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Completed Danmantincan vs TIO (6vs6 at the tower of heaven)

Discussion in 'ASB' started by Frosty, Nov 10, 2012.

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  1. danmantincan

    danmantincan

    Joined:
    Apr 7, 2010
    Messages:
    2,806
    Ranulf, you're up.
  2. TIO

    TIO

    Joined:
    Jul 30, 2012
    Messages:
    742
    HJK~Fire Punch~HJK
    If Dodge, Chill.
  3. danmantincan

    danmantincan

    Joined:
    Apr 7, 2010
    Messages:
    2,806
    Iron Head~Headbutt~Iron Head
  4. Frosty

    Frosty
    is a Community Contributor

    Joined:
    Mar 25, 2008
    Messages:
    731
    [​IMG]
    Hp: 36
    En: 56
    4/3/1/3/48
    Other: +1atk (permanent)

    [​IMG]
    Hp: 90
    En: 100
    2/3/3/2/26
    Other:​

    Law 1: Moves that can induce confusion are banned.
    Law 2: Moves that can induce flinch can't be used first in an action. (so if you move last you can use Bite, but not if you move first)
    Law 3: Moves that can lower accuracy are banned
    Law 4: Moves that can raise evasion are banned (Double Team is not included)
    Law 5: Double Team is banned
    Law 6: Moves that can induce attraction are banned
    Law 7: Moves that have 30% or more chance of inducing paralysis are banned
    Law 8: Moves that can induce sleep are banned
    Law 9: Moves that have 30% chance of inducing burn are banned (aka Scald or Lava Plume)
    Law 10: Moves that are Not Very Effective are banned
    Law 11: Suspending the attack when using a Damaging Evasive move is banned
    Law 12: Evasive Moves (Agility (Evasive), Teleport (Evasive)) are banned
    Law 13: Protective Moves (Protect, Detect, Wide Guard and Quick Guard) are banned
    Law 14: Moves that, in the situation they are used (aka considering all accuracy modifiers), don't have 100% acc are banned

    data (open)

    Scraggy: Hi Jump Kick: 13+3+1.5+1.75= 19.25 damage for 7 energy
    Crit: 12

    Beldum: Iron Head: 8+3-1.5 = 9.5 damage for 5 energy
    Crit: 5

    Scraggy: Fire Punch: (8+1.5)*1.5+1.75= 16 damage for 6 energy
    Crit: 16
    Burn: 4 (no)

    Beldum: Headbutt: 7-1.5 = 5.5 damage for 5 energy
    Crit: 13

    Scraggy: Hi Jump Kick: 13+3+1.5+1.75= 19.25 damage for 7 energy
    Crit: 13

    Beldum: Iron Head: 8+3-1.5 = 9.5 damage for 5 energy
    Crit: 2


    [​IMG]
    Hp: 11
    En: 36
    4/3/1/3/48
    Other: +1atk (permanent)

    [​IMG]
    Hp: 35
    En: 85
    2/3/3/2/26
    Other:​

    Danmantincan's turn!
  5. danmantincan

    danmantincan

    Joined:
    Apr 7, 2010
    Messages:
    2,806
    Iron Head~Headbutt~Iron Head
  6. TIO

    TIO

    Joined:
    Jul 30, 2012
    Messages:
    742
    Fake Out ~ HJK ~ Fire Punch
    Why is there a random +3 in the Fire Punch calcs? It should be (8+1.5)*1.5+1.75=16 hp, not (8+3+1.5)*1.5+1.75=20.5 hp
  7. Frosty

    Frosty
    is a Community Contributor

    Joined:
    Mar 25, 2008
    Messages:
    731
    [​IMG]
    Hp: 11
    En: 36
    4/3/1/3/48
    Other: +1atk (permanent)

    [​IMG]
    Hp: 35
    En: 85
    2/3/3/2/26
    Other:​

    Law 1: Moves that can induce confusion are banned.
    Law 2: Moves that can induce flinch can't be used first in an action. (so if you move last you can use Bite, but not if you move first) (so that fake out means PUNISHMENT)
    Law 3: Moves that can lower accuracy are banned
    Law 4: Moves that can raise evasion are banned (Double Team is not included)
    Law 5: Double Team is banned
    Law 6: Moves that can induce attraction are banned
    Law 7: Moves that have 30% or more chance of inducing paralysis are banned
    Law 8: Moves that can induce sleep are banned
    Law 9: Moves that have 30% chance of inducing burn are banned (aka Scald or Lava Plume)
    Law 10: Moves that are Not Very Effective are banned (so that fake out against a steel type means PUNISHMENT!)
    Law 11: Suspending the attack when using a Damaging Evasive move is banned
    Law 12: Evasive Moves (Agility (Evasive), Teleport (Evasive)) are banned
    Law 13: Protective Moves (Protect, Detect, Wide Guard and Quick Guard) are banned
    Law 14: Moves that, in the situation they are used (aka considering all accuracy modifiers), don't have 100% acc are banned
    Law 15: Moves with enhanced critical rate are banned


    data (open)

    Scraggy: Fake Out: 4+1.5+1.75 = 7.25 damage for 4 energy
    Crit: doesn't matter

    Beldum: flinch

    YOU BROKE RULE 2! PUNISHMENT!

    Scraggy lost 10hp!

    YOU BROKE RULE 10! PUNISHMENT!

    Scraggy lost 10hp!

    Scraggy fainted!


    [​IMG]
    Hp: KO
    En: KO
    4/3/1/3/48
    Other: +1atk (permanent)

    [​IMG]
    Hp: 28
    En: 85
    2/3/3/2/26
    Other:​

    TIO sends out pokemon with orders
  8. TIO

    TIO

    Joined:
    Jul 30, 2012
    Messages:
    742
    ...
    Let's go with Greg the Timburr here.
    Low Kick ~ Drain Punch ~ Low Kick
    If Zen Headbutt, start Bide that action.
    Greg has so many more moves now >.<
  9. danmantincan

    danmantincan

    Joined:
    Apr 7, 2010
    Messages:
    2,806
    Zen Headbutt~Zen Headbutt+Zen Headbutt (Combo)~Cooldown
  10. Frosty

    Frosty
    is a Community Contributor

    Joined:
    Mar 25, 2008
    Messages:
    731
    [​IMG]
    Hp: 100
    En: 100
    4/2/0/2/35
    Other:

    [​IMG]
    Hp: 28
    En: 85
    2/3/3/2/26
    Other:​

    Law 1: Moves that can induce confusion are banned.
    Law 2: Moves that can induce flinch can't be used first in an action. (so if you move last you can use Bite, but not if you move first)
    Law 3: Moves that can lower accuracy are banned
    Law 4: Moves that can raise evasion are banned (Double Team is not included)
    Law 5: Double Team is banned
    Law 6: Moves that can induce attraction are banned
    Law 7: Moves that have 30% or more chance of inducing paralysis are banned
    Law 8: Moves that can induce sleep are banned
    Law 9: Moves that have 30% chance of inducing burn are banned (aka Scald or Lava Plume)
    Law 10: Moves that are Not Very Effective are banned
    Law 11: Suspending the attack when using a Damaging Evasive move is banned
    Law 12: Evasive Moves (Agility (Evasive), Teleport (Evasive)) are banned
    Law 13: Protective Moves (Protect, Detect, Wide Guard and Quick Guard) are banned
    Law 14: Moves that, in the situation they are used (aka considering all accuracy modifiers), don't have 100% acc are banned
    Law 15: Moves with enhanced critical rate are banned
    Law 16: Splash is banned

    <_<

    data (open)

    Timburr: Bide

    Beldum: Zen Headbutt: (8+3)*1.5 = 16.5 damage for 5 energy
    Hit: 80 (yes)
    Crit: 14

    Timburr: Bide

    Beldum: Zen Headbutt + Zen Headbutt: (8*2.25+3)*1.5 = 31.5 damage for 27 energy
    Hit: 54 (yes)
    Crit: 4

    Timburr: Bide: KO for 48 energy



    [​IMG]
    Hp: 52
    En: 52
    4/2/0/2/35
    Other:

    [​IMG]
    Hp: KO
    En: KO
    2/3/3/2/26
    Other:​

    Danmantincan sends out pokemon with orders
  11. danmantincan

    danmantincan

    Joined:
    Apr 7, 2010
    Messages:
    2,806
    WHY YOU GOTTA BAN SPLASH!?!?!?!?!

    Magikarp

    Bounce~Bubble~Bounce
    If Bide, use Tackle until it is released.
  12. TIO

    TIO

    Joined:
    Jul 30, 2012
    Messages:
    742
    Focus Energy ~ Mach Punch ~ Mach Punch+Drain Punch
  13. Frosty

    Frosty
    is a Community Contributor

    Joined:
    Mar 25, 2008
    Messages:
    731
    [​IMG]
    Hp: 52
    En: 52
    4/2/0/2/35
    Other:

    [​IMG]
    Hp: 80
    En: 100
    1/2/2/1/69
    Other:​

    Law 1: Moves that can induce confusion are banned.
    Law 2: Moves that can induce flinch can't be used first in an action. (so if you move last you can use Bite, but not if you move first)
    Law 3: Moves that can lower accuracy are banned
    Law 4: Moves that can raise evasion are banned (Double Team is not included)
    Law 5: Double Team is banned
    Law 6: Moves that can induce attraction are banned
    Law 7: Moves that have 30% or more chance of inducing paralysis are banned - So Bounce is banned. go thunder go
    Law 8: Moves that can induce sleep are banned
    Law 9: Moves that have 30% chance of inducing burn are banned (aka Scald or Lava Plume)
    Law 10: Moves that are Not Very Effective are banned
    Law 11: Suspending the attack when using a Damaging Evasive move is banned
    Law 12: Evasive Moves (Agility (Evasive), Teleport (Evasive)) are banned
    Law 13: Protective Moves (Protect, Detect, Wide Guard and Quick Guard) are banned
    Law 14: Moves that, in the situation they are used (aka considering all accuracy modifiers), don't have 100% acc are banned - Bounce has less than 100%acc so go go thunder
    Law 15: Moves with enhanced critical rate are banned
    Law 16: Splash is banned
    Law 17: Blue Flare, Bolt Strike, Psystrike, Seed Flare, Sacred Fire, Dark Void, Aeroblast are banned. Even with metronome (yeah lol).

    data (open)

    Magikarp uses Bounce! (-4.65en)

    Timburr used Focus Energy! (-12en)

    Magikarp uses Bounce! (-4.65en)
    Damage: (8-1.5)*1.5= 9.75hp
    Hit: 33 (yes)
    Crit: 15 (no)
    Paralysis: 10 (no)
    -10hp due to breaking law 7
    -10hp due to breaking law 14

    Timburr used Mach Punch! (-3en)
    Damage: 4 + 3 + 3 + 3 = 13hp

    Magikarp used Bubble! (-2en)
    Damage: 4+3 = 7hp
    Crit: 8 (no)
    Effect: 7 (no)

    Timburr used Mach Punch + Drain Punch! (-23en)
    Damage: (2+8)+3+3+3 = 19hp
    +9.5hp

    Magikarp uses Bounce! (-4.65en)

    Magikarp uses Bounce! (-4.65en)
    Damage: (8-1.5)*1.5= 9.75hp
    Hit: 57 (yes)
    Crit: 10 (no)
    Paralysis: 10 (no)
    -10hp due to breaking law 7
    -10hp due to breaking law 14


    [​IMG]
    Hp: 35
    En: 14
    4/2/0/2/35
    Other: Cooldown for 1a

    [​IMG]
    Hp: 8
    En: 79
    1/2/2/1/69
    Other:​

    TIO's Turn!
  14. TIO

    TIO

    Joined:
    Jul 30, 2012
    Messages:
    742
    Chill ~ Mach Punch ~ Chill
  15. danmantincan

    danmantincan

    Joined:
    Apr 7, 2010
    Messages:
    2,806
    Bounce+Bounce (Combo)~Die~Die
  16. Frosty

    Frosty
    is a Community Contributor

    Joined:
    Mar 25, 2008
    Messages:
    731
    [​IMG]
    Hp: 35
    En: 14
    4/2/0/2/35
    Other: Cooldown for 1a

    [​IMG]
    Hp: 8
    En: 79
    1/2/2/1/69
    Other:​

    Law 1: Moves that can induce confusion are banned.
    Law 2: Moves that can induce flinch can't be used first in an action. (so if you move last you can use Bite, but not if you move first)
    Law 3: Moves that can lower accuracy are banned
    Law 4: Moves that can raise evasion are banned (Double Team is not included)
    Law 5: Double Team is banned
    Law 6: Moves that can induce attraction are banned
    Law 7: Moves that have 30% or more chance of inducing paralysis are banned - So Bounce is banned. go thunder go
    Law 8: Moves that can induce sleep are banned
    Law 9: Moves that have 30% chance of inducing burn are banned (aka Scald or Lava Plume)
    Law 10: Moves that are Not Very Effective are banned
    Law 11: Suspending the attack when using a Damaging Evasive move is banned
    Law 12: Evasive Moves (Agility (Evasive), Teleport (Evasive)) are banned
    Law 13: Protective Moves (Protect, Detect, Wide Guard and Quick Guard) are banned
    Law 14: Moves that, in the situation they are used (aka considering all accuracy modifiers), don't have 100% acc are banned - Bounce has less than 100%acc so go go thunder
    Law 15: Moves with enhanced critical rate are banned
    Law 16: Splash is banned
    Law 17: Blue Flare, Bolt Strike, Psystrike, Seed Flare, Sacred Fire, Dark Void, Aeroblast are banned. Even with metronome (yeah lol).
    Law 18: Chill can't be used in a combo (k, you got me. we have enough rules, so I will just put jibberjabber for the next couple laws).


    data (open)

    Magikarp: Bounce + Bounce: (8*2.25-1.5)*1.5= miss for whatever energy
    Hit(<7226 = yes): 8200 (that is a no)
    -10hp due to rule violation

    Timburr cools down


    [​IMG]
    Hp: 35
    En: 14
    4/2/0/2/35
    Other:

    [​IMG]
    Hp: KO
    En: KO
    1/2/2/1/69
    Other:​

    Danmantincan sends out pokemon with orders
  17. danmantincan

    danmantincan

    Joined:
    Apr 7, 2010
    Messages:
    2,806
    Flare Blitz~Flare Blitz~Flare Blitz
  18. TIO

    TIO

    Joined:
    Jul 30, 2012
    Messages:
    742
    Timburr has counter now, but not in this battle. >.<
    Drain Punch+Mach Punch
  19. Frosty

    Frosty
    is a Community Contributor

    Joined:
    Mar 25, 2008
    Messages:
    731
    [​IMG]
    Hp: 35
    En: 14
    4/2/0/2/35
    Other:

    [​IMG]
    Hp: 110
    En: 100
    6/3/4/3/56 (-10eva)
    Other:​

    Law 1: Moves that can induce confusion are banned.
    Law 2: Moves that can induce flinch can't be used first in an action. (so if you move last you can use Bite, but not if you move first)
    Law 3: Moves that can lower accuracy are banned
    Law 4: Moves that can raise evasion are banned (Double Team is not included)
    Law 5: Double Team is banned
    Law 6: Moves that can induce attraction are banned
    Law 7: Moves that have 30% or more chance of inducing paralysis are banned - So Bounce is banned. go thunder go
    Law 8: Moves that can induce sleep are banned
    Law 9: Moves that have 30% chance of inducing burn are banned (aka Scald or Lava Plume)
    Law 10: Moves that are Not Very Effective are banned
    Law 11: Suspending the attack when using a Damaging Evasive move is banned
    Law 12: Evasive Moves (Agility (Evasive), Teleport (Evasive)) are banned
    Law 13: Protective Moves (Protect, Detect, Wide Guard and Quick Guard) are banned
    Law 14: Moves that, in the situation they are used (aka considering all accuracy modifiers), don't have 100% acc are banned - Bounce has less than 100%acc so go go thunder
    Law 15: Moves with enhanced critical rate are banned
    Law 16: Splash is banned
    Law 17: Blue Flare, Bolt Strike, Psystrike, Seed Flare, Sacred Fire, Dark Void, Aeroblast are banned. Even with metronome (yeah lol).
    Law 18: Chill can't be used in a combo (k, you got me. we have enough rules, so I will just put jibberjabber for the next couple laws).
    Law 19: Explosion, SelfDestruct and the like are banned (the thunder occurs AFTER the attack, so this is hardly a problem hah).

    data (open)

    Timburr: Drain Punch+Mach Punch: 8+2+3+1.5 = you don't have enough energy for that.
    Base Energy Cost: 12+4-1 = 15 (you have 14, so not possible).

    Timburr fainted due to energy exhaustion!



    [​IMG]
    Hp: KO
    En: KO
    4/2/0/2/35
    Other:

    [​IMG]
    Hp: 110
    En: 100
    6/3/4/3/56 (-10eva)
    Other:​

    TIO sends out pokemon with orders
  20. TIO

    TIO

    Joined:
    Jul 30, 2012
    Messages:
    742
    Attacks that would cause a pokemon to en faint are still executed. Therefore, Emboar should have, assuming no crit, 110-(8+2+3+1.5)=95.5 rounded to 95 hp.
    Sending out Chuck the Fraxure.
    Aqua Tail ~ Dragon Claw ~ Aqua Tail
    If damaging Fighting-Type move, Counter.
    If Will-O-Wisp, Taunt.
  21. danmantincan

    danmantincan

    Joined:
    Apr 7, 2010
    Messages:
    2,806
    Arm Thrust~Arm Thrust~Arm Thrust
  22. Frosty

    Frosty
    is a Community Contributor

    Joined:
    Mar 25, 2008
    Messages:
    731
    That it's how it works for single moves, but not for Combo. For Combos, if you can't afford the cost of the moves used combined (without the 1.5 multiplier), you won't be able to perform the attack. If you can pay that, it will perform the attack even if it ends up with an EN KO. The Combined EN is 15 and you have 14, so you can't perform the combo.

    Also:

    <Frosty> question: Counter against multihit types reflects all the damage or just of the last attack?
    <turntechGodhead> and it's all your fault, dogfish.
    <turntechGodhead> All your fault.
    <Pwnemon> all of it iirc
    <Objection> you can't work out how much damage the last hit did
    <dogfish44> ^
    <Objection> in asb
    <Objection> so it has to be all of it

    [​IMG]
    Hp: 100
    En: 100
    5/3/1/2/67
    Other:

    [​IMG]
    Hp: 110
    En: 100
    6/3/4/3/56 (-10eva)
    Other:​

    Law 1: Moves that can induce confusion are banned.
    Law 2: Moves that can induce flinch can't be used first in an action. (so if you move last you can use Bite, but not if you move first)
    Law 3: Moves that can lower accuracy are banned
    Law 4: Moves that can raise evasion are banned (Double Team is not included)
    Law 5: Double Team is banned
    Law 6: Moves that can induce attraction are banned
    Law 7: Moves that have 30% or more chance of inducing paralysis are banned - So Bounce is banned. go thunder go
    Law 8: Moves that can induce sleep are banned
    Law 9: Moves that have 30% chance of inducing burn are banned (aka Scald or Lava Plume)
    Law 10: Moves that are Not Very Effective are banned
    Law 11: Suspending the attack when using a Damaging Evasive move is banned
    Law 12: Evasive Moves (Agility (Evasive), Teleport (Evasive)) are banned
    Law 13: Protective Moves (Protect, Detect, Wide Guard and Quick Guard) are banned
    Law 14: Moves that, in the situation they are used (aka considering all accuracy modifiers), don't have 100% acc are banned.
    Law 15: Moves with enhanced critical rate are banned
    Law 16: Splash is banned
    Law 17: Blue Flare, Bolt Strike, Psystrike, Seed Flare, Sacred Fire, Dark Void, Aeroblast are banned. Even with metronome (yeah lol).
    Law 18: Chill can't be used in a combo (k, you got me. we have enough rules, so I will just put jibberjabber for the next couple laws).
    Law 19: Explosion, SelfDestruct and the like are banned (the thunder occurs AFTER the attack, so this is hardly a problem hah).
    Law 20: The same move can't be used twice in a row

    data (open)

    Emboar: Arm Thrust: 3*2+3+4 = 13 damage for 3 energy
    Hits: 5 (3 hits)
    Crit: 2, 9, 3

    Fraxure: Counter: 13*1.5= 19.5 damage for 12.5 damage

    Emboar: Arm Thrust: 2*2+3+4 = 11 damage for 7 energy
    Hits: 2 (2 hits)
    Crit: 13, 11

    Fraxure: Counter: 11*1.5 = 16.5 damage for 15.5 damage

    Emboar: Arm Thrust: 2*2+3+4 = 11 damage for 11 energy
    Hits: 3 (2 hits)
    Crit: 14, 5 (no no)

    Fraxure: Counter: 11*1.5 = 16.5 damage for 19.5 damage



    [​IMG]
    Hp: 65
    En: 52
    5/3/1/2/67
    Other:

    [​IMG]
    Hp: 53
    En: 79
    6/3/4/3/56 (-10eva)
    Other:​

    Danmantincan's Turn!
  23. danmantincan

    danmantincan

    Joined:
    Apr 7, 2010
    Messages:
    2,806
    Hammer Arm~Arm Thrust~Hammer Arm
  24. TIO

    TIO

    Joined:
    Jul 30, 2012
    Messages:
    742
    Where is the rule on combo en kos in a data thread?

    Aqua Tail ~ Dragon Claw ~ Counter
  25. Frosty

    Frosty
    is a Community Contributor

    Joined:
    Mar 25, 2008
    Messages:
    731
    http://www.smogon.com/forums/showpost.php?p=4017691&postcount=43 I am not a fan of rules that aren't on the DAT, but I can't do much about it. Check the other matches if you want. That is the rule applied for combos.

    [​IMG]
    Hp: 65
    En: 52
    5/3/1/2/67
    Other:

    [​IMG]
    Hp: 53
    En: 79
    6/3/4/3/56 (-10eva)
    Other:​

    Law 1: Moves that can induce confusion are banned.
    Law 2: Moves that can induce flinch can't be used first in an action. (so if you move last you can use Bite, but not if you move first)
    Law 3: Moves that can lower accuracy are banned
    Law 4: Moves that can raise evasion are banned (Double Team is not included)
    Law 5: Double Team is banned
    Law 6: Moves that can induce attraction are banned
    Law 7: Moves that have 30% or more chance of inducing paralysis are banned - So Bounce is banned. go thunder go
    Law 8: Moves that can induce sleep are banned
    Law 9: Moves that have 30% chance of inducing burn are banned (aka Scald or Lava Plume)
    Law 10: Moves that are Not Very Effective are banned
    Law 11: Suspending the attack when using a Damaging Evasive move is banned
    Law 12: Evasive Moves (Agility (Evasive), Teleport (Evasive)) are banned
    Law 13: Protective Moves (Protect, Detect, Wide Guard and Quick Guard) are banned
    Law 14: Moves that, in the situation they are used (aka considering all accuracy modifiers), don't have 100% acc are banned.
    Law 15: Moves with enhanced critical rate are banned
    Law 16: Splash is banned
    Law 17: Blue Flare, Bolt Strike, Psystrike, Seed Flare, Sacred Fire, Dark Void, Aeroblast are banned. Even with metronome (yeah lol).
    Law 18: Chill can't be used in a combo (k, you got me. we have enough rules, so I will just put jibberjabber for the next couple laws).
    Law 19: Explosion, SelfDestruct and the like are banned (the thunder occurs AFTER the attack, so this is hardly a problem hah).
    Law 20: The same move can't be used twice in a row

    Also, Emboar fainted. TIO wins!

    data (open)

    Fraxure: Aqua Tail: (9 + 3)*1.5 = 18 damage for 7 energy
    Crit: 14

    Emboar: Hammer Arm: 10+3+4 = 17 damage for 6 energy
    -10hp due to law 14 violation
    Hit: 77 (yes)
    Crit: 12

    Fraxure: Dragon Claw: 8+3+3 = 14 damage for 5 energy
    Crit: 3

    Emboar: Arm Thrust: 2*2+3+4 = 11 damage for 3 energy
    Hits: 2 (2 hits)
    Crit: 15, 12 (no no)

    Emboar: Hammer Arm: 10+3+4 = 17 damage for 6 energy
    -10hp due to law 14 violation
    Hit: 33 (yes)
    Crit: 16 (no)

    Fraxure: Counter: 17*1.5 = 25.5 damage for 15.5 energy

    Emboar fainted!

    Danmantincan is out of useable pokemon


    [​IMG]
    Hp: 20
    En: 24
    5/3/1/2/67
    Other:

    [​IMG]
    Hp: KO
    En: KO
    6/3/4/3/56 (-10eva)
    Other:​

    Prizes:
    TIO: 4CC
    Fraxure: 1EC, 2MC, 1DC, 1KOC (Emboar)
    Jellicent: 3MC, 1KOC (Kirlia)
    Timburr: 1EC, 2MC, 1DC, 2KOC (Beldum and Magikarp)
    Scraggy: 1EC, 2MC, 1DC, 1KOC (Piloswine)
    Minccino: 1EC, 3MC, 1DC, 1KOC (Staravia)
    Solosis: 1EC, 2MC, 1DC

    Danmantincan: 5CC
    Emboar: 3MC, 1KOC (Timburr)
    Staravia: 1EC, 2MC, 1DC, 1KOC (Jellicent)
    Kirlia: 1EC, 2MC, 1DC
    Piloswine: 1EC, 2MC, 1DC, 1KOC (Mincinno)
    Magikarp: 1EC, 2MC, 1DC
    Beldum: 1EC, 2MC, 1DC, 1KOC (Scraggy)

    Frosty: 14+10/1 = 24 juicy UC.

    cya.
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