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

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Levren said:
Rickheg: You get 2 TC.
Carracosta: 2 MC, and 1 DC
Rotom-H: 3 MC
Claiming from another DQ :( why people no battle?!?

Atlantis the Carracosta uses his 2 MC to learn Earthquake (BW TM), and he's now at 4/5 DC.

Plasma Moto the Rotom-H gains 3 MC, giving it 4. It'll learn Volt Change and Dark Pulse (both BW TM).

I'll use my 2 TC to buy Macho Man Randy Savage, I'm using 1 of my 2 RC to teach him Dynamic Punch;


Machop (Randy Savage) M
Nature: Adamant (Adds 1 to Attack; Subtracts 1 from Special Attack)

Type: Fighting
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. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an 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 benefited by No Guard; they will have their normal accuracy.

Steadfast: (DW Locked) (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 1(-)
SpD: Rank 2
Spe: 35
Size Class: 2
Weight Class: 2

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

Attacks:
Low Kick
Leer
Focus Energy
Karate Chop
Foresight
Low Sweep
Seismic Toss
Revenge
Vital Throw
Dynamic Punch

Bullet Punch
Ice Punch
Thunder Punch

Protect
Earthquake
Brick Break


I should probably save some TC soon to start buying items...
 

jas61292

used substitute
is a Community Contributoris a Top CAP Contributoris a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnus
I just noticed that some of my Pokemon have MC I can spend.

I will spend all four of my Roggenrola's MC to buy Earthquake (TM), Stone Edge (Level Up) and Explosion (Level Up)

My Typhlosion will spend its two MC on Fire Blast (TM)

And Igglybuff will use its two on Solarbeam (TM)
 
Claiming from this complete success: http://www.smogon.com/forums/showthread.php?p=3746880.

Severus (Haunter) gets 1 EC, 2 MC, and 4 KOC. By putting 2 KOC in EC, that brings him to 9/9, meaning he evolves!


Gengar [Severus] (M)
Nature: Timid (Multiplies Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to [14]. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Attack)
Typing: 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 breathe 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 2
SpA: Rank 5
SpD: Rank 3
Spe: 127 (110*1.15)
Size Class: 3
Weight Class: 3

EC: 9/9
MC: 2
DC: N/A

Attacks:
Hypnosis
Spite
Mean Look
Curse
Night Shade
Confuse Ray
Sucker Punch
Destiny Bond
Hex
Lick
Shadow Punch

Clear Smog
Disable
Perish Song

Thunderbolt
Psychic
Shadow Ball
Will-O-Wisp


He has two leftover MC, which become 6 when combined with the two MC and two KOC he got from the battle. I'll purchase for him Sludge Bomb, Focus Blast, and Energy Ball (all BW TM), leaving him with 0 MC.

I also get 2 TC, which I'll save.
 
From this chaotic battle, I claim 2 TC, which I will save for now.
Fang, my Croconaw, claims 1 EC, 2 MC, and 1 DC.
The 2 MC is added to his leftover 1 MC, making 3 MC.
I'll use all three to buy Counter, via 3rd gen move tutor.

Croconaw(*) Fang (M)
Nature: Adamant Adds * to Attack, subtracts * from Special Attack

Type:

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 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 58

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

Abilities:

Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Sheer Force (DW): (Can be Enabled, Locked) 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.

Attacks:

Scratch (*)
Leer (*)
Water Gun (*)
Rage (*)
Bite (*)
Scary Face (*)
Ice Fang (*)
Flail (*)
Thrash (*)
Crunch
Superpower

Counter

Dragon Dance (*)
Aqua Jet (*)
Mud Sport (*)

Dig (*)
Shadow Claw(*)
Waterfall (*)
Double Team
 

LightWolf

lightwoof
is a Forum Moderator Alumnus
Claiming this Battle Hall run: http://www.smogon.com/forums/showpost.php?p=3723704&postcount=74
I get 4 TC and BP

Firstly since Ace had the needed counters for it, he evolves into Monferno, getting MAch Punch for free.
He gains 8 KOC, combined with the 2 MC he has he gets:
Close Combat (Lvl)
Flare Blitz (Lvl)
Focus Blast (TM)
Encore (Egg)
Sunny Day (TM)
Feint (Lvl)

Leaving him with no MC

MUDS spends 3 KOCs to evolve, and gets Mud Bomb for free. Then she buys:

Earthquake (Lvl)
Yawn (Egg)
Muddy Water (Lvl)

Leaves MUDS with no MC


Monferno [Ace] (M)

Nature: Hasty (+15% Speed, +15% Acc, -Def)

Type:

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.

Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. 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: (Innate) (DW) 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)

Stats:

HP: 100
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 94 (+)
Size Class: 2
Weight Class: 2
Acc: +15%

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

Attacks:

Scratch (*)
Leer (*)
Ember (*)
Taunt (*)
Fury Swipes (*)
Flame Wheel (*)
Nasty Plot (*)
Torment (*)
Mach Punch
Acrobatics
Slack Off
Feint
Close Combat
Flare Blitz

ThunderPunch (*)
Heat Wave (*)
Fake Out (*)
Counter
Encore

Dig (*)
Brick Break (*)
Shadow Claw (*)
Fire Blast
Will-O-Wisp
Focus Blast
Sunny Day



Marshtomp [MUDS] [Female]
Nature: Relaxed
Type: Water Ground
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).

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.

Ability:
Torrent: When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Damp DW: This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 2
SpD: Rank 3
Spe: 43 (-)
Size Class: 2
Weight Class: 3

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

Attacks:
Tackle
Growl
Mud-Slap
Water Gun
Bide
Foresight
Mud Sport
Hydro Pump
Mud Bomb
Mud Shot
Earthquake
Muddy Water

Counter
Mirror Coat
Avalanche
Yawn

Waterfall
Rock Slide
Scald
Sludge Wave


Also claiming this training battle:
http://www.smogon.com/forums/showthread.php?t=3452805

Rebble gets 1 EC 1 DC 2 MC and a KOC. He turns the KOC into MC and stores them.


Rebble (Usopp) (M)

Nature: Modest

Type:

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

Abilities:

Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
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: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 90

EC: 1/9
MC: 3
DC: 1/5

Attacks:

Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem
Double-Edge
Paleo Wave
Ancientpower
Earth Power

Calm Mind
Fire Blast
Energy Ball
 
Claiming prizes:

I get 2 TC, giving me a total of 4. I'm still saving them.

Siren the Lapras, Fawkes the Torchic, and Mentalist the Ralts all get 1 EC, 2 MC, 1 DC, and 1 KOC.

Siren the Lapras will put her KOC into MC. She will spend her 3 MC on the level-up move Hydro Pump and the TM move Substitute.


Lapras <Siren> (F)
Nature: Mild

Typing: (Water/Ice)
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Hydration: (DW) (Innate) (Locked) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

Stats:
HP:120
Atk:3
Def: 2(-)
Sp. Atk: 4 (+)
Sp. Def: 3
Speed: 60

MC: 0
DC: 1/5

Moves

Level Up
Sing
Water Gun
Growl
Mist
Confuse Ray
Ice Shard
Water Pulse
Body Slam
Rain Dance
Perish Song
Hydro Pump

Egg Moves
Horn Drill (lol)
Dragon Dance
AncientPower

TMs
Ice Beam
Thunderbolt
Protect
Substitute


Fawkes the Torchic will put his KOC into his EC, giving him 3 EC. He will use his 2 MC to buy Overheat, a B/W TM move.


Torchic (*) [Fawkes] M
Nature:Hasty (+1 Speed, -1 Sp. Def)

Type: 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
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)
Speed Boost: (Innate) (DW) (Locked) 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 ocurs at the end of each round (stats other than Speed are still affected).

Stats
HP:90
Atk:2
Def:1 (-)
Sp. Atk: 3
Sp. Def: 2
Speed: 45 (x1.15)= 51.75=52
Accuracy Boost= 9%

EC: 3/9
MC: 0
DC: 2/5

Moves

Level Up
Scratch (*)
Growl (*)
Focus Energy (*)
Ember (*)
Peck (*)
Sand Attack (*)
Fire Spin (*)

Egg Moves
Reversal (*)
Feint (*)
Night Slash (*)

TM Moves
Fire Blast (*)
Aerial Ace (*)
Sunny Day (*)
Dig
Overheat


Mentalist the Ralts will put his KOC into MC, which he will save for now. He will not evolve at this time, because I have to use him in a LC triples battle.


Ralts (*) [Mentalist] M
Nature: Docile

Types: 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:
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 for 6 actions. Wonder Guard cannot be Traced.
Telepathy: (Innate) (DW) (Locked) 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.

Stats
HP: 90
Atk: 1
Def: 1
Sp. Atk: 2
Sp. Def: 2
Speed: 40

Counters:
EC: 4/9
MC: 0
DC: 3/5

Moves

Level Up
Growl (*)
Confusion (*)
Double Team (*)
Teleport (*)
Lucky Chant (*)
Magical Leaf (*)
Heal Pulse (*)
Calm Mind (*)
Hypnosis
Dream Eater
Egg Moves
Will-o-Wisp (*)
Destiny Bond (*)
Confuse Ray (*)

TMs
Thunderbolt (*)
Psychic (*)
Thunder Wave (*)
Trick Room
 
Claiming from here. I get 2 TC.

Murdoc gets 3 MC and 1 KOC, which can pretty much only be used in MC, making that 4.

11 MCs is a lot, so i'm gonna spend em. First off, getting Me First (8), then Heal Block (7), and also Sludge Bomb (6), Substitute (3), Quash (1), and Gravity (0).


Fidgit [Murdoc] (Female)
Nature: Modest
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 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.


Abilities:
Persistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Prankster (DW Unlocked): (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: 100
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 105

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

Attacks:
Magic Room
Wonder Room
Gust (*)
Sand Attack (*)
Tailwind (*)
Encore (*)
Rapid Spin (*)
Knock Off (*)
Heal Pulse (*)
Copycat (*)
Whirlwind (*)
Razor Wind (*)
Comet Punch
Entrainment (*)
Gravity
Sludge Bomb
Heal Block
Gastro Acid (*)
Earth Power (*)
Icy Wind (*)
Me First
Venom Shock (*)
Double Team (*)
Taunt (*)
Quash
Substitute
Toxic


If i'm forgetting something, please let me know.
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus
Claiming late from this.

Its_A_Random said:
I get 6 Ref Tokens
Both of you get 2 TC
Gabriel, Jonathon, Manticore, Dave, Nocturne, & Michael gain 1 EC, 2 MC, & 1 DC
Jonathon, Manticore, Dave, Nocturne, & Michael gain 1 KO Counter
I'm going to use 2 AC, that EC and the KO in Jonathon's EC, meaning he becomes a strong Kadabra!


Kadabra [Jonathon] (M)
Nature: Calm (Adds one (1) Rank to Special Defense, subtracts one (1) Rank from Attack)

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

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 4 (+)
Spe: 105

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

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.
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.
Magic Guard (DW): (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.

Attacks:
Teleport
Encore
Guard Split
Light Screen
Psyshock
Taunt
Shadow Ball
Hidden Power [Fire] [7]
Kinesis
Confusion
Disable
Miracle Eye
Ally Switch
Psybeam
Reflect
Recover
Energy Ball


I'm buying Energy Ball (BW TM) there with the two earned MC.

---


Druddigon [Dave] (M)
EC: N/A
MC: 3 <- 1 KOC
DC: 1/5

Spending those 3 MC on Glare (BW Egg)

---

I use the KOC and EC that Michael got to evolve him into a sharp Bisharp!


Bisharp [Michael] (M)
Nature:
Careful (Adds one (1) Rank to Special Defense, subtracts one (1) Rank from Special Attack)

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.
[Steel]: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Stats:


HP: 100

Atk: Rank 5
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 70

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

Abilities:

Defiant:
(Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.
Inner Focus:
(Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Pressure (DW):
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.

Attacks:

Scratch
Leer
Fury Cutter
Torment
Faint Attack
Scary Face
Metal Claw
Psycho Cut
Revenge
Sucker Punch
Taunt
Thunder Wave
X-Scissor
Swords Dance
Night Slash
Brick Break

Dig
Metal Burst
Stone Edge


It learns Metal Burst by Heart Scale, and I'm also grabbing Stone Edge (BW TM).

Hording the TC.
 
I accidentally bought my Blaziken Bulk Up as a TM move, when he learns it as a Lv. Up move. Could I get back the 2 MC, and combine it with the 1 MC he already has to buy Baton Pass?


Blaziken (007) (M)

Nature: Lonely
+1 Atk, -1 Def

Type: Fire/Fighting

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.

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

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 ocurs at the end of each round (stats other than Speed are still affected).

Stats:
HP: 100
Atk+: 6
Def-: 2
SpA: 4
SpD: 3
Spe: 80

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

Attacks:
Scratch
Growl
Focus Energy
Ember
Peck
Sand Attack
Fire Spin
Double Kick
Mirror Move
Fire Punch
Hi Jump Kick
Brave Bird
Flare Blitz
Sky Uppercut
Blaze Kick
Quick Attack
Bulk Up

Rock Slide
Night Slash
Counter
Flame Burst
Last Resort
Low Kick
Reversal

Flamethrower
Swords Dance
Shadow Claw
Acrobatics
Focus Punch
Overheat
Will-O-Wisp
Earthquake
Substitute
Bulk Up
Hone Claws
Hidden Power [Ice, 7]
Sunny Day
Hyper Beam
Protect
Solar Beam
Earthquake
Dig
Facade
Rest
Low Sweep
Focus Blast
Incinerate
Giga Impact
Stone Edge
Poison Jab
Endure
Rock Climb
Sleep Talk

Blast Burn
Magic Coat
Thunder Punch
Dynamic Punch
Bounce
Helping Hand
Superpower
Vacuum Wave
 
SOS, Korski, BM-Zeo, jas, rewindman, shinyskarmory, Arcanite (Bulldoze is actually a pre-25 move so you get it for free, meaning an extra MC for you), Engineer, Galladiator, Albinoloon (Froslass's DC is 6/6 instead of 5/5, I'm guessing that's a typo), TEA_DEMON, Korski, Leethoof, Lord Jesseus, C$FP, dan, Kaxtar, jas again, Dummy007 (Gengar's accuracy boost is actually 19%), EndQuote, LightWolf (you can also add Mud Shot to Marshtomp's level-up moves, he gets it at level 16), shinyskarmory again, Dummy007 again, NPuff (you have 1 MC left, Substitute is only 2 MC), Alch, and Fire Blast are APPROVED

Woodchuck, you'll have to complete that Pupitar because you can't evolve a Pokemon until you battle with it in that form. So while Larvitar -> Pupitar is fine since you fought as a Larvitar, you can't evolve into Tyranitar until you battle as a Pupitar. NOT APPROVED

rickheg, Dark Pulse isn't a BW TM, so you'll have to buy something else or stock the MC. Machop is APPROVED, but the moves for Rotom are NOT APPROVED

28 approvals, that gives me 3 AC with 1 left

Now if another approver would be so kind as to approve this I'd greatly appreciate it

EDIT: Whoa, completely missed nEsp AND Ragnarokalex -_- You're both APPROVED as well

3
 
Buying 2 Pokemon.

Mr. Liley (M)
Nature: Timid (+15% Speed, +9% Accuracy, -1 Atk)

Abilities:
Sheild 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.)
Run Away [DW Locked]
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.

Stats
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 1
SpD: Rank 1
Spe: 52 (+)
Size Class: 1
Weight Class: 1

EC 0/6
MC
DC
0/5

Moves:
Tackle
String Shot
Bug Bite
Snore



Noah (M)
Nature: Adamant (+Atk -SpA)

Abilities:
Sheild 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.)
Run Away [DW Locked]
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.

Stats:
Atk: 3 (+)
Def: 1
SpA: 0 (-)
SpD: 1
Spe: 45

Moves:
Poison Sting
String Shot
Bug Bite
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
Claiming 10 RT.

6 of those RT will transform into MC for Rebonita the ZOROARK to learn Flamethrower (BW TM), Focus Blast (BW TM), and Toxic (BW TM)

the other 4 will go to Big Brass the HONCHKROW's MC to learn Rest (BW TM) and Hidden Power-Ground (7) (BW TM).
 
http://www.smogon.com/forums/showpost.php?p=3748447&postcount=61

Claiming:
3 TC (going unspent)

  • Frozen the SWINUB: 1 EC, 2 MC, 1 DC
  • Flash the MONOHM: 1 EC, 2 MC, 1 DC, 2 KOC
  • Flatten the TIMBURR: 1 EC, 2 MC, 1 DC
Swinub is now at:
EC: 1/9
MC: 2
DC: 1/5

With one of those two MC he will buy levelup Ice Shard. He will stockpile the other.

Monohm is now at:
EC: 4/9
MC: 2
DC: 3/5
KOC: 2

He will not be evolving yet. He will put both KOC into his move counter along with 1 ref counter (putting me at 1 RC), then use all 5 to buy Dragon Pulse (past gen TM) and Torment (BW TM).

Timburr is now at:
EC: 1/6
MC: 2
DC: 1/5

She will put her MC in levelup Rock Slide and Hammer Arm.
 
Alright, putting 3 AC and 1 RC into Dewott's EC to evolve it into Samurott! Also using my last RC to unlock Shell Armor and grabbing Megahorn as a pre-25 move.

STEALTH EDIT: Using another AC along with the spare MC Samurott has to grab Hydro Cannon (BW Tutor)


Samurott - Aquastrike (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 60 (70/1.15v)
Size Class: 4
Weight Class: 4

EC: 5/9 -> 9/9
MC: 1
DC: 4/5 -> 5/5

Attacks:
Megahorn
Tackle
Tail Whip
Water Gun
Water Sport
Focus Energy
Razor Shell
Fury Cutter
Water Pulse
Revenge
Aqua Jet
Encore
Hydro Pump

Air Slash
Brine
Night Slash

Hydro Cannon

Taunt
Ice Beam
Protect
Dig
Scald
 
Pikapwnd: Not Approved. Caterpie should have a DC of 0/5, not 0/6. You are missing all counters from Weedle. You need to include their type descriptions. Weedle's stats are incorrect and is missing his WC/SC.

Korski, Tort, Flame, Blast and penguin are Approved.

That gives me an AC with 2 remaining.
 

Numel (Katrina) (F)

Nature: Brave
+1 Atk, -15% Spe, -10% Evasion

Type: Fire/Ground

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.

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:
Oblivious
Type: Innate
This Pokemon is incapable of being affected by Attract or Cute Charm.

Simple
Type: 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.

Own Tempo (DW)
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+: 3
Def: 2
SpA: 3
SpD: 2
Spe-: 30
SC: 1
WC: 2

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

Attacks:
Growl
Tackle
Ember
Magnitude
Focus Energy
Flame Burst
Take Down
Flamethrower
Earth Power
Earthquake
Double Edge

Endure
Yawn
Heat Wave

Flame Charge
Rock Slide
Dig


4 RC goes into MC for Flamethrower, Earth Power, Earthquake, Double-Edge
 
Here

Scraggy
EC: 2/6
MC: 6 (2 KOC) --> 0 High Jump Kick, Head Smash, Crunch (BW LU) Counter(BW Egg)
DC: 2/5

Voodoll
EC: 6/6 (KOC)
MC: 5 (KOC) --> 0
DC: 5/5
Cursed Body Unlocked!

Evolution

Voodoll [Polonski] (M)
Nature: Hasty (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 Defense)
Type: Fighting / Dark
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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:
Volt Absorb: (Innate) This Pokemon absorbs all electrical attacks and instead of taking damage, recover HP. Thunder Wave has no effect on the Pokemon.
Lightning Rod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
Motor Drive (DW): (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. This boost is maintained at the end of each round.

HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 127 (16% acc +)

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

Night Slash
Revenge
Wrap
Astonish
Copycat
Mimic
Pain Split
Spite
Grudge
Charge
Follow Me
Pin Missile
Dark Pulse
Acupressure
Substitute
Beat Up
Aura Sphere
Close Combat

Shock Wave
Snatch
Mach Punch
Perish Song

Psychic
Return
Rock Slide
Taunt
Torment


DW ability changes to Motor Drive. Gets Wrap, Revenge and Night Slash pre lvl 25. Using MC to buy Perish SOng(BW Egg) Aura Sphere and Close Combat(BW LU)

Monohm
EC: 3/6
MC: 5 (KOC) --> 0 Magnet Rise (Gen 4 Tutor) and Fire Blast (BW TM)
DC: 5/5 (KOC)
Sheer Force Unlocked!
 
...Come to think of it, I'll put my last Ref Counter into my Blitzle's EC, bringing him to 5.

Edit: Approved over IRC by Flamestrike, bringing him to 2/10 approvals.
 
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