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Claiming from here.
My CC goes up from 0 to 2.
Riolu gets 1 EC (1/6), 1 AC (1/5), and 3 MC. It learns Detect. (Egg Move, -2 MC)
Copper gets 1 EC (1/9), 1 AC (1/5), 3 MC, 1 LEC and 1 KOC. The KOC and the LEC become 2 EC (3/9). It learns Protect. (TM, -2 MC)
Meganium learns Petal Blizzard and Petal Dance as Pre-26 Level-Up moves. In addition, I would like to buy the moves Earthquake, Bulldoze, Grass Knot, Dragon Tail (SM TM, 8 MC), Outrage, Magic Coat, (XY Tutor, 4 MC), Endure (GS TM, 2 MC), and Aromatherapy (SM Level-Up, 1 MC), leaving me with 0 MC.
Crustle learns Shell Smash as a Pre-26 Level-Up move. In addition, I would like to buy the moves Rock Wrecker, Flail (SM Level-Up, 2 MC), Knock Off (XY Tutor, 2 MC), Dig, Bulldoze, and Aerial Ace (XY TM, 6 MC), leaving me with 0 MC.
Battle Armor (Passive) This Pokemon's thick armor prevents it from taking critical hits.
Sniper (Passive) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Keen Eye (Passive) [Hidden] This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its vision also enables it to see through any attempts by an opponent to increase their own evasion.
Rivalry (Passive) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender.
Mold Breaker (Passive) 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, etc.) Attacks are still redirected by Lightningrod/Storm Drain, but damage is dealt normally. Status-immunity abilities such as Limber will remove their relevant status at the start of the victim's next action.
Unnerve (Passive) [Hidden] The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Plug the Electabuzz
+3 EC (8/9)
+9 MC (9)
+1 KOC (1)
KOC into EC (9/9)
Spending 3 MC to learn Thunderbolt, Discharge and Screech by Level-Up (6)
Spending 2 MC to learn Barrier and Cross Chop by Egg (2)
Spending 2 MC to learn Signal Beam by Tutor (0)
Plug is evolving!
Plug learns Electric Terrain and Ion Deluge by Pre-25 Level-Up
Electivire Male Plug
Types: Electric/None
"It is thought that Plug's constant anger is linked to having too much electricity. The problem is much less obvious now that he has evolved, but he is much more dangerous. Triggering his short fuse will result in things being destroyed. Plug is calmed by Lily's presence, and calls himself cautiously optimistic. This is debatable."
Egg
Barrier
Cross Chop
Feint
Fire Punch
Focus Punch
Hammer Arm
Ice Punch
Meditate
Tutor
Counter
Dual Chop
Fire Punch
Ice Punch
Iron Tail
Low Kick
Mud-Slap
Signal Beam
Thunder Punch
Cherry the Chinchou
+3 EC (3/6)
+3 LEC (3)
+3 AC (3/5)
+9 MC (9)
+3 KOC (3)
2 LEC into EC (5/6), 1 into AC (4/5)
Out of LEC
1 KOC into AC (5/5), 1 KOC into EC (6/6)
1 KOC into MC (10)
Out of KOC
Spending 4 MC to learn Ion Deluge, Hydro Pump, Signal Beam and Discharge by Level-Up (6)
Spending 2 MC to learn Shock Wave by Egg (4)
Spending 2 MC to learn Protect by TM (2)
Spending 2 MC to learn Bounce by Tutor (0)
Cherry is evolving!
Cherry learns Eerie Impulse by Pre-25 Level-Up
Lanturn Female Cherry
Types: Water/Electric
"Cherry sometimes tries to eat her lights. If she didn't have Volt Absorb it would be a painful sight. Cherry is always hungry, and oblivious to negatives at the worst of times. Despite being barely conscious at any given moment, Cherry always cheers everyone up."
Abilities:
Volt Absorb / Illuminate / Water Absorb (H)
Level Up
Bubble
Bubble Beam
Confuse Ray
Discharge
Eerie Impulse
Electro Ball
Flail
Hydro Pump
Ion Deluge
Signal Beam
Spark
Supersonic
Take Down
Thunder Wave
Water Gun
Dirk the Tyrunt
+3 EC (3/6)
+3 AC (3/5)
+1 KOC (1)
+12 MC (12)
KOC into EC (4/6)
Spending 2 MC to learn Horn Drill and Crunch by Level-Up (10)
Spending 10 MC to learn Draco Meteor, Zen Headbutt, Stealth Rock, Iron Head and Superpower by Tutor (0)
+1 Pidgey
Pidgey Male Austin Types: Normal/Flying
"Austin is a persistent and ambitious bird who believes he is destined for greatness. He is a leader among flocks of birds and despite seeming conceited at times, has the best outcome for everyone in mind. Austin is fearless, but when his plan fails he wallows in self-pity and loses all focus on the battle at hand."
Abilities:
Keen Eye / Tangled Feet / Big Pecks (H)
Spending 8 CC on a Gastly (6), Wooper (4), Archen (2), and Lotad (0).
Gastly Male Samael Types: Ghost/Poison
"Samael likes manipulating people. Samael likes getting inside people and licking their souls. Samael is calculating and deceptive. Samael likes puppies."
Level Up
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
TM/HM
Dark Pulse
Protect
Sludge Bomb
Taunt
Thunderbolt
Egg
Clear Smog
Disable
Grudge
Perish Song
Reflect
Tutor
Wooper Male Vladimir Types: Water/Ground
"Vladimir is extremely fickle and will not hold an opinion for longer than one day. His stances rarely last an hour. Despite having opinions as solid as wet paper, he insists on being contrary and disagreeing with everyone. Vladimir is uncooperative, forgetful, and mostly disliked. Despite this, he is a clearheaded planner under pressure and can remain calm in any situation. Stripes and Ryuka are his only friends."
Level Up
Water Gun
Tail Whip
Mud Sport
Mud Shot
Slam
Mud Bomb
Amnesia
TM/HM
Ice Beam
Protect
Sludge Wave
Scald
Surf
Egg
Acid Spray
Body Slam
Counter
Double Kick
Recover
Tutor
Archen Male Pop Types: Rock/Flying
"Pop has no motivation to do anything. He makes a conscious decision every morning to get out of bed. His permanently hunched back and bent over head convey his lack of interest in life as a whole. He does, however enjoy battling, but, like everything else, he has no motivation to get better at it."
Jay: 52 CC, 78.5 UC, +1 Vikavolt
CC: 58 > 110 > 59
UC: 509.5 > 588 > 586 > 461
- Claiming my G7T Vikavolt. Spending 2 UC to change its Hidden Power type to Ground.
- Buying a Rare Candy for 15 CC, Moon Stone for 8 CC, Muscle Band for 10 CC, Wise Glasses for 10 CC, Shed Shell for 8 CC
- Spending 74 UC on Fidgit's MC. Spending 17 UC on Syclant's MC. Spending 34 UC on Kitsunoh's MC.
Levitate (Passive) 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.
[Abilities]: Poison Point | Swarm | Speed Boost [Hidden]
Poison Point (Toggle) By default, this Pokemon's spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When toggled, this Pokemon's natural toxins are more potent. As a result, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison instead (with the same chance of effect). If Poison Point is toggled and Poison Touch is on its default effect, the Pokemon's contact attacks will inflict Toxic Poison.
Swarm (Passive) When this Pokemon's HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Speed Boost (Passive) 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).
[Abilities]: Water Veil | Heatproof | Light Metal [Hidden]
Water Veil (Passive) Pokemon with this ability always have their body coated in a layer of water which prevents burns.
Heatproof (Passive) This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.
Light Metal (Passive) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Light Metal assumes the maximum possible hits from a multi-hit move for the purposes of priority (e.g. Double Kick gets priority as it reaches 6 BAP, Bullet Seed does not get priority as it reaches 15 BAP).
Peck
Dragon Breath
Gust
Splash
Water Gun
Metal Claw
Scary Face
Bubble Beam
Metal Sound
Drill Peck
Flash Cannon
Slack Off
Brine
Icicle Crash
Hydro Pump
Iron Head
Self-Destruct
Compoundeyes (Passive) This Pokemon's complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer (Passive) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.
Technician (Passive) This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack that has its BAP increased by Technician is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
Intimidate (Trigger) 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 their Attack stage (and adjusting the natural stage) by one (1). If an opponent switches in a new Pokemon, Intimidate can be activated again as a Command, and will affect all opponents.
Command: Activate Intimidate - 5 En - Lowers all foes' Attack (and adjusting the natural stage) by one (1) stage. Only usable if a foe entered play this round.
Sand Rush (Passive) This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.
Scrappy (Passive) This Pokemon's Normal and Fighting attacks carry a special signature that can damage Ghosts.
Persistent (Passive) 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 (Passive) 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 and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker, it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its Defense and Special Defense each is increased by one (1) Rank permanently, and its BRT is increased by two (2) ranks.
Prankster (Passive) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks a +1 increase in priority level. Dark-types are immune to all non-damaging attacks (as well as all moves summoned by a non-damaging move) used by a Pokémon with this ability.
Cute Charm (Passive) This Pokemon's natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move.
Normalize (Toggle) By default, this Pokemon has mastered Normal-type attacks and can change any attack type to have a Normal energy signature. The Pokemon's Normal-type attacks will have four (4) more Base Attack Power. Its other attacks will change their typing to Normal, retain status-inducing and other properties, and not receive the Base Attack Power boost from this ability. When toggled, there is no effect.
Wonder Skin (Passive) The Pokemon's skin has an agent that heavily resists attempts to change its composition. It changes the accuracy of all non-damaging attacks to 50% before applying any other modifiers.
[Abilities]: Frisk | Limber | Cursed Body [Hidden]
Frisk (Passive) The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases or decreases in damage, BAP and STAB from the opponent's item. This will not block the increase in BAP moves like Acrobatics and Knock Off that incur when an item is or isn't held. Item-Based increase in ranks (Such as from Rare Candy) are not negated by Frisk. The Pokemon will not be affected by Fling or Natural Gift.
Limber (Passive) This Pokemon's body is well trained and immune to paralysis. If the Pokemon with this Ability is Electric-type, this Pokemon's Speed cannot be lowered by any method, including self-inflicted reductions.
Cursed Body (Passive) When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled for six (6) actions. Only one of the opponent's attacks can be disabled at a time due to Cursed Body. A Pokemon with an attack disabled by Cursed Body cannot have another one disabled by Disable, and vice versa.
Frosty -- Approved zarator -- Approved Granny Pie -- Approved Exclaimer -- Pluffle should have Aromatic Mist as an Egg move instead of Encore since it learns Encore at lvl 16 as well. Sleep Powder, not Sleep Power on Budew :P. Munchlax does not get Snatch for free, as it is learned at lvl 50 since ORAS and 52 before that. Let me know when these things are fixed, but until then Not Approved EDIT: Approved(Large Claim) Take Azelfie -- Please use totals and costs in your claim, both for posterity and making it easier to follow. Larvitar should have Thrash as well (Gen IV Lv 23), so fix that on implementation and Approved litten8 -- For starters, make sure to put a link to your profile in your claims or in your sig. Also, like the above, use totals. For the actual problem, you are spending 4 MC when you only have 3, so drop a move, let me know when that is fixed, but until then Not Approved Texas Cloverleaf -- Approved Complications -- Why you don't put newly purchased moves into the final profile in the claim is beyond me... or reflect the fact that you are spending the MC in the profiles I see. Approved P2X7 -- Approved Toon -- mfw that barely dented your UC. Approved(10th Claim) EndlessAge -- Same goes to you that I said to Complications. Also nice use of my profile generator :). Approved Vanillish Wafer -- Electivire should have 2 SpD. Gastly does not learn Reflect as an Egg Move. Let me know when these things are fixed, but until then Not Approved (Large Claim) PTPlatinum -- Approved
13 Claims (2 Large): 11*0.3 + 2*0.5 + 1 = 5.3 UC
Added to my previous claim to make 466.3 UC, and my claim is now Self Approved.
Charjabug:
EC: 4->5->9 (4UC) [Evolves and gets Thunderbolt Air Slash Guillotine upon evolution]
MC: 2->5->7 (KOC)->42 (35 UC)
AC: I will just explode it. Not gonna be around for gen VIII hopefully -_-
Getting it the following moves
LU (4MC)
Bug Buzz
Dig
Zap Cannon
Agility
TM (38MC)
Hidden Power Ice
Hyper Beam
Light Screen
Rain Dance
Roost
Solar Beam
Thunder
Double Team
Facade
Rest
Energy Ball
Sky Drop
Giga Impact
Thunder Wave
Poison Jab
Swagger
Flash Cannon
Wild Charge
Confide
Amnesia
Ancient Power
Bulldoze
Dig
Double-edge
Earth Power
Earthquake
Ember
Endure
Eruption
Fire Blast
Fissure
Flame Burst
Flame Charge
Flamethrower
Focus Energy
Growl
Heat Wave
Hidden Power (Fairy)
Iron Head
Lava Plume
Magnitude
Mud Bomb
Overheat
Protect
Rock Slide
Rock Smash
Rock Tomb
Sandstorm
Sleep Talk
Stockpile
Substitute
Sunny Day
Tackle
Take Down
Toxic
Yawn
After You
Amnesia
Ancient Power
Attract
Body Slam
Bulldoze
Captivate
Charm
Confide
Curse
Defense Curl
Dig
Double-edge
Double Team
Earth Power
Earthquake
Echoed Voice
Ember
Endure
Eruption
Explosion
Facade
Fire Blast
Fissure
Flame Burst
Flame Charge
Flamethrower
Flash Cannon
Focus Energy
Frustration
Giga Impact
Growl
Growth
Headbutt
Heat Wave
Hidden Power (Fairy)
Howl
Hyper Beam
Incinerate
Iron Head
Lava Plume
Magnitude
Mimic
Mud Bomb
Mud-slap
Natural Gift
Nature Power
Overheat
Protect
Rest
Return
Roar
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Rollout
Round
Sandstorm
Scary Face
Secret Power
Self-destruct
Sleep Talk
Snore
Solar Beam
Spit Up
Stealth Rock
Stockpile
Stomp
Stone Edge
Strength
Substitute
Sunny Day
Swagger
Swallow
Tackle
Take Down
Toxic
Will-O-Wisp
Yawn
UC remaining: 151-79 = 82
EDIT: Also claiming from here and here. Stockpiling 2 CC (173+2 = 175 CC) and 12 UC (82+12 = 94 UC)
Iron Fist (Passive) 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, Dynamic Punch, Fire Punch, Focus Punch, Hammer Arm, Ice Hammer, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunder Punch, Power-Up Punch)
Mold Breaker (Passive) 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, etc.) Attacks are still redirected by Lightningrod/Storm Drain, but damage is dealt normally. Status-immunity abilities such as Limber will remove their relevant status at the start of the victim's next action.
Scrappy (Passive) [Hidden] This Pokemon's Normal and Fighting attacks carry a special signature that can damage Ghosts.
[Moves] [X|X]
Tackle
Leer
Arm Thrust
Work Up
Karate Chop
Comet Punch
Slash
Circle Throw
Toxic
Brick Break
Aerial Ace
Torment
Rock Slide
Quash
Quick Guard
Foul Play
Storm Throw
Power Trip
Froakie [Male] [-----] Nature: Naive Type: Water
[Abilities]
Torrent (Passive) When this Pokemon's HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 11 to 13)
Protean (Toggle) [Hidden] By default, this Pokemon switches their type before striking with each damaging attack to match the attack they are about to use, and keep that type until another damaging move is used. The energy cost for the attack is calculated based on their type before using the move. When toggled, the Pokemon reverts back to their natural typing. Pokemon that also have Color Change ability may select whether to keep their current type or the damaging attack's type each action.
Keen Eye (Passive) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its vision also enables it to see through any attempts by an opponent to increase their own evasion.
Stall (Passive) This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after the user of Stall, that attack will fail. Against another user of Stall, the trainer who issues attacks first has precedence and the opponent's attack will fail.
Prankster (Passive) [Hidden] The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks a +1 increase in priority level. Dark-types are immune to all non-damaging attacks (as well as all moves summoned by a non-damaging move) used by a Pokémon with this ability.
Magic Bounce (Passive) [Mega] 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 user.
Rebound (Trigger) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition.
Command: Activate Rebound (target hazard layer) - 5 En - Removes a layer of hazards from the user's side of the field. Places a layer of the same type on the opponent's field. In battles with more than two teams, the user must target a team to Rebound to.
Storm Drain (Passive) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. If this ability was triggered by an opponent's attack, the natural stage is adjusted.
Flare Boost (Passive) [Hidden] This Pokemon's body can harness the heat from a burn into internal energy, fuelling its mental capabilities. When Burned, the Pokemon's special attacks have three (3) more Base Attack Power.
Insomnia (Passive) This Pokemon is immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker, it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its Attack and BRT are increased by one (1) Rank and its accuracy is raised by one (1) stage permanently.
Super Luck (Passive) This Pokemon's natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 50% of the time.
Prankster (Passive) [Hidden] The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks a +1 increase in priority level. Dark-types are immune to all non-damaging attacks (as well as all moves summoned by a non-damaging move) used by a Pokémon with this ability.
Guts (Passive) 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 three (3). Pokemon with Guts ignore the attack drop from burn.
Sand Veil (Passive) [Hidden] This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Hustle (Toggle) By default this Pokemon puts immense force and speed into its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal. When toggled, no effect.
Anticipation (Passive) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Self-Destruct, and Explosion by two (2).
Telepathy (Passive) [Hidden] 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.
Solar Beam
Psychic
Shadow Ball
Energy Ball
Will-o-wisp
Togepi [Male] [-----] Nature: Timid Type: Fairy
[Abilities]
Hustle (Toggle) By default this Pokemon puts immense force and speed into its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal. When toggled, no effect.
Serene Grace (Passive) This Pokemon has a blessing which doubles the success chance of its attack's secondary effects. (eg paralysis from Thunderbolt)
Super Luck (Passive) [Hidden] This Pokemon's natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 50% of the time.
Mirror Move
Future Sight
Nasty Plot
Extrasensory
Morning Sun
Poliwag [Male] [-----] Nature: Brave Type: Water
[Abilities]
Water Absorb (Passive) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done.
Damp (Passive) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent's ability to use Self-Destruct or Explosion.
Swift Swim (Passive) [Hidden] The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
[Moves] [X|X]
Water Sport
Water Gun
Hypnosis
Bubble
Double Slap
Rain Dance
Body Slam
Bubble Beam
Ice Beam
Protect
Psychic
Surf
Waterfall
Haze
Mud Shot
Endeavor
Encore
Endure
Abra [Male] [-----] Nature: Timid Type: Psychic
[Abilities]
Synchronize (Passive) Pokemon with this ability mentally link their condition to an opposing Pokemon and when inflicted by the major status ailments Burn, Poison, or Paralysis, will share their status condition with the opponent. Pokemon will not be inflicted by status conditions to which they are immune by virtue of typing, ability, etc.
Inner Focus (Passive) 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 (Passive) [Hidden] This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, Burn, and Partial Trapping moves. It can still attack itself in confusion, and will still take damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is negated.
Psychic
Shadow Ball
Energy Ball
Charge Beam
Dazzling Gleam
Encore
Barrier
Knock off
Skill Swap
Psycho Shift
Zorua [Male] [-----] Nature: Naughty Type: Dark
[Abilities]
Illusion (Passive) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Pusher is named aptly; he is very very pushy and will not stop until he gets what he wants. This usually involves food... Elizabeth is often forced to go shopping every week for Pusher's food alone, since he scarfs down the food he's given very very quickly. Elizabeth later gave Pusher to her good friend Toon.
♪♪♪
Altaria [] Pusher
Nature: Serious (No effect on stats)
Type:
Flarelm unlocks its Hidden Ability, Chlorophyll, and then uses 12 MC and 2 KOC to learn Dragonbreath (Egg), Grassy Terrain (Egg), Inferno (Egg), Sunny Day (SM TM), Solar Beam (SM TM), Flame Charge (SM TM), and Will-O-Wisp (SM TM).
Numel delays evolution, unlocks its Hidden Ability, Own Tempo, and uses 8 MC and 2 KOC to learn Earthquake (Post-26 Level-Up), Flamethrower (Post-26 Level-Up), Iron Head (Egg), Sandstorm (SM TM), Flame Charge (SM TM), and Mimic (Past-Gen Tutor).
Regarding Gen VI Pokémon that have less than five confirmed Egg Moves
Regarding multiple claims:
Regarding refunds for B2W2 stuff: You may only claim a refund for a Pokemon if that Pokemon had a move as an egg move prior to B2W2 that became a level-up move in B2W2. That Pokemon will gain 2 MC if the move is now learned after level 25, and 3 MC if the move is learned at or before level 25.
When you claim a prize that involves a pokemon evolving, please re-post the entire pokemon (in Hide Tags) to make sure that you adjust abilities, stats, moves and types correctly. Thanks!
NYPC Data has been added for Event Moves your Pokemon can earn.
Referees: Post your reffing links in the Referee Training Grounds.
Battlers:
Whenever one of your battles completes, post a link up to it and claim your prizes in items and Pokemon here. They will be approved and you can add them. Make sure to include your Pokemon's Status in the post. The same rules for new Pokemon apply from the Registration Thread: All Moves up to Level 25 from Every Generation, 5 Egg Moves from any generation, and 5 BW TMs. Evolutions and Item Purchases do not need approval, however they must be posted here.
For each of your battles, all your Pokemon complete battles as they are intially entered. However you will obtain rewards from each battle, so when your second battle completes you can claim an additional Evolution, Move, and Dream Counter as well as Trainer Counters. Should you finish three concurrent battles with the same Pokemon in them and post them all up at once, you can claim an Evolution because your Pokemon gained Three Evolution Counters over the course of those three battles (assuming your Pokemon has Three Stages. You will need to apply a KO Counter to evolve if the Pokemon only has Two Stages.)
Here's an example (Totally not a fictitious claim ripped from my own claims):
Note: When you claim a prize, please mention what the species of the pokemon you are claiming a prize for is. It is terribly annoying to us approvers to read "Nick is getting Ice Beam with his MC," but not let us approvers know which pokemon is "Nick," as we do not know the nicknames of each of your pokemon. Please change all of our future posts to "Articuno (Nick) is getting Ice Beam with his MC." Thanks, Kaxtar!
Display Rules (taken from Battle Tower):
Moves:
Each of your starting Pokemon begins with every level-up move they learn from every generation up to Level 25. Veekun is the best repository for this information, just search for the Pokemon. For CAP specific information, go here. Then select three of their Egg Moves and three Fifth Generation TMs to round out their starting attack list. Mark your starting Pokemon and moves with an asterisk (*). Legendary Pokemon cannot be captured in the ASB.
Event Pokemon New Move Database:
Event Moves cost 3 MC.
Psyduck: Mud Sport
Pichu: Follow Me
Igglybuff: Tickle
Corsola: Mud Sport
Taillow: Featherdance
Surskit: Mud Sport
Whismur: Teeter Dance
Skitty: Rollout
Plusle: Water Sport
Minun: Mud Sport
Spoink: Uproar
Spinda: Sing
Cacnea: Encore
Corphish: Water Sport
Wynaut: Tickle
Pokemon without Egg Moves and Move Selection: If your starting Pokemon has no Egg Moves to select from, you may select any 5 attacks from Move Tutors and Special Giveaways from any generation. If this Pokemon also does not have any Move Tutors or Special giveaways, you may select any 5 TM moves from any generation.
Pokemon without TMs and Move Selection: If your starting Pokemon does not have any TMs to choose from (e.g. cannot, not refuses to. [Magikarp, Beldum, Wynaut, etc.]), it can instead select up to 5 attacks from Move Tutors and Special Giveaways from any generation.
Pokemon without TMs or Egg Moves:
The Pokemon receives 3 MC for each Egg Move and 2MC for each TM it cannot access upon startup, nor replace with a Tutor Move. They may fill out their movepool with tutor moves, and will then have an MC amount leftover to be used.
Specifically this effects:
Caterpie: Learns Two Unique Tutors: 9MC + 10MC = 19 MC Weedle: Learns One Unique Tutor: 12MC + 10MC = 22 MC Wurmple: Learns Two Unique Tutors: 9MC + 10MC = 19 MC Kricketot: Learns Five Unique Tutors: 0MC + 10MC = 12 MC Burmy: Learns Three Unique Tutors: 6MC + 10MC = 16 MC Combee: Learns Eight Unique Tutors: 0MC + 6MC = 6 MC Scatterbug: Learns Two Unique Egg Moves: 9MC + 10 MC = 19 MC Magikarp: Learns Five Unique Tutor/Event Moves: 0MC + 10 MC = 10 MC Tynamo: Learns One Unique Tutor: 12MC + 10MC = 22 MC. Beldum: Learns Five Unique Tutor/Event Moves: 0MC + 10 MC = 10 MC
Ditto, Unown, Wynaut, and Pokemon that never get access to TMs or Egg Moves at any point of their stage are not covered by this policy.
Prize Approval Team:
Compensation:
Approvers receive 0.3 UC for each post checked in the thread. Sufficiently large posts, such as conversions from an older generation of ASB or the purchase of multiple new Pokemon grant the approver 0.5 UC. Approvers are allowed to approve their own claims, so long as any unapproved post is approved at the same time. Such self-approval does not grant the approver UC.
For every ten claims that an approver approves in the same post, the approver may claim 1 extra UC as compensation for taking their time out to approve such a large number of claims at once.
If a claim is so poorly done that the approver has to make a claim for a user, contact a head approver if you feel you deserve more than 0.5 UC for that claim.
Nature Changes:
Any Pokemon may change its nature at the cost of 4 CC. You must post the Pokemon in question in its entirety to be approved.
Hidden Power Type Changes:
Any Pokemon may change the type of its Hidden Power for 2 MC.
Head Approvers
deadfox081
Active Approvers
Birkal
deadfox081
Dogfish44
jayelt413
Mowtom
Ooraloo
Ragnarokalex
Moves:
After You
Agility
Body Slam
Brick Break
Charge
Charge Beam
Confuse Ray
Cotton Spore
Counter
Discharge
Electro Ball
Focus Blast
Hidden Power (Ice)
Hyper Beam
Growl
Iron Tail
Light Screen
Power Gem
Protect
Reflect
Rest
Signal Beam
Sleep Talk
Substitute
Tackle
Take Down
Thunder
Thunder Shock
Thunder Wave
Thunderbolt
Toxic
---
31 Moves
Claiming the Fairy Badge, a Pixie Dust, and a Max Ether.
Buying a Drilbur (2CC), a Froakie (2CC), a Heracross (4CC), a Kangaskhan (4CC), a Nidoran-F (2CC), a Pancham (2CC), a Rufflet (2CC), a Smoochum (2CC), a Torchic (2CC), and a Venonat (2CC) for a total of 24CC. Also claiming Vikavolt from Gen VII tournament (link).
Long time since I was last here.... Starting off with a self-reffed training battle. I got myself 1 CC and 3 UC. [CC: 69+1 = 70] [UC: 29+3 = 32]
Yuuto Kiba the Gallade earns 4 MC, to be spent learning Wish (Ralts' event move), Hypnosis, and Imprison (2 level-up moves by Kirlia).
Next is a longish Soup battle which is a part of a string of slumps... I got myself 3 CC there. [CC: 70+3 = 73]
Erza the Stratagem earns 4 MC, including 1 from KOC. She spends all 4 to learn Earthquake and Embargo (2 TM moves).
Natsu the Haxorus is maxxed at 71 moves, so I get 4 CC. [CC: 73+4 = 77]
Akeno Himejima the Ampharos gets 2 MC and 1 AC that unlocks Hidden Ability Plus, the MC to be spent learning Outrage (past-gen Tutor). I am also spending 4 CC as a fine to actually fix her Nature as Brave as it is currently erroneous in Mega forme. [AC: 4+1 = 5][CC: 77-4 = 73]
Gajeel the Honchkrow gets 3 MC, plus 1 already stockpiled, to learn Nightmare (Murkrow's past-gen Tutor) and Natural Gift (past-gen TM). [MC: 1+3-4 = 0]
Finally there's a 2apr Doubles that ended in a draw. I get 2 CC! [CC: 73+2 = 75]
Elfman the Camerupt gets 4 MC, including 1 from KOC, to be spent learning Natural Gift (past-gen TM) and Scary Face (Egg move).
Gogmagog's Right the Cradily is already fully maxxed at 76 moves with 2 KOC, so that totals 7 more CC for me. [CC: 75+7 = 82]
Leatherback the Carracosta gets 3 MC, plus 1 UC thrown in to be spent learning Rock Tomb (TM) and Stealth Rock (past-gen Tutor). [UC: 32-1 = 31]
Summary: CC: 82 UC: 31
Yuuto Kiba, "Holy Demonic Swordsman" - Gallade (M)
A Ralts whose friends have been swept away by an unnatural rainstorm, Yuuto is the only survivor - saved by Rias. Captured by Tanner, he is originally unwilling to be forced into Rias' peerage, but Erza, Zheng's Stratagem, is the first to give him a channel for his purpose - the art of sword-fighting and the ways to become stronger. He follows after Erza as a pupil after a mentor, learning how to fight with both mind and blade, while staying beside Rias for another shot at a new life. Still, he cannot forget his past - how a Tornadus and a Thundurus had destroyed his friends and home.
He is pretty much the male counterpart to Akeno, a gentlemanly Knight who only draws his blades when provoked. Issei's arrival finally meant he has another male to spar and talk with, and despite their differences, they befriended each other with a common oath to always protect the females in Rias' peerage.
Nature: Impish (+Def, -SpAtk) - sparklingly charming and polite, but devoted inside
Type: Psychic type: Psychic STAB; Yuuto's determination means he can lift and throw opponents with Psychic regardless of Special Attack Rank. Fighting type: Fighting STAB: Yuuto's techniques allow him to ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Abilities:
Ability 1: Steadfast
Type: Passive
If Yuuto is out-flinched, he puts on a burst of extra Speed by one (1) stage, maintained at the end of each round.
Ability 2: Justified (Unlocked)
Type: Trigger
Yuuto's holy demonic swords react to dark energy, invigorating their honed edges. When hit by a Dark-type move, Yuuto's attack will increase by one (1) stage, maintained at the end of each round.
Ability 3: Inner Focus (Mega-Evo only)
Type: Passive
When an opponent attempts to flinch Yuuto, he would parry the flinching effects and continue his attacks. If Steadfast is also present, it activates.
Attacks:
Aerial Ace
Ally Switch
Attract
Body Slam
Brick Break
Bulk Up
Bulldoze
Calm Mind
Close Combat
Confusion
Cut
Destiny Bond
Disable
Double Team
Drain Punch
Dual Chop
Earthquake
Encore
Endure
Facade
Feint
Fire Punch
Focus Punch
Frustration
Fury Cutter
Grass Knot
Growl
Heal Pulse
Helping Hand
Hypnosis
Ice Punch
Imprison
Knock Off
Leaf Blade
Leer
Low Kick
Low Sweep
Lucky Chant
Magic Coat
Magical Leaf
Mean Look
Mimic
Night Slash
Pain Split
Poison Jab
Power-up Punch
Protect
Psycho Cut
Psyshock
Quick Guard
Reflect
Retaliate
Rock Slide
Rock Smash
Rock Tomb
Return
Safeguard
Shadow Sneak
Skill Swap
Slash
Snatch
Stone Edge
Stored Power
Substitute
Taunt
Telekinesis
Teleport
Thunder Punch
Thunder Wave
Torment
Toxic
Trick
Trick Room
Wide Guard
Will-o-Wisp
Wish
Wonder Room
Work Up
X-Scissor
Zen Headbutt
Stratagem - Erza (U)
A swordsman wields the blade with graceful precision, just as Erza uses her attacks with dangerous beauty. She walked in on one of Gray and Natsu’s brawls, and the resulting free-for-all wore on for half a day before Zheng can subdue her with a Pokeball. Unknowingly for her, that fight left a lasting impression on the two – they’re cautious almost to the point of fearful whenever in her company since then. Wendy and Charla looks up to her as a role model, though, and it was Erza who took care of them, even though she was newer to the family.
Chargestone Cave is the hallowed ground for all of Erza's ancestry, yet she decides that she will withhold her instincts to evolve for the sake of her family. Small but close-knit, everyone looks up to Erza as the big sister, even though her quirks with boys sometimes astonished the girls and make the shy ones (like Juvia and Wendy) blush. After a series of long, drawn out clashes with Mirajane, both of them seemed to have settled to a cordial relationship, mutually agreeing to avoid mentioning the past conflicts, opting instead to look after the girls together and knock the boys down a peg or two when they get too loud.
It wasn't until the strawberry cake event that Erza finally found the courage to overcome her fear. The truth was, she was scared of shouldering her responsibility being a full-grown Stratagem, relying more and more on the rest of the family despite the lads' deferment to her leadership and skills. Resolving to do whatever it takes to protect herself and those around her, she secretly learn how to manipulate the nature from Mirajane, and the two became very fast friends. Although, Mirajane seems to have picked up some of Erza's racy quirks as well...
Nature: Modest (+1 SpA, -1 Atk)
Type: Rock type: Rock STAB; Adds an additional level of Priority (+0 to +1, +3 to +4 etc.) on naturally occurring level-up, egg, tutor, or TM attacks that increase only defense, special defense, or prevent damage (Full list: Acid Armor, Amnesia, Barrier, Defense Curl, Detect, Fast Guard, Harden, Iron Defense, Light Screen, Protect, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by 2 BAP during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.
Abilities: Ability 1: Levitate
Type: Passive
This Pokemon naturally floats above the earth when released or easily takes flight, evading the all seismic moves. Earth Power will have 3 less BAP. Dig and Dive can still strike a Levitating Pokemon, but only if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Other Ground moves can still hit.
Ability 2: Technician
Type: Passive
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. 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).
Ability 3: Mold Breaker (Unlocked)
Type: Passive
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.)
Attacks:
Accelerock
Acrobatics
Acupressure
Aerial Ace
Ancient Power
Calm Mind
Cut
Dazzling Gleam
Defense Curl
Disable
Double Team
Double-Edge
Earth Power
Earthquake
Echoed Voice
Electro Ball
Embargo
Endure
Energy Ball
Fire Blast
Flamethrower
Flash Cannon
Giga Drain
Head Smash
Heat Wave
Hidden Power Flying
Hone Claws
Hyper Beam
Magnet Rise
Magnetic Flux
Metal Sound
Mud Shot
Mud-Slap
Ominous Wind
Paleo Wave
Power Gem
Protect
Rain Dance
Rest
Rock Blast
Rock Polish
Rock Slide
Rollout
Round
Sandstorm
Shadow Ball
Sleep Talk
Smack Down
Snore
Stealth Rock
Stone Edge
Substitute
Sunny Day
Swagger
Swift
Tackle
Toxic
Trick
Vacuum Wave
Volt Switch
Weather Ball
Akeno Himejima, "Priestess of Thunder" - Ampharos (F)
Born just after her parents died in a roadkill - which occurred by accident as Elie's herd wandered out of the ranch - Akeno lacks the care afforded by other Mareep from their Flaaffy parents. Elie, the ranch keeper, tries her best to help out, but eventually decided that being in the ranch will only further compound Akeno's sorrow, so she gave her to Julianna, who in turn gave her to Tanner. Akeno often feels like an attention-deficit lamb, resorting to various actions in order to get everyone to notice her. It doesn't help that she somehow has a kind of strange electrochemical pheromone that subtly attracts males of all species, so caring for her is a bit of a chore to Tanner. Only Zheng could see her as how she really feels.
With Zheng entering retreat too soon for her liking, Akeno found ways to build relationships with others, often hiding her distaste with a polite smile and a potent shock. That is, until she met Issei - not "just another pervert", but a surprisingly honest one...
So it came to a surprise when she finds herself attracted to him. Even though she stands by Rias' side as her Queen, the two are bosom friends more than anything - even their jealous rivalry due to Issei had done nothing to diminish the mutual respect and kinship they had for each other.
Type: Electric type: Electric STAB; Akeno's body is supple and soft, immune to any forms of physical paralysis (such as Glare, Stun Spore, Thunder Wave, etc.)
Type (Mega-Evo): Electric type: Electric STAB; Akeno's body is supple and soft, immune to any forms of physical paralysis (such as Glare, Stun Spore, Thunder Wave, etc.)
Dragon type: Dragon STAB; -1 BAP on incoming neutral attacks Dragon itself would resist (e.g. -1 BAP on Aqua Jet against Garchomp.) Unable to have Thrash or Outrage disrupted by oncoming damage.
Abilities:
Ability 1: Static
Type: Passive
Akeno's shamelessly seductive body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on her (maybe more so if the attacker is male).
Ability 2: Plus (Unlocked)
Type: Passive
Akeno possesses a positive electrical charge. When an ally Pokemon with Plus or Minus is on the field or if she obtains Minus, her special attacks will have their Base Attack Power increased by two (2). If she happens to posses both Plus and Minus, the boosts stack to a maximum Base Attack Power increase of four (4).
Ability 3: Mold Breaker (Mega-Evo only)
Type: Passive
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, etc.) Attacks are still redirected by Lightningrod/Storm Drain, but damage is dealt normally. Status-immunity abilities such as Limber will remove their relevant status at the start of the victim's next action.
Attacks:
Agility
After You
Brick Break
Bulldoze
Charge
Charge Beam
Confuse Ray
Cotton Guard
Cotton Spore
Counter
Discharge
Dragon Pulse
Eerie Impulse
Electro Ball
Electroweb
Endure
Facade
Fire Punch
Focus Punch
Frustration
Growl
Heal Bell
Hyper Beam
Ion Deluge
Iron Tail
Light Screen
Magnetic Flux
Odor Sleuth
Outrage
Power Gem
Power-up Punch
Protect
Rain Dance
Reflect
Rest
Return
Safeguard
Sand Attack
Signal Beam
Sleep Talk
Snore
Substitute
Swift
Tackle
Take Down
Thunder
Thunder Punch
Thunder Shock
Thunder Wave
Thunderbolt
Toxic
Volt Switch
Wild Charge
Zap Cannon
Honchkrow – Gajeel (M)
Gajeel is rather different, compared to the rest of the lot - probably his dark instincts gave him a bit of a "lone wolf" attitude. Efficient in his ways, smart in his pose, Gajeel would have a hard time fitting in - except that the girls are incredibly forgiving, and while the guys wouldn't hesitate bringing on a throwdown (save for Elfman, who repaid his indifference with barely a shrug), they never keep past grudges. Its what drove Gajeel to approach Zheng after many days of stalking them - eating, living, fighting with the affectionate way only siblings might have had. He is no slouch either - holding his own even against Erza is no small feat in the family.
Having treasure-hunted a Dusk Stone, Gajeel spent some days learning how to learn the arts native to his species, guarded by Pantherlily in the progress. The transformation itself is painful, but having endured it, something seems... both more and less in him now. When Zheng found out about his sudden bursts of suppressed emotions, it can only be attributed to Gajeel's efforts. Seeing it as only the results of his evolution, Zheng did nothing else but allow him to discover this new path, mostly on his own. What Zheng didn't know though, was that the lads have secretly form an agreement - to take turns watch over Gajeel whenever he had one of his bursts.
Nature: Mild (+1 SpA, -1 Def)
Type: Dark type: Dark STAB; ignores Attract and Confusion status entirely when using Dark-type damaging and non-damaging attacks.
Flying type: Flying STAB; immunity to Ground attacks and the Arena Trap Ability 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). Unaffected by Spikes or Toxic Spikes. when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly or Sky Drop with single target moves that hit Pokemon on the field regardless of position.
Abilities:
Ability 1: Insomnia
Type: Passive
This Pokemon is immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker, it will wake up the next action.
Ability 2: Super Luck
Type: Passive
This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.
Ability 3: Moxie (DW Unlocked)
Type: Passive
This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Attacks:
Aerial Ace
Air Cutter
Assurance
Astonish
Attract
Brave Bird
Calm Mind
Captivate
Confide
Confuse Ray
Curse
Dark Pulse
Defog
Detect
Double-Edge
Double Team
Dream Eater
Drill Peck
Embargo
Endure
Facade
Feather Dance
Feint Attack
Flatter
Fly
Foul Play
Frustration
Giga Impact
Haze
Heat Wave
Hidden Power Steel
Hyper Beam
Icy Wind
Incinerate
Mean Look
Mimic
Mirror Move
Mud-Slap
Nasty Plot
Natural Gift
Night Shade
Night Slash
Nightmare
Ominous Wind
Payback
Peck
Perish Song
Pluck
Protect
Psychic
Psycho Shift
Pursuit
Quash
Quick Attack
Retaliate
Roost
Secret Power
Shadow Ball
Sky Attack
Sleep Talk
Snarl
Snatch
Spite
Steel Wing
Substitute
Sucker Punch
Superpower
Swagger
Swift
Tailwind
Taunt
Thief
Thunder Wave
Torment
Toxic
Twister
Whirlwind
Wing Attack
Camerupt - 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.
Having a family to be with changes Elfman - he is becoming more and more a stolid guardian than a laid-back jock. Steadfast to the point of tactless, he will not give way if he feels that his family is threatened. He is especially protective of Mirajane, and will often go out of his way to help her in any way perceived possible.
Being able to mega-evolve is something Elfman cherish. For one thing, he actually can take life at a slower pace because of that. For another, he punched harder, meaning he can force his opponents to dance for him, per se, but eventually they'll have to duke it out like "real mons" if they want to win.
Type: Fire type: Fire STAB; immune to burn status.
Brighten Command said:
For the next six (6) actions, all this Pokemon's attacks with have their accuracy increased by one stage. Type Exclusive commands can only be used by Pokemon that are naturally that type, and are still available if the Pokemon changes type.
Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
Ground type: Ground STAB; immune to Sandstorm. Ignores Arena restrictions on Dig and Seismic Attacks for Arenas in which any land mass exists, Evasive Digging reduced from 6 per action Energy Cost to 5 per action.
Abilities:
Ability 1: Magma Armour
Type: Passive
Elfman has a strong, heated armor that makes it incapable of being frozen. His armor also reduces the Base Attack Power of all incoming attacks by one (1).
Ability 2: Solid Rock
Type: Passive
Elfman’s solid body and durable constitution causes the Base Attack Power of incoming super-effective attacks to be reduced by two (2).
Ability 3: Anger Point (DW Unlocked)
Type: Passive
When struck with a critical hit, Elfman becomes enraged and its Attack rises to maximum (Stage 6). However, his Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches the Pokemon's natural Attack stage. Critical hits from self-targeting moves do not activate Anger Point.
Ability 4: Sheer Force (Mega-Evo)
At default, Elfman energizes all his 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). That way, the Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect. When toggled, no effect.
Attacks:
After You
Amnesia
Ancient Power
Attract
Body Slam
Bulldoze
Captivate
Confide
Curse
Defense Curl
Dig
Double Team
Double-Edge
Earth Power
Earthquake
Echoed Voice
Ember
Endure
Eruption
Facade
Fire Blast
Fissure
Flame Burst
Flame Charge
Flamethrower
Flash Cannon
Focus Energy
Frustration
Giga Impact
Growl
Heat Wave
Hidden Power Grass
Hyper Beam
Incinerate
Iron Head
Lava Plume
Magnitude
Mimic
Mud Bomb
Mud-Slap
Natural Gift
Overheat
Protect
Rest
Return
Roar
Rock Polish
Rock Slide
Rock Tomb
Rollout
Sandstorm
Scary Face
Sleep Talk
Solar Beam
Stealth Rock
Stone Edge
Strength
Substitute
Sunny Day
Swagger
Swallow
Tackle
Take Down
Toxic
Will-O-Wisp
Yawn
Leatherback - Carracosta(M)
Threat Category IV. When traveling on land, Leatherback uses its fore-knuckles to drag its body. Its hard, ridged carapace allows it to withstand great amounts of damage without falter. Leatherback excels at unexpectedly swift movements under the rain and in water, where its size lends to the deception of its true speed and maneuverability.
Nature: Quiet (+1 Special Attack, -15% Speed, -10% Evasion)
Type: Water type: Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.
Rock type: Rock STAB; Adds an additional level of Priority (+0 to +1, +3 to +4 etc.) on naturally occurring level-up, egg, tutor, or TM attacks that increase only defense, special defense, or prevent damage (Full list: Acid Armor, Amnesia, Barrier, Defense Curl, Detect, Quick Guard, Harden, Iron Defense, Light Screen, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.
Abilities:
Ability 1: Solid Rock
Type: Passive
Leatherback's carapace is extremely solid and durable, reducing the Base Attack Power of incoming super-effective attacks by two (2).
Ability 2: Sturdy
Type: Passive
Furthermore, Leatherback's body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Ability 3: Swift Swim (Unlocked)
Leatherback can move deceptively fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Attacks:
Ancient Power
Aqua Jet
Aqua Tail
Attract
Bide
Bite
Blizzard
Block
Body Slam
Brine
Bulldoze
Confide
Crunch
Curse
Dig
Dive
Earth Power
Earthquake
Flail
Focus Blast
Hidden Power Fire
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Iron Defense
Iron Head
Iron Tail
Knock Off
Low Kick
Protect
Rain Dance
Rest
Rock Polish
Rock Slide
Rock Smash
Rock Throw
Rock Tomb
Rollout
Round
Sandstorm
Scald
Slam
Sleep Talk
Smack Down
Stealth Rock
Stone Edge
Superpower
Surf
Toxic
Water Gun
Waterfall
Whirlpool
Wide Guard
Withdraw
Zen Headbutt
Cupra gained 1ec, 3mc, 1ac, 1lec (which becomes 1 ec), and 1 koc (which becomes 1 ac)
EC 3 > 5
MC 3 > 6
AC 1 > 3
I'd like to evolve Cupra.
Argalis [Female] [Argent]
GP first met Copper when his mom was stomping around and screaming about a "GIANT MONSTER COCKROACH". GP saved Copper from the blind fury of his mom's stomping slippers, and they've been friends ever since. Copper's mild nature really evens out GP's jolliness and energy, and she remains to this day the voice on his head saying "Y'know, this probably isn't a great idea." Even though Copper is a huge support, and the voice of reason for many of her friends, she is fairly self-concious, with a deep-seated disgust for her own appearance, probably coming from the whole "monster cockroach" incident. She hides it well, but has often disguised herself as other, prettier Pokemon, and has always wanted to evolve, hoping that she might blossom into a Pokemon worthy of other's admiration.
Types: Bug/Psychic Abilities:
Shed Skin (Passive) 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.
Compoundeyes (Passive) This Pokemon's complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Illusion (H) (Passive) (Locked) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.] Nature: Mild (+1 Special Attack, -1 Defense) Stats: HP: 90 Atk: 3 Def: 3 [2] SpA: 3 [4] SpD: 2 Spe: 54 Size Class: 3
# Weight Class: # 7 Base Rank Total: 13 EC: 5/9 MC: 6 AC: 3/5 Attacks:
Tackle
String Shot
Bug Bite
Sunny Day
Heal Pulse
Confusion