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

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My face when I have Nohface
+7 UC, now at 39
2 of those UC will be used on a Nohface! <3


<Nohface> [Emily] (Female)

Desperation Theme: Persona 4 Arena - Kuma Kuma Circus
Emily tries to be serious in battle - but all attempts are in vain, as she ends up making a horrible pun that gets a collective groan as a response. However, this can also work for her benefit, as the enemies will be busy groaning at the puns while she destroys them with status.

Nature: Jolly (+15% Speed, +5% Acc, -1 SpA)
Type: Steel/Ghost
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.
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:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.
Levitate: (DW) (Innate) (Locked) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.

Stats:

HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 0 (-)
SpD: Rank 3
Spe: 12 (+5% Acc)
Size Class: 1
Weight Class: 3
Base Rank Total: 13

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

Attacks:
Scratch
Iron Defense
Lick
Odor Sleuth
Metal Burst
Faint Attack
Shadow Sneak
Curse
Meteor Mash (Egg)
Hex (Egg)
Yawn (Egg)
Featherdance (Egg)
Psycho Shift (Egg)
Toxic (TM)
Will-O-Wisp (TM)
Torment (TM)
Taunt (TM)
Dream Eater (TM)

Now I have 37 UC.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Not here to claim or approve, but here to affirm that this thread is suffering the same fate as the original Battle Tower:
[BOX][14:28:00] <%IAR> yo deck, just affirming when the prize claiming thread hits 500 pages, that we lock the thread & start a new one. Correct?
[14:28:14] <@~Deck_Knight> Yeah, you can go ahead and do that
[14:28:19] <%IAR> k
[14:28:21] <@~Deck_Knight> No need for a thread to go over 9000[/BOX]
Yeah, so a new thread when we get to 500 Pages (Assuming the default value of 25 Posts Per Page), lol.
 
that freeze

Manectric
MC: 0 > 3 > 0
-3 MC buys Light Screen (BW TM) and Wild Charge (Lvl)

Mantine
KOC > MC
MC: 0 > 5 > 0
-5 MC buys Endure (Past-gen TM) and Double Team (BW TM)

Cradily
KOC > MC
DC: 4 > 5 =Storm Drain unlocked
MC: 0 > 3 > 0
-3 MC buys Pain Split (BW2 Tutor) and Energy Ball (Lvl)

Me
CC: 6 > 9
 
Dont have time to approved for now, might later tonight if stuff actually goes quickly, but thats probly not going to happen.


Fight


+1 CC

Arlin gets 5 MC (3 normally, +1 Exp Share equipped in PM, +1 KOC)
stockpiled for now.

Going to buy a rotom and an oven


Cascade (Rotom)
Nature:
Modest
Type:
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.
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.
(Oven Form):
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:
Levitate:
Type: Innate
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.

Stats:
Base Form:
HP: 90
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 91
Size Class: 1 (0.3m)
Weight Class: 1 (0.3kg)
Base Rank Total: 16

Appliance Form:
HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 86
Base Rank Total: 20
Size Class: 2 (1.3m)
Weight Class: 3 (25.3kg)

(Will add S/W for other forms as they become available to me)

MC: 0


Attacks: 18 Total
Trick
Astonish
Thunder Wave
Thunder Shock
Confuse Ray
Uproar
Double Team
Shock Wave

Dark Pulse
Pain Split
Signal Beam
Sleep Talk
Snatch

Protect
Thunder Bolt
Reflect
Hidden Power (Fighting 7)
Light Screen



so -13 CC in Total
 
Claiming 3 CC (31) for this battles:
Vogue (Starmie) gets 4 MC (4) & 1 KO (+1 MC = 5)
* Using 3 MC to learn Refresh (3) leaving her at 2

Mandala (Exeggcute) gets 1 EC (1/6), 3 MC (3), 1 DC (1/5) & 1 KO (+1 MC = 4)
* Using 4 MC to learn SolarBeam (1), Psychic (1), Worry Seed (1) & Extrasensory (1) leaving her at 0

Omen (Meditite) gets 1 EC (1/6), 3 MC (3) & 1 DC (1/5)
* Using 3 MC to learn Recover (1), Hi Jump Kick (1) & Reversal (1) leaving him at 0

Vermont (Eevee) gets 1 EC + 5 UC (6/6), 3 MC (3), 1 DC (1/5) & 1 KO (+1 MC = 4)
* Evolves
** Using 4 MC to learn Morning Sun (1), Psychic (1), Hidden Power Fire 7 (2) her at 0


Vermont (Eevee) {♀}
Nature: Timid (+15% Speed, +19% Accuracy, -1 Atk)
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.

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.
  • Magic Bounce: (Innate)
This Pokemon has a Psychic sense that allows it to ward off non-damaging attacks as soon as they are launched, directing them back at the opponent.​


Stats:

HP: 100
Atk: 2 (-)
Def: 2
SpA: 5
SpD: 3
Spe: 127 (+)
SC: 2
WC: 3
BST: 20



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


Attacks: 26

Helping Hand
Tackle
Tail Whip
Sand-Attack
Growl
Quick Attack
Bite
Covet
Take Down
Confusion
Swift
Psybeam
Future Sight
Morning Sun
Psychic

Endure
Wish
Yawn
Flail
Fake Tears

Hidden Power Fire 7
Shadow Ball
Double Team
Sunny Day
Protect
Dig

 

Birkal

We have the technology.
is a Top Artistis a Top CAP Contributoris a Top Smogon Media Contributoris a Site Content Manager Alumnusis a Battle Simulator Admin Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnus
One! Two!

+3 CC (6 Total)

Kirlia: +2 EC (9/9)
+6 MC

Leaf Blade (Free)
Night Slash (Free)
Leer (Free)
Fury Cutter (Free)
Slash (Free)

Swords Dance (Level Up)
Psycho Cut (Level Up)
Helping Hand (Level Up)
Feint (Level Up)
False Swipe (Level Up)
Close Combat (Level Up)

Monferno: 2 EC (KOC) (9/9)
+1 DC (5/5)
Iron Fist unlocked!
+3 MC (KOC)
Calm Mind (Level Up)
Earthquake (Gen V TM)

Rotom: +5 MC

Electro Ball (Level Up)
Reflect (Gen V TM)
Light Screen (Gen V TM)​


What? Monferno and Kirlia are evolving!


Infernape (M)

Nature:
Naive (+15% Speed, +18% Accuracy, -1 SpD)

Typing:
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.

Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:
Blaze (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)

Iron Fist (DW) (Innate): The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: 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)

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-2)
Spe: 125 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 21

EC: 9/9
MC: 0
DW: 5/5

Attacks:
Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Feint
Fire Spin
Flamethrower
Torment
Slack Off
Acrobatics
Flare Blitz
Close Combat
Facade
Calm Mind

Quick Guard
Blaze Kick
Counter
Fake Out
Encore

Fire Blast
U-turn
Grass Knot
Dig
Double Team
Substitute
Endure
Will-O-Wisp
Toxic
Protect
Earthquake


Gallade (M)

Nature: Jolly (+15% Speed, +10% Accuracy, -1 SpA)

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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:
Steadfast: (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.

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 another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 92 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 21

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

Attacks:
Leaf Blade
Night Slash
Leer
Fury Cutter
Slash
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Psychic
Imprison
Future Sight
Hypnosis
Swords Dance
Psycho Cut
Helping Hand
Feint
False Swipe
Close Combat

Disable
Encore
Shadow Sneak
Confuse Ray
Destiny Bond

Shadow Ball
Thunderbolt
Psyshock
Protect
Thunder Wave
Skill Swap
Endure
Substitute
Will-O-Wisp
Trick Room
 
http://www.smogon.com/forums/showthread.php?p=4686687#post4686687
That oversight bro...

The Royal Guard gains 2 CC
-Hitmonchan gets 3MC
-Tomohawk gets 2MC and 1DC and 1KOc as MC

Tomohawk evolved so...


<Tomohawk>(Richard)(M)
Nature: Modest(+ SpA, - Atk)
Type: Flying/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:
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). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.

Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Justified (DW): (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.


6/6 EC
0 MC
1/5 DC


HP: 110
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 5(+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19

Moves:(21)

Scratch
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Sunny Day
Aura Sphere
Aerial Ace
Morning Sun
Whirlwind

Confuse Ray
Nature Power
Stealth Rock
Roost
Yawn

Protect
Taunt
Toxic
Focus Blast
Reflect


Tomohawk gets
Hurricane, Heat Wave, and Earth Power, all LU moves for 3 MC

Hitmonchan gets
Focus Punch, Quick Guard, and Sky Uppercut all LU moves for 3 MC
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
GemOftheDay: Electrode actually gets Signal Beam as a Gen V Tutor, so it should have 1 MC left. Also, Zen Headbutt is a Gen V Tutor, not a Gen V TM on Ralts, though they cost the same thing anyway. Finally, you start with 5 tm/egg moves now, not 3, so you get to pick an extra two for each on Eevee. Let me know when you have fixed, & I will review.
King Serperior: NOT APPROVED — Dig & Whirlpool are only Past-Gen TM's on Alakazam & Nidoqueen respectively, meaning they cost 3 MC instead of 2.
Matezoide (1): APPROVED.
The Royal Guard (1): I take it you are not spending Sealeo's 2 MC? In that case, add it to Sealeo. Also, get rid of the [26] & the [6] in Abomasnow's stats. Finally, Focus Punch is not a Gen V TM on Abomasnow, so it cannot start with it, & you have 0 CC in your profile. 4+14=18, which is less than the 20 CC required for an Expert Belt. NOT APPROVED.
TheWolfe: APPROVED.
Houndoomsday: NOT APPROVED — The link to your Bulby Stalling links to the same match as your flash-match reffing, so I cannot validate your claim. Also, please use the name of the species, not exclusively the nicknames...
Eternal Drifter: APPROVED.
deadfox081: APPROVED.
Matezoide (2): APPROVED. Next time, edit your original claim post... -.-'
Unoriginal Name: Gen V Tutors only cost 2 MC, so you should have 1 UC left. Fix this, & you are APPROVED.
akela: APPROVED.
waterwarrior: APPROVED.
Cube: APPROVED.
Canis Majoris: Remove Tackle from Nohface's movepool, it does not get it. Fix this, & you are APPROVED.
Someoneelse: APPROVED.
rickheg: APPROVED.
LockDown: APPROVED.
Ragnarokalex: APPROVED.
SubwayJ: APPROVED.
Mylo Xyloto: APPROVED.
Gerard: APPROVED.
Birkal: APPROVED.
IssacCross: APPROVED.
yoshinite: APPROVED.
The Royal Guard (2): APPROVED. Next time, edit your original claim post... -.-'

25 Claims Checked puts me at 27/10 C.C., giving me 2 UC & 7/10 C.C.
---
Now to claim...
 
Since Its_A_Random is busy approving my current post, I'd best make a new one...

THIS could have gone better. Pity none of the refs had any time...

From it, I claim 4.8 UC. Stockpiling (even the pieces; I might be able to pick up a whole one later on).
 
Well I have 4 CC lying around soooo
Torchic

Type=Fire
Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.
Abilities 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)

Speed Boost:DW

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).
EC 0/9
MC 0
DC 0/5

Naive nature

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 1-
Spe: 52 + (+10%Acc)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

Moves
Scratch
Growl
Focus energy
Ember
Peck
Sand attack
Fire Spin

Egg moves
Agility
Counter
Crush claw
Feather dance
Endure

Tm
Fire blast
Rock slide
Shadow claw
Swords dance
Will o wisp


Fighting type
Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities:Guts, Sheer force, Iron fist (DW)
Guts:

Type: 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.
Sheer Force:

Type: Can be Enabled

This Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). When Enabled, the Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect.

(DW locked)Iron Fist:

Type: Innate

The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: 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)
Nature:Adament (+att -Spa)
HP: 100
Atk: Rank 4+
Def: Rank 2
SpA: Rank 0-
SpD: Rank 2
Spe: 35
Size Class: 1
Weight Class: 2
Base Rank Total: 13

Moves
Pound
Leer
Focus Energy
Bide
Low kick
Rock throw
Wake up slap
Chip away

Counter
Drain punch
Reversal
Mach punch
Wide Guard

Bulk up
Dig
Payback
Rock slide
Poison jab
 
Fixed Claim

Using 2 UC to buy Claire the Trapinch, and another 3 UC to give it 3 EC

29->24 UC


<Trapinch> [Claire] (Female)
Nature: Naive
Type: Ground
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:
Hyper Cutter:Innate

This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.

Arena Trap:Innate

This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs. All Pokemon that are not of the Flying-Type, or possess the Levitate Ability, may not be switched out of battle while this Pokemon is on the field. This Pokemon may still switch out of battle as normal, unless there is another Pokemon on the field with Arena Trap.

Sheer Force:DW LOCKEDCan 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.


Trapinch
HP: 90
Atk: Rank 4
Def: Rank 2
SpA: Rank 2
SpD: Rank 1(-)
12(+)(+5% Accuracy)
Size Class: 1
Weight Class: 2
Base Rank Total: 13


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


Attacks:(19)
Bite
Sand-Attack
Faint Attack
Sand Tomb
Mud Slap
Bide
Bulldoze
Rock Slide

Endure
Signal Beam
Flail
Gust
Bug Bite

Earthquake
Protect
Stuggle Bug
Solarbeam
Toxic


2UC=Flashing

24UC->26UC

Stalling so Bulby would get more KOC

3+3=6CC
Ivysaur: 3 MC (1KOC), 2 EC (1KOC)->9/9 EC
It will learn Endure (previous gen TM), -3MC


3-3-0
Venusaur [Bulby] (Female)
Nature: Modest (+SpA, -Att)
Type: Grass/Poison
Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Overgrow: When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2)
Chlorophyll (DW): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed

Stats:
HP: 100
Attack: Rank 2 (-)
Defense: Rank 3
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 80
Size Class: 4
Weight Class: 4

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

Attacks:
Curse (*)
Double Team
Endure
Giga Drain (*)
Grass Knot
Growth (*)
Growl (*)
Leech Seed (*)
Poison Powder (*)
Protect (*)
Razor Leaf (*)
Rest (*)
Sleep Powder (*)
Sleep Talk
Sludge (*)
Solar Beam
Sunny Day
Sweet Scent (*)
Synthesis
Tackle (*)
Take Down (*)
Toxic (*)
Vine Whip (*)
Worry Seed


Sableye: 2MC, 1 DC
DC: 2->3
Buying Magic Coat (BW2 Tutor) for 2MC
 

ZhengTann

Nargacuga
is a Forum Moderator Alumnus
Huge claim coming up. First of all, Hunger Games... I got my 80 CC refunded plus 2 CC for the time and brain cells I spent there. Pity it got ended when I had hopes of winning, and pity I got a chunk of my UC turned into CC (inb4 someone points out that I have over 200 UC). Next, onto a battle loss, a Factory DQ, a Hall reffing, and a sub-referee done. So I get to cash in 5 CC, 7 UC, 8 UC, and 9 UC.

Wendy the Chikorita earns 1 EC to evolve to Bayleef at 4, 2 DC (Lucky Egg) to unlock DW Leaf Guard, and 2 MC to learn Substitute (BW2 TM).

Lucy (already a Kirlia) earns 1 EC, 1 DC to unlock DW Ability Telepathy, 3 MC (1 KOC) to learn Future Sight (Level-up) and Shadow Ball (BW2 TM).

Elfman the Numel earns 1 EC, 1 DC to unlock DW Ability Own Tempo, and 4 MC (Exp. Share, 1 KOC) to learn Heat Wave and Sleep Talk (BW2 Tutors).

Juvia the Snorunt earns 1 EC to evolve to Froslass, 1 DC, and 4 MC (Exp. Share, 1 KOC) to learn Ice Shard (Level-up) and Hex (Egg). Also, she learns, by default, Astonish, Confuse Ray, and Ominous Wind, by virtue of being in it's level-up movepool.

Pantherlily the Anorith earns 1 EC, 1 DC to unlock DW Ability Swift Swim, and 4 MC (Exp. Share, 1 KOC) to learn Stealth Rock (BW2 Tutor) and Rock Polish (BW2 TM).

Finally, I buy myself a Dawn Stone and an Everpebble (basically an Everstone, but smaller) as a present to Juvia and Mirajane respectively, using 23 CC, and UC dump Mirajane the Castform to have her learn Weather Ball, Hydro Pump, Fire Blast, Blizzard (4 Level-up moves), Amnesia, Hex, Lucky Chant, Ominous Wind, Psych Up (5 Egg moves). That's 19 UC spent. So I'd end up with 100 CC and 209 UC, after doing the algebra.

CC: 36+82+5-23 = 100
UC: 204+7+8+9-19 = 209

+1 Dawn Stone
+1 Everstone

Bayleef - Wendy (F)

They say the calmest waters often hide the most turbulent undercurrents, the stillest air often the premonition to the most terrible storms. So does Wendy. She's nice and pretty, often the team's peacemaker (pacemaker too), but her spirit is indomitable. In battle, Wendy wields the very force of nature itself - the plants and the wind that blows between leaves are her primary defence. Wendy is very trusting of strangers, despite Charla's frequent rebukes, but the fact that they're inseparable makes most Daycare visitors hesitate - except for Zheng. Wendy looks upon Natsu and Gray as big brothers, and they respond in kind - protective of their siblings as if of the same lineage.

After months of travel, Zheng intends to find a suitable place to build a small monastery, where he can have a roof over his family's head while he preaches and travels on his own. Wendy is the first to express support for the idea - a plant must have roots, after all. The outside world has weathered her and given her experience, but she remains hopeful of the promise of a better present and future - especially when she founds herself having fun with the girls in the family, or going about on errands with the lads. She is determined to protect the family's roots, as she calls their indomitable spirit, and will fight if the challenges arise.

Nature: Calm (+1 SpD, -1 Atk)

Type:
Grass type:
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:
Ability 1: Overgrow
Type: Innate
When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2).

Ability 2: Leaf Guard (DW Unlocked)
Type: Innate
In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.

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

EC: 4/9 Next Evolution at 9
MC: 0
DC: 5/5

Attacks:
Tackle
Growl
Razor Leaf
Reflect
PoisonPowder
Synthesis
Magical Leaf
Natural Gift
Light Screen
Safeguard
Solarbeam
Aromatherapy

Ancient Power
Counter
Leaf Storm
Giga Drain
Leech Seed
Magic Coat

Protect
Double Team
Sunny Day
Energy Ball
Bullet Seed
Substitute
Kirlia - Lucy (F)

Born without a family in the wild, Lucy’s life has been fraught with peril of being hunted and bullied by most other wild, stronger Pokemon. One such incident left her under severe shock from poison by an unknown aggressive Poison-type. Had a human not happened by, she would’ve died or at best, crippled for life. Luckily, Zheng was the second person to found her, called by a fellow trainer who was looking for mushrooms in that region. Together they saved the Ralts, and after a brief discussion Zheng named her Lucy and brought her into his family. Gray was the first to be able to contact directly with her, but it was through efforts and enthusiasm of the whole gang that brought her out of trauma and into life again.

Despite her growing strength, Lucy still has much distaste for open, direct conflict - hence she is very much like Wendy in that regard, learning the arts of healing and support, using direct attacks as distraction rather than full-on assault. Despite that, she gets on quite well with most of the brawling boys - they respect her decision, and will not hesitate to take her side against any foes who dared to so much as insult her. In turn, Lucy is the logical voice of the whole family - her ideas always astute outside of battle, with her innate mental capabilities only enhance her charms and perception.

Nature: Relaxed (+1 Def, -15% Speed, -10% Evasion)

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

Abilities:
Ability 1: Synchronize
Type: Innate
This Pokemon can mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.

Ability 2: Trace
Type: Can be Activated
When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.

Ability 3: Telepathy (DW Unlocked)
Type: Innate
This Pokemon creates 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.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 3
SpD: Rank 2
Spe: 43 (- = 50/1.15)
Size Class: 1
Weight Class: 2

EC: 5/9 Next Evolution at 9
MC: 0
DC: 5/5

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

Disable
Shadow Sneak
Will-O-Wisp
Encore

Signal Beam
Icy Wind
Shock Wave
Thunder Wave
Light Screen
Pain Split
Thunderbolt
Magic Coat
Snatch
Shadow Ball
Numel - Elfman (M)

"Hey mon," is probably Elfman's QOTD, all day, everyday. His easy-going attitude is reflective of his species' nature - slowly pacing on with the simple pleasures of daily life. Or so it seems. Elfman is as stubborn as they come - in fact, he got into a tussle with Natsu just because they wanted to cross the same (outer) side of the ledge. It took Gray's help to wrestle him down (a fact all but Gray is unhappy about) but Zheng's capture brought him into the family. Being slow to anger doesn't mean Elfman is slow on the uptake, but it does mean that he's slow to cooldown after he gets really riled up.

Nature: Sassy (+ SpD, - Spe, -10% evasion)

Type:
Fire type:
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.

Ground type:
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:
Ability 1: Oblivious
Type: Innate
This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.

Ability 2: Simple
Type: Innate
This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the effectiveness and thus double the stage modifier.

Ability 3: Own Tempo (DW Unlocked)
Type: 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.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 3 (+)
Spe: 30 (35/1.15)
Size Class: 1
Weight Class: 1

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

Attacks:
Growl
Tackle
Ember
Magnitude
Focus Energy
Flame Burst
Amnesia
Lava Plume
Take Down
Earth Power
Flamethrower
Yawn
Double-Edge

Ancient Power
Mud Bomb
Endure
Mimic

Substitute
Double Team
Earthquake
Stealth Rock
Protect
Will-O-Wisp
Fire Blast
Rock Slide
Dig
Bulldoze
Heat Wave
Sleep Talk
Froslass - Juvia (F)

Juvia has a terrible crush on Gray. Period. This romance probably started when she spied Gray practicing the Ice Punches (since it worked quite well against Natsu) and she has been tagging along ever since. There's nothing Zheng could do to dissuade her, so he figured he might as well adopt Juvia too. Unfortunately, Gray is blind to the obvious - or rather, he does not find it in himself to reciprocate. Faced against such cool indifference, Juvia did not back down, making a promise to herself that she will, one day, let Gray see that she is already in his heart. Not that Gray isn't acting like a gentleman - so some of his actions towards Juvia was probably misleading, as well.

The chance to settle down gave Juvia hopes of raising a family of her own with Gray, of all things. Redoubling her efforts to spend time with Gray whenever he's not training for Halls, Juvia gets paranoid when another girl approaches Gray, to the point that her imagination runs wild of multiple-way relationships. Her affection with Gray had long been an open secret, one that she cares not about hiding. The girls secretly support her, and even the guys do nothing to impede her - or perhaps the lads just wanna see what Gray would do in such a situation. Her own training has not been set aside, though - in addition to wielding water in its coldest form, Juvia also hones her perceptive skills, something further enhanced by the Dawn Stone given by Zheng.

Nature:
Timid (+15% Speed, +8% Accuracy, -1 Atk)

Type:

Ice type: 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: Snow Cloak
Type: Innate
Juvia trains her ethereal perception to suit her native snowy conditions, gaining a 20% evasion boost an immunity to Hailstone damage during Hail.

Ability 2: Cursed Body (DW Unlocked)
Type: Innate
When Juvia is struck by an opponent's attack, there is a 30% chance that she can disable it. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 127 (+19%)
Size Class: 3
Weight Class: 3

EC: 5/6 Next Evolution at 6
MC: 0
DC: 5/5

Attacks:
Powder Snow
Leer
Double Team
Bite
Icy Wind
Headbutt
Protect
Ice Beam
Blizzard
Ice Shard
Astonish
Confuse Ray
Ominous Wind

Bide
Block
Spikes
Disable
Endure
Hex

Frost Breath
Hail
Rain Dance
Safeguard
Toxic
Light Screen
Shadow Ball
Substitute
Anorith - Pantherlily (M)

Gajeel was the one who found Pantherlily's Claw Fossil discarded at the entrance of a mine. Seeing the Murkrow's penchant for it, Zheng decided to go to the nearest archaeological lab and revive it. Pantherlily and Gajeel have been quite attached to each other ever since. They share the same camaraderie towards each other as Natsu and Gray, but at least they didn't have the head-splitting rivalry that the other pair always do. Often after a training session, Gajeel would take Pantherlily up for flight trips, while the latter demonstrates the pleasure of submersion in water. The rest of the family often help Pantherlily too, since he's still much less comfortable on terrestrial environment - Wendy loved piggybacking him and Charla together, while the latter doesn't mind that much.

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

Type:

Bug type: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Rock type: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Ability 1: Battle Armour
Type: Innate
Pantherlily’s thick armor prevents him from taking critical hits.

Ability 2: Swift Swim (DW Unlocked)
Type: Innate
Pantherlily can move deceptively fast in slick, rainy conditions, doubling (x2) its Speed in the rain.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 65 (-10%)
Size Class: 1
Weight Class: 2

EC: 5/6 Next Evolution at 6
MC: 0
DC: 5/5

Attacks:
Scratch
Harden
Mud Sport
Water Gun
Metal Claw
Protect
AncientPower
Fury Cutter
Rock Blast
X-Scissor

Rapid Spin
Cross Poison
Water Pulse
Sand-Attack

Smack Down
Aerial Ace
Brick Break
Rock Slide
Dig
Sandstorm
Stealth Rock
Rock Polish
Castform - Mirajane (F)

Mirajane is a sweet girl, always smiling at everyone, even though she sometimes do gets into fights with Erza when the latter is not busy pounding Natsu. She helped Elfman overcome his innate fear to swimming by teaching him patiently in Lake Lucid. As a result, the latter treated her as an elder sister, always protective of her while respecting her opinions on every turn. In turn, Mirajane always stays near Elfman for guidance, often perching atop his head on journeys and summoning sunny skies to invigorate the Numel. Despite her small stature, no one else in the family looks upon her as the one to be protected - Mirajane is very capable of looking after herself, usually resolving conflicts around her in a diplomatic way but more than willing to respond with force if necessary.

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

Type (weather-dependent):
Normal type: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage and Thrash without losing focus.
Sunny Fire type: Fire STAB; immune to burn, emit a low glow in dark places. Superior senses in volcanic or bushfire areas.
Rainy Water type: Water STAB; Can breathe and have excellent mobility when underwater.
Snowy Ice type: 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.


Ability:
Forecast
Type: Innate
Mirajane is adept at changing and adapting to the weather, granting her immunity to all forms of weather. Mirajane can also change the typing of Weather Ball accordingly, and take different forms during Sunlight, Rain, and Hail. The Energy Cost of all weather changing moves Weather Ball is reduced to 6.

Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 70
Size Class: 1
Weight Class: 1

MC: 0

Attacks:
Tackle
Water Gun
Ember
Powder Snow
Headbutt
Hail
Rain Dance
Sunny Day
Weather Ball
Hydro Pump
Fire Blast
Blizzard

Clear Smog
Future Sight
Disable
Amnesia
Hex
Lucky Chant
Ominous Wind
Psych Up

Protect
Energy Ball
Shadow Ball
 
http://www.smogon.com/forums/showthread.php?p=4680609#post4680609

TLR military report: FALIURE.

The Royal Guard: 4 CC
Arcanine: 4 MC
Revenankh: 11 MC
Weavile: 5 MC, 1 KO using KOC as CC
Sealeo: 3 MC
Abomasnow: 2 MC 1 DC
And one Power Bracer...promptly sold, as well as my Leaf Stone and Poison Barb totaling up to...14 CC which brings me to 20 CC total from this.
Buying an Expert Belt

Revenankh unlocks his DW: Infiltrator

Moves:

Revenankh:
Earthquake(5th Gen TM)/Substitute(5th Gen TM)/Endure(Past Time Gen TM)/Rest(5th Gen TM)/Poison Jab(5th Gen TM)/for 2+2+3+2+2=11 MC

Weavile:
Hail(5th Gen TM)/Endure(Past Gen TM)/for 2+3=5 MC

Arcanine:
Teleport(Past Gen TM)/Substitute(5th Gen TM)/for 2+3 MC(4 he got here and his pre-existing 1)

Originally Posted by Fat Ragnarokalex
(X) @
Nature: Brave (+1 Atk; Speed/1.15, -10 EVA)
Type: Grass/Ice
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.
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:
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.
Command: (Ability: Snow Warning) Hail causes two (2) damage per action to all non-Ice typed Pokemon. Hail activates the abilities Snow Cloak and Ice Body, as well as increasing Blizzard’s accuracy to 100% and letting it have an additional 30% chance to bypass Protect. Requires an action to summon.
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: Ancient Song, Bark Out, Bug Buz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Round, Snore, Supersonic, Uproar.)

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 52 (60 / 1.15v) (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 17

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

Attacks:
Grasswhistle
Ice Punch
Icy Wind
Leer
Mist
Powder Snow
Razor Leaf
Swagger

Avalanche
Bullet Seed
Leech Seed
Skull Bash
Stomp

Earthquake
Toxic
Giga Impact
Ice Beam
Protect

Sealeo
[box]Sealeo:
(X)
Nature: Quiet (+SpA; -15% Spe, -10 EVA)
Type: Ice / Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
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.)
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Oblivious (DW): (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.

Stats:

HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 39 (45/1.15v) (-)
Size Class: 2
Weight Class: 4
Base Rank Total: 16

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

Attacks:
Aurora Beam
Body Slam
Defense Curl
Encore
Growl
Ice Ball
Powder Snow
Water Gun

Aqua Ring
Signal Beam
Water Pulse
Water Sport
Yawn

Frost Breath
Ice Beam
Rock Slide
Earthquake
Surf[/box]


And my new Abomasnow

[hide-Abomasnow

[/hide]


Here is another match

The Royal Guard: +1 CC
Revenankh: +1 DC | +3 MC | +1 KOC(used as CC)
Nohface: +1 DC | +2 MC | +1 EC | +1 EC or DC

when all is said and done I've got 2 CC

Revenankh gets his 3 MC as Submission(Egg)

Nohface goes to 4 EC and 1 DC with 2 MC
She learns Perish Song and ShadowStirke, both LU moves
Fixed Focus Punch
I did word this wrong, but if you look I get 4 for the TLR 14 for selling items, 1 because a KOC was used as CC and the other match I claimed as well gives me 1 CC, which brings me to a total of 20 CC for an Expert Belt
 
Eternal Drifter: Approved+.1, however nonapprovers cannot have partial UC, so i guess you are just going to have deal with rounding that .8 up
Pwnemon:Approved+.1
King Serperior: Approved+.1
Espy: Approved+.1
Maserato: Approved+.1
Houndoomsday: Approved+.1
Birkal: Approved+.1
Zheng Tann: Approved+.1, but i still hate you

27.9



Also kevin showed me the math and he is in fact right, hes good to go
 
+11UC

EDIT1:

+5UC subreffing

EDIT2:

I'll use 7UC to buy a Revenanhk


Jungle Rot [Revenankh] (Male)
Nature: Impish (-sp.atk, +def)

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.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

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.
Infiltrator (DW): (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.

HP: 100
Atk: Rank 4
Def: Rank 4 (+)
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20

MC: 0
DC: 0/5

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

Destiny Bond
Shadow Sneak
Mach Punch
Counter
Wide Guard

Toxic
Substitute
Protect
Earthquake
Rock Slide


EDIT3:
Defeated in my own arena

KS: 2CC
Rook: 1EC, 3MC, 1DC
Yoda: 1EC, 3MC, 1DC, 1KOC
Jake: 1EC, 3MC, 1DC, 1KOC

Stockpiling the CC
All KOC becomes MC.
Everything else is stockpiled as well

EDIT4:

Okay, after buying the Rev above, I have 38UC. I will go ahead and begin getting my TLR battlebag filled:

+2 Potions (-10UC)
+2 Super Potions (-16UC)
+2 Ethers (-10UC)

This leaves me with just 2UC remaining. I require 70UC more to get this TLR Bag filled....

EDIT5:
Going to use 2CC from my loss above to buy a Ralts:


Hannibal Lecter [Ralts] (Male)
Nature: Relaxed (+1 Def, -15% Speed, -10% Evasion)

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

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)When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.
Telepathy (DW): (Innate)This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.

HP: 90
Atk: Rank 1
Def: Rank 2 (+)
SpA: Rank 2
SpD: Rank 2
Spe: 34 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 10

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

Moves:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind

Will-o-Wisp
Shadow Sneak
Destiny Bond
Disable
Encore

Trick Room
Psyshock
Reflect
Thunderbolt
Light Screen


EDIT:

Misread = Loss

King_Serperior gains 2 CC
- Nidoqueen gets 3MC and 1KOc
- Alakazam gets 3MC and 1KOc

KOC goes to MC.

I place 1UC in both Nidoqueen's and Alakazam's MC.
Nidoqueen uses all 5MC to buy Blizzard (BW2 TM/HM) and Whirlpool (BW2 TM/HM)
Alakazam uses all 5MC to buy Dig (BW2 TM/HM) and Double Team (BW2 TM/HM)
King Serperior: NOT APPROVED — Dig & Whirlpool are only Past-Gen TM's on Alakazam & Nidoqueen respectively, meaning they cost 3 MC instead of 2.
There, I added a UC from my remaining UC stores to Zam's and Queen's Movepools. Now, I am ready to be approved?
 
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