [Fire], 2 KOC being used for MC for Substitute, while 3 MC he had stockpiled are poured into Nightmare), and my Kirlia's 1/2 (the two MC being used for Thunder Wave).
AND seeing how I just noticed that WoW is a Gen V TM on Kirlia and I had bought it as gen IV Egg Move, am I allowed to swap its classification and refund 1 MC? If so, i'm doing that
+18 CC. 7 are used to change Volcarona's nature from Modest to Calm (+Def, -Att)
Armaldo gets 4 MC, 2 DC, and 4 KOC. The DC and 1 KOC are put towards unlocking Swift Swim and maxing DC. The MC and remaining 3 KOC are used on Toxic, Sandstorm (BW TM), and Iron Defense (Egg).
Gardevoir gets 6 MC and 2 KOC. These are put towards learning Protect, Telekinesis, Torment, and Safeguard (BW TM).
Scizor gets 3 MC and 2 KOC. These are put towards learning Facade (BW TM) and Baton Pass (Egg).
Syclant gets 6 MC and a KOC, as well as a previously stored MC. These are used to learn Brick Break, Return, Frustration, and Aerial Ace (BW TM).
Porygon-Z gets 3 MC and a KOC, which is put into MC. These are used to learn Protect and Substitute (BW TM).
Scyther gets 4 MC, 2 EC, and a KOC. The 6 UC are given to her as well. The EC and 4 UC are used to max her EC, but she will not evolve. The remaining 4 MC, 1 KOC and 2 UC are put into MC. The MC is used upon Defog, Tailwind (Past Gen Tutor), and Razor Wind (Lvl).
Gengar gets 6 MC. I am claiming 3 more as a refund for Magic Coat. He will spend this on Hidden Power Fire (7), Sunny Day, Hyper Beam (BW TM), and Clear Smog (Egg).
Heracross gets 9 MC and a KOC. He will use these on Pursuit, Seismic Toss (Egg), Body Slam (Tutor), and Take Down (lvl).
Volcarona recieved 3 MC and a KOC. She will use these on Silver Wind, Flame Wheel, Double Edge, and Flare Blitz (lvl).
...and that's all.
Volcarona [Flare] (F) Nature: Bold (+Def, -Att)
Type: Bug/Fire: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Abilities: Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent. 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) [DreamWorld]
Attacks: 40 Ember String Shot Leech Life Take Down
Gust
Hurricane
Fiery Dance
Quiver Dance
Heat Wave
Fire Spin
Whirlwind
Rage Powder
Bug Buzz
Flame Charge
Bug Bite
Amnesia
Endure Magnet Rise Morning Sun
String Shot
SolarBeam Psychic Hidden Power (Water 7)
Flamethrower
Toxic
Hyper Beam
Light Screen
Sunny Day
Protect
Safegaurd
Double Team
Fire Blast
Rest
Overheat
Acrobatics
Will-o-Wisp
Struggle Bug
Substitute
U-Turn
Wild Charge
Fly