Prize Claiming Thread MkII (MAQ March #10223)

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LouisCyphre

heralds disaster.
is a Forum Moderatoris a Community Contributor
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Canis Majoris, SubwayJ, danmantincan, maserato, Houndoomsday, yoshinite, maserato (again), AOPSUser, Matezoide, Birkal, RagnarokAlex, Frosty approved.

waterwarrior: Aizen the Zorua has a Dream Counter even though she doesn't have a Hidden Ability. Deadshot the Horsea's nature claims to be -SpA, but Naive lowers SpD. Kon the Voodoll doesn't have counters. Everything else of yours checks out, so correct these and you're approved as well.

19.5
 

LouisCyphre

heralds disaster.
is a Forum Moderatoris a Community Contributor
Moderator
Seperate post in case more people post: Duskdale the Colossoil hasn't seen updating since his movepool was revised. I'm going to spend some UC on him and get him updated while I'm at it.

First, he learns Drill Run as a new pre-25 move.

Next, 19 UC. I'll teach him:

2 Earthquake
3 Sleep Talk
3 Dive
3 Endure
2 Snatch
2 U-turn
2 Rest
2 Substitute

Self-Approved
 
Quick training incoming! Right from here^^

Stockpiling the 1 CC

Waukeen (Argalis F)

Waukeen gets 5 EC (1 EC + 4 UC), thus evolving into Aurumoth.
Waukeen gets 4 DC (1 DC + 3 UC), thus unlocking Illusion.

As for the moves, she learns:

Pre 25 moves: Dragon Dance, Quiver Dance, Silver Wind

Level up moves: Ominous Wind, Ancientpower, Wish, Healing Wish, Tail Glow, Zen Headbutt (Pre-evo) - 3 MC + 3 UC

Egg: Close Combat, Feint, Hydro Pump, Megahorn, Wing Attack - 15 UC

Gen V tutor: Electroweb, Helping Hand, Icy Wind, Magic Coat, Recycle, Roleplay, Skill Swap, Trick, Wonder Room - 18 UC

Gen V TMs/HMs: Toxic, Hail, Hidden Power (Ground, 7 BP), Ice Beam, Blizzard, Hyper Beam, Rain Dance, Telekinesis, Safeguard, Solarbeam, Thunderbolt, Thunder, Psychic, Shadow Ball, Double Team, Facade, Rest, Attract, Overheat, Ally Switch, Focus Blast, Fling, Giga Impact, Struggle Bug, X-Scissor, Dream Eater, Substitute, Cut, Surf - 58 UC

4 + 3 + 3 + 15 + 18 + 58 = 101 UC spent.


Aurumoth (Waukeen) (F)
Nature: Hasty (Defense lowered; Speed raised by 15%, accuracy boost)
Type: Bug/Psychic
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats

HP: 110
Atk: Rank 5
Def: Rank 3 (-)
SpA: Rank 4
SpD: Rank 2
Spe: 108 (+)
Size Class: 4
Weight Class: 5
Accuracy boost: 13%
Base Rank Total: 22

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

Abilities:

Weak Armor: (Can be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
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.
Illusion (DW): (Innate) 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.]

Attacks (65/75 moves)

Ally Switch
Ancientpower
Attract
Blizzard
Bug Bite
Bug Buzz
Close Combat
Counter
Cut
Disable
Double Team
Dragon Dance
Dream Teater
Electroweb
Facade
Feint
Fling
Focus Blast
Giga Impact
Hail
Heal Pulse
Healing Wish
Helping Hand
Hidden Power (Ground, 7 BP)
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Light Screen
Magic Coat
Megahorn
Ominous Wind
Overheat
Protect
Psychic
Psyshock
Quiver Dance
Rain Dance
Recycle
Reflect
Rest
Role Play
Safeguard
Shadow Ball
Silver Wind
Skill Swap
Solarbeam
String Shot
Struggle Bug
Substitute
Sunny Day
Surf
Tackle
Tail Glow
Telekinesis
Thunder
Thunderbolt
Toxic
Trick
Will-O-Wisp
Wing Attack
Wish
Wonder Room
X-Scissor
Zen Headbutt
 
I am gonna use 2 of my 5 CC to purchase a Embirch


Embirch (Embirch) (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: fire/grass
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.
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilities:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) (locked During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats: 60 / 40 / 55 / 65 / 50 / 50

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 52(-)
Evasion: 90% (-)

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


Attacks:
5th Gen Level-Up Moves:
0 Pound
0 Sweet Scent
7 Growth
10 Ember
16 Leech Seed
21 Bullet Seed
25 Flame Wheel

Gen 5 Egg Moves:
Blaze Kick
Counter
Endure
Giga Drain
Earth Power

Gen 5 TM Moves:
rock slide
over heat
fire blast
flash cannon
substitute

P.S: you are gonna see me buying a TON of fire types because I want to be the fire type gym leader.
 
5 UC

2 UC


EDIT:

Spending 6 CC to buy....


He has no Breeding moves, so he gets 5 Tutors instead for free.


<Bronzor> (Zero)
Nature: Brave (+Attack, -Speed, -10% evasion)

Type: Steel/Psychic
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.
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.

About: A Bronzor met at the Iron Island, Zero always heard tales of the out-side world. Upon capture, the young Bronzor is extremely curious and courageous (If not reckless) to explore his new surroundings. Sadly, Zero also realised just how much better life would be if he had arms. The ability to punch and grabs things looks extremely interesting to him, but alas, it is not meant to be.

Abilities:
Levitate (Innate): This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss
Heatproof (Innate): 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.
Heavy Metal (DW LOCKED, Innate):
The Pokemon's body structure is immensely dense, doubling its weight. When it uses a full-body attack or a weight-based attack it will do more damage, and it will be much harder to lift, throw, or knock back.


HP: 90
Atk: Rank 2 (+)
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 20 (-)
Size Class: 1
Weight Class: 4 (5 with heavy metal)

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

Attacks:


Tackle (*)
Confusion (*)
Hypnosis (*)
Imprison (*)
Confuse Ray (*)
Extrasensory (*)
Psywave (*)
Iron Defense (*)
Faint Attack (*)
Safeguard (*)

Gyro Ball (*)
Earthquake (*)
Rock-Slide (*)
Rest (*)
Psyshock (*)
Stealth Rock (*)
Signal Beam (*)
Gravity (*)
Sleep Talk (*)
Trick (*)


1 UC is used so she can learn Dragon Claw (Level Up)


<Axew> (Yumi) (F)
Nature: Adamant (+1 Atk, -1 SpA)
Type:
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

About: Despite being the strongest Axew out of her brothers, Yumi was always threated differently due to being a girl. While she was forced to learn how to take care of babies and get vegetables, her brothers were taught how to hunt by her father. Unable to take this for any longer, Yumi ran away. Learning how to fend off and hunt by herself, the Axew finally felt happy. One day, however, she was ambushed by Chuck, who was having fun assassinating other wild pokemon to test his new power after training with Itsumo. Yumi fought fiercely, but she was no match for the fallen Bannete. Thankfully, Chuck noticed Matezoide and some of his pokemon approaching and quickly escaped. Yumi was nursed back to health having little memory of her assaliant and happily agreed to join her saviors.

Abilities:
Rivalry (Innate):
This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender.
Mold Breaker (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.)
Unnerve (DW LOCKED, INNATE): The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.


Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 57
Size Class: 1
Weight Class: 2
Base Rank Total: 13

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

Attacks:
Scratch (*)
Leer (*)
Assurance (*)
Dragon Rage (*)
Dual Chop (*)
Scary Face (*)
Slash (*)
False Swipe (*)
Dragon Claw

X-Scissor (*)
Dig (*)
Payback (*)
Double-Team (*)
Rock-Tomb (*)

Endure (*)
Night Slash (*)
Counter (*)
Focus Energy (*)
Reversal (*)


1 UC is used so he can learn Electro Ball (Level Up)



<Chinchou> (Solomon) (M)
Nature: Modest (+1 SpA, -1 Atk)

Type: Water / Electric
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Electric: 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.


About: In the 19th century, a lone pokemon was abandoned by his trainer. Travelling without a destination, Solomon was attacked by a wild Parasect on the swamps. After suffering heavy damage and having his body almost entirely paralysed by the beast's spores, Solomon fell on the lake and died from his injures.
Several years later, the water type woke up, with very little resemblance on his former life and having no idea how he got there, he wandered for months on his own, eventualy meeting with Matezoide and getting caught.
The years spent ''dead'' greatly damaged Solomon's mind, reducing his inteligence and his ability to speak, but is surprisigly happy. All he can remember is that he was ''born on a monday'', which led to Twilight to naming him after the poem, Solomon Grundy.

Abilities:

Volt Absorb (Innate): This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.
Illuminate (Can be Activated): When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1). The accuracy drop will last six (6) actions after the Pokemon is released.
Water Absorb (DW LOCKED 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.


HP: 100
Atk: 1 (-)
Def: 2
SpA: 3 (+)
SpD: 2
Spe: 67
Size Class: 1
Weight Class: 2

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

Supersonic (*)
Bubble (*)
Thunder-Wave (*)
Flail (*)
Confuse Ray (*)
Water Gun (*)
Spark (*)
Take Down (*)
Electro Ball

Surf (*)
Scald (*)
Thunderbolt (*)
Ice Beam (*)
Volt Switch (*)

Agility (*)
Brine (*)
Whirlpool (*)
Psybeam (*)
Mist (*)
 
Hope is where the Heart is

+2 CC (And a win, my first win in ASB!)

Lily (Petilil): 2 MC, 1 EC, 1 DC. Her KOC goes into EC, which means...


Lilligant [Lily] (Female)
"I...I won't hold back!"
Desperation Theme: Nier: Song of the Ancients - Fate
Upon evolution, Lily is now much less shy than before... and a whole lot faster. She tends to her partners in battle and breaks the hearts of enemies.


Nature: Timid (+15% Speed, +12% Accuracy, -1 Atk)
Type: Grass
Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilities:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Own Tempo: (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.

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

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 104 (+12% Acc)
Size Class: 1
Weight Class: 2


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


Attacks:
Absorb
Growth
Leech Seed
Sleep Powder
Mega Drain
Synthesis
Teeter Dance
Magical Leaf
Stun Spore
Helping Hand
Leaf Storm
Giga Drain
Quiver Dance
Petal Dance
Worry Seed (Egg)
Ingrain (Egg)
Endure (Egg)
Sunny Day (TM)
Energy Ball (TM)
Protect (TM)
Safeguard (TM)
Toxic (TM)
Solarbeam (TM)


As shown, she gets Teeter Dance automatically (Level 10), and I use her 4 MC on Quiver Dance, Petal Dance (Level Up) and Solarbeam (TM).

Mime (Mime Jr.): 2 MC, 1 EC, 1 DC, and his KOC goes into EC. I pump 2 UC into his EC and another UC onto his DC, which means...


Mr. Mime [Mime (pronounced mee-meh)] (Male)
Desperation Theme: Emiya - Fate-Stay Night - Crow's Claw
Evolution has brought no change to Mime - his objective remains and his muteness as well. His telepathy, however, is much stronger, being able to utilize it to communicate to even humans.


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

Abilities:
Soundproof: (Innate) Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)
Filter: (Innate) This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent’s super effective attack by two (2).
Technician: (DW) (Unlocked) (Innate) 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 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.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 4(+)
SpA: Rank 4
SpD: Rank 5
Spe: 90
Size Class: 1
Weight Class: 2


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


Attacks:
Magical Leaf
Quick Guard
Wide Guard
Power Swap
Guard Swap
Substitute
Psywave
Tickle
Barrier
Confusion
Copycat
Meditate
Encore
DoubleSlap
Mimic
Light Screen
Reflect
Psybeam
Psychic
Safeguard
Confuse Ray (Egg)
Hypnosis (Egg)
Icy Wind (Egg)
Thunderbolt (TM)
Shadow Ball (TM)
Thunder Wave (TM)
Protect (TM)
Taunt (TM)


As shown, Mime gets Magical Leaf, Quick Guard, Wide Guard, Power Swap, Guard Swap, Substitute and Psywave automatically, and I spend his 4 MC on Protect (TM) and Taunt (TM).

I now have 34 UC.
 
No snarky comment

Houndoomsday: +3 CC->17
- Sableye | +3 MC | +1 DC | +1 KOC (KOC=MC), buying Rest (BW2 TM), and Toxic (BW2 TM)
- Metang | +1 EC (now at 6) | +2 MC | +1 DC (now at 3) | +1 KOC (MC), buying Psychic (LVUP) and Earthquake (BW2 TM)
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
akela, maserato, Cube, Houndoomsday, IsaacCross APPROVED.

51.8

==

(Legend) The Royal Guard (Glacial Cave) [SUBBED] (8 UC)
(Hall) Geodude6 Challenge 5 (Rank 4) (Battle 1) (5 UC)
(Hall) yoshinite Challenge 9 [SUBREF] (Rank 1) (Battle 3) (5 UC)
http://www.smogon.com/forums/showthread.php?t=3481858

8 + 5 + 5 + 12.5 = 30.5 UC

http://www.smogon.com/forums/group.php?do=discuss&discussionid=33639&pp=10&page=9

6 CC
Mollux will use 9 MC on Thief (BW TM), Bug Bite, Iron Defense, Snore (BW TM), 1 stockpiled.
Metagross will use 9 MC and 1 KOC on Facade, Gyro Ball, Hone Claws, Psych Up, and Sandstorm (BW TM).
Snorlax will refund Double-Edge (Egg) for Double-Edge (LU) for a gain of 2 MC, then combine with 9 MC and 2 KOC on Fling, Sandstorm (BW TM), Hyper Voice, Last Resort, Uproar (BW TM), and Fissure (Past TM).
Cyclohm will use 9 MC and 21 KOC on Draco Meteor, Electroweb, Sleep Talk, Snore (BW TM), Roar, Toxic, Blizzard, Hidden Power [Grass 7], Flamethrower, Aerial Ace, Flash, Bulldoze (BW TM), Power Gem (Egg), Endure (Past TM).

I will then spend 2 UC and Tomohawk's 2 MC to teach Tomohawk and Blissey Hidden Power [Dragon 7].

SELF-APPROVED
 

ZhengTann

Nargacuga
is a Forum Moderator Alumnus
Got a lot of finished reffings to cash in. Let's see... A Tower match, a Gym challenge, and 3 completed Battle Hall challenges total. That's 12, 16, 14, 5, and 5 UC, putting my bank at 272 UC to start spoiling.

Erza the Bolderdash uses 23 UC to learn Snore, Stealth Rock, Trick (3 BW2 Tutor moves), Swift (1 past gen Tutor), Hyper Beam, Smack Down, Double Team, Toxic, Rest, Substitute, and Flash Cannon (7 BW2 TMs).

Pantherlily the Anorith uses 35 UC to learn Slash, Crush Claw (2 Level-up moves), Iron Defense, Screech (2 Egg moves), Mud-Slap, String Shot, Endure, Double-Edge, Body Slam (5 past gen Tutors and TMs), Toxic, Double Team, Struggle Bug, Substitute, Rock Smash, and Cut (6 BW2 TMs).

UC: 220+12+16+14+5+5-23-35 = 214

Bolderdash - Erza (F)

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.

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

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

Abilities:
Ability 1: Levitate
Type: Innate
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: 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. 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 (DW Unlocked)
Type: 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 5 (+)
SpD: Rank 2
Spe: 110
Size Class: 1
Weight Class: 3

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

Attacks:
Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem
Earth Power
AncientPower
Paleo Wave
Vacuum Wave

Giga Drain
Magnet Rise
Heat Wave
Sleep Talk

Flamethrower
Volt Switch
Energy Ball
Protect
Shadow Ball
Sandstorm
Fire Blast
Sunny Day
Ominous Wind
Snore
Stealth Rock
Trick
Swift
Hyper Beam
Smack Down
Double Team
Toxic
Rest
Substitute
Flash Cannon
Anorith - Pantherlily (M)

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

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

Type:

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

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

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

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

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

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

Rapid Spin
Cross Poison
Water Pulse
Sand-Attack
Iron Defense
Screech

Smack Down
Aerial Ace
Brick Break
Rock Slide
Dig
Sandstorm
Stealth Rock
Rock Polish
Mud-Slap
String Shot
Endure
Double-Edge
Body Slam
Toxic
Double Team
Struggle Bug
Substitute
Rock Smash
Cut
 
...what.

+2 CC, using it and 13 CC to buy an everstone (31 total)
Mollux gains 2 MC (2 HC)

Also, this.

Mollux gains an additional 7 MC (7 UC, 9 total), learns Venoshock (TM, -2 MC), Light Screen (TM, -2 MC), Helping Hand (Tutor, -2 MC) and Rapid Spin (Egg, -3 MC)
 
Fuck Counter

I gain 2 CC.

Shaman the Scratchet gains 2 HC, which go into EC, and I'll use 9 UC to fill his EC and DC, and evolve him into Shaman the Tomohawk! He'll also take 7 CC to change his nature from Adamant to Modest. He learns a bunch of moves for free, and uses his 6 MC stockpiled to learn Air Slash, Earth Power, Hurricane, Heat Wave (LU) and Focus Blast (G5 TM)


Shaman (Tomohawk) M
Type: Flying/Fighting
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Justified (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

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

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

Attacks
Level Up
Scratch
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Taunt
Sunny Day
Aura Sphere
Aerial Ace
Morning Sun
Whirlwind
Earth Power
Air Slash
Hurricane
Heat Wave

Egg
Confuse Ray
Roost
Yawn
Rapid Spin

TM
Toxic
Bulldoze
Rock Slide
Brick Break
Focus Blast
 
Using another 2 of my CC to obtain a growlithe (1cc left)

Growlithe (hell hound) (F)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type:
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.

Abilities:
Intimidate: (Innate) 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 by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as a Command, and will affect all opponents.
flash fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
justified (locked) (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 52 (-)
Evasion: -10%
Size Class: 1
Weight Class: 2
Base Rank Total: 14

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

Attacks:
Bite
Roar
Ember
leer
odor sleuth
helping hand
flame wheel
reversal
fire fang
take down

Body Slam
Flare blitz
Close combat
Iron tail
Safe guard

Will-o-wisp
wild charge
overheat
flame charge
substitute
 
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