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buying moves for Drapion with UC
Endure for 3 UC, past-gen TM
Infestation for 2 UC, current-gen TM
Confuse Ray for 3 UC, egg move
Retaliate for 2 UC, current-gen TM
Rock Slide for 2 UC, current-gen TM
Swords Dance for 2 UC, current-gen TM
Toxic for 2 UC, current-gen TM
Venoshock for 2 UC, current-gen TM
Hyper Beam for 2 UC, current-gen TM
skrelp:
4 UC to AC, 5 UC to EC, evolves and unlocks Adaptability
gets Dragon Tail, Twister for free as pre-25
(MC for these three)
1 for Sludge Bomb, post-25 move
1 for Dragon Pulse, post-25 move
1 for Hydro Pump, post-25 move
(UC for all of these)
1 for Toxic, post-25 move
2 for Bounce, ORAS tutor
2 for Draco Meteor, ORAS tutor
2 for Gunk Shot, ORAS tutor
2 for Icy Wind, ORAS tutor
2 for Shock Wave, ORAS tutor
2 for Venoshock, ORAS TM
2 for Hyper Beam, ORAS TM
2 for Sludge Wave, ORAS TM
2 for Shadow Ball, ORAS TM
2 for Facade, ORAS TM
2 for Rest, ORAS TM
2 for Focus Blast, ORAS TM
2 for Scald, ORAS TM
2 for Giga Impact, ORAS TM
2 for Dragon Tail, ORAS TM
2 for Swagger, ORAS TM
2 for Sleep Talk, ORAS TM
2 for Substitute, ORAS TM
2 for Surf, ORAS TM
2 for Hail, ORAS TM
2 for Waterfall, ORAS TM
Frosty wins and gets the Prism Badge, the title of our very first 'Elite', a backdoor access to an Extended Dungeon TLR of his choice, A Twisted Spoon and (4 CC [Battle] + 6 CC [Dusknoir] + 4 CC [Chandelure] + 1 KOC [Chandelure]) 15 CC.
Zant the Sableye gets 3 MC and 2 KOC and the MVP title.
Puppet Ganon the Mega Banette gets 3 MC
Ghirahim the Aegislash gets 3 MC and 2 KOC.
Ooraloo: By my calcs you get 12 UC for that second reffing - based on IAR's calcs for the reffing that followed (Which was an identical format). Also, in the future, if you're using stockpiled MC please mention it. That said, Approved, and add the +1 UC as well :) Matezoide: I revert my previous name-related comments. Approved. ಠ_ಠ (Congrats) adiass: That's an Adamant Dwebble, not Brave. Just change that word (Since everything else has been done Adamant), and that's Approved (Also Tyrunt is an interesting Dwebble Nickname that I do suggest changing) Stary02939: Approved Iggy Azalea: It would be greatly appreciated if, at the start of all your profile posts, you listed which mons are in said post - so that approvers can Ctrl-F, say, "Mawile" and immediately at least reach the right post ^^'. Anyway, Mawile already has Taunt, so you save 2 UC there.Also holy fudge Clefairy and Marill learn a lot on evolving. Approved Keldeo-Resonant: For future's sake, I suggest linking all battles at once, rather than by mon involved. However, Approved Geodude6: Approved Synthaesium: Zweilous with +Speed should have 67 speed, not 87. It should also have +8% Acc. I also notice you've added Psychic to Kirlia's movepool, but not Imprison and Will-O-Wisp. Make sure you do so, as well as fix Zweilous. Fix and Approved P2X7: Approved Frosty: I now believe that managing to get our gym match to a 1v1 singles from 4v4 doubles was: an achievement. Nevertheless, Approved. Fort Colorcastle: Your reffing for Keldeo vs Jay looks really nice :o. A few rogue blank lines, but by simply spacing things out it looks so much nicer. Assuming you're stockpiling everything, so Approved Toon: Approved
Okay, first off, some of that reffing was getting dangerously close to "This really isn't approvable" - it takes very little time to make your reffings easily read and spread out. I'll also note that you spent most of FMD's Sim Chall having a Confused, Tangled Feet Pidgey hit itself in confusion and not gain an evasion increase. Consider this a "I am now more likely to ping you on your reffing quality" warning.
Furthermore, since deadfox has already warned you as much (AND I have IAR's blessing), I'm denying the x1.5 Multiplier on those ASS Reffings. Naturally you'll need to fix.
Also, if you're linking a ton of links, try [url=LINKHERE]+29 UC[/url] rather than [url]LINKHERE[/url] +29 UC, purely for the sake of easy reading. Might also be wise to group all your UC claims together if it's such a long post?
As for UC spending, like Deadfox, I struggled to figure out where you were spending it - the 6 UC on EC/AC would have been easier to follow with something as simple as a "This brings me to 41 UC". You've also listed a UC claim as +3 MC.
Not Approved (Note to approvers: I couldn't find any issues in his actual evolution and stuff, just he's now paying way too much UC). And yes, Large Claim
Slowking's 3 MC is spent on Psywave (Past Gen via Slowpoke)
Slowbro's 3 MC is spent on Pay Day (Past Gen)
Ludicolo's 4 MC grabs Hone Claws (TM), Facade (TM)
Lilligant hops up to 9 MC (3 + 1 KOC + 5 Stockpiled). We'll keep this stockpiled because like hell if I know how to spend it atm.
---
6 UC grabs my Mollux Sludge Wave, Stealth Rock, and Venoshock (Each by TM), and 0 UC gets Mollux Water Gun (Pre-26 Gen 6 which was presumably missed in the G5 --> G6 update). 2 UC gets my Tentacruel Protect.
Okay as promised, free nature changes for those affected are live from now until 27/12/2015 at 11:43 AM GMT+00:00. Each Pokémon affected gets ONE free Nature Change. The mons getting new sigs will be added when that happens and will have the same expiry date.
Total: +0 MC (0->3->0), +1 AC (0/5 -> 1/5)
- - - Jasmine (Aromatisse)
I forgot to edit and convert this KOC in which deadfox also mentioned, so converting it -> 1 AC
Aroma Veil unlocked!
Total: +1 AC (4/5 -> 5/5)
- - - Lily (Marill)
1 EC, 3 MC, 1 AC, 1 KOC
1 EC, 3 MC, 1 AC, 1 KOC
Converting 2 KOC -> 2 EC
Converting 2 UC -> 2 AC
Hidden Ability unlocked!
Total: +4 EC (5/9 -> 9/9), +6 MC (2->8), +4 AC (1/5 -> 5/5)
Evolutions
Lily is evolving into an Azumarill!
Buying the following moves for 8 MC:
Perish Song (Egg move, 3 MC)
Aqua Jet (Egg move, 3 MC)
Whirlpool (TM, 2 MC)
Azumarill [][Nymphaea stellata] Types: Water/Fairy Water - 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. Fairy - The consecutive move usage penalty for using damaging Fairy-type moves is reduced to two (2) from four (4).
Abilities: Thick Fat / Huge Power / ✓Sap Sipper (H)
Attacks: Level Up
Splash
Charm
Tackle
Defense Curl
Water Gun
Bubble
Tail Whip
Water Sport
Rollout
Bubble Beam
Helping Hand
Slam
Bounce
Aqua Ring
Aqua Tail
Double-Edge
Play Rough
Egg
Aqua Jet
Body Slam
Copycat
Encore
Perish Song
Refresh
Soak
: Fairy STAB; The consecutive move usage penalty for using damaging Fairy-type moves is reduced to two (2) from four (4).
: 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: Hustle: (Toggle) No default effect. When toggled, 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. 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) 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.
Moves:
After You
Air Slash
Aura Sphere
Extreme Speed
Fairy Wind
Sky Attack
Magical Leaf
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
Ancient Power
Follow Me
Baton Pass
Bestow
Wish
Extrasensory
Future Sight
Mirror Move
Morning Sun
Psycho Shift
: Psychic STAB; can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
"<And then, he used his fight money to buy TWO of every animal on earth, herded them onto a boat, and then BEAT THE CRAP OUT OF EVERY SINGLE ONE.>"
Abilities: Steadfast: (Passive) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round. Justified: (Passive) 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 will be maintained at the end of each round.
Mega Ability: 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.
: Bug STAB; Adds an additional guaranteed attack on all multi-hit moves (does not include two hit moves) with a total hit cap of five (5).
: 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: 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) 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. Steadfast: (Passive) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.LOCKED
: Fairy STAB; The consecutive move usage penalty for using damaging Fairy-type moves is reduced to two (2) from four (4).
: 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: Hustle: (Toggle) No default effect. When toggled, 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. 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) 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.
Moves:
After You
Air Slash
Aura Sphere
Extreme Speed
Fairy Wind
Sky Attack
Magical Leaf
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
Ancient Power
Follow Me
Baton Pass
Bestow
Wish
Extrasensory
Future Sight
Mirror Move
Morning Sun
Psycho Shift
: Psychic STAB; can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
"<And then, he used his fight money to buy TWO of every animal on earth, herded them onto a boat, and then BEAT THE CRAP OUT OF EVERY SINGLE ONE.>"
Abilities: Steadfast: (Passive) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round. Justified: (Passive) 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 will be maintained at the end of each round.
Mega Ability: 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.
: Fire STAB, immune to burn status. Brighten Command.
"<...>"
Abilities: Flame Body: (Passive) This Pokemon's external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent. 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.LOCKED
: Bug STAB; Adds an additional guaranteed attack on all multi-hit moves (does not include two hit moves) with a total hit cap of five (5).
: 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: 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) 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. Steadfast: (Passive) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.LOCKED
Regina [Tyrunt] (F) Nature: Careful (+1 SpD, -1 SpA) 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.
: 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: Strong Jaw: (Passive) This Pokemon's massive jaws give it incredibly powerful biting attacks, increasing the BAP of all biting attacks by three (3) BAP. Full List: Bite, Bug Bite, Crunch, Fire Fang, Hyper Fang, Ice Fang, Poison Fang, Thunder Fang. Sturdy: (Passive) This Pokemon'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.LOCKED
Using 16CC (or more if it costs more, I can't check now) to get me two Fire Stones. Yes, I was the fire leader for some time and never got a fire stone. Just to show how bad it were.
Frosty receives 3CC
Hilda the Gardevoir receives 3MC/1KOC
Caffie the Syclant receives 3MC/ 5CC/ 1KOC
Gyorg the Colossoil receives 3MC
Vaati the Stratagem receives 3MC/2KOC
+9CC (includes Syclant's CC and KOC, since it is maxed)
Gardevoir:
MC: 0->4
Colossoil:
MC: 0->3
Stratagem:
MC: 0->4
Finally, this is Badge #15 (only 3 to go!!!1!111!1) so I get +50UC, a Dragon Fang and a Raid Heirloom I will claim elsewhere.
SPECIAL
Absorb
Earth Power
Ember
Energy Ball
Fire Blast
Fire Spin
Flame Burst
Flamethrower
Flash Cannon
Giga Drain
Heat Wave
Hidden Power (Ice)
Hyper Beam
Incinerate
Lava Plume
Leaf Tornado
Petal Dance
Snore
Solar Beam
Zap Cannon
OTHER
Amnesia
Aromatherapy
Block
Endure
Grassy Terrain
Growth
Iron Defence
Leech Seed
Light Screen
Nature Power
Protect
Rest
Roar
Safeguard
Sleep Talk
Stealth Rock
Substitute
Sweet Scent
Synthesis
Toxic
Worry Seed
Kitsunoh [Yammich] (M)
EC: 6/6
MC: 55 (+55 UC) > 0
AC: 5/5
-Learns Roar, Safeguard, Shadow Ball, Aerial Ace, Facade, Thief, Will-O-Wisp, Embargo, Psych Up, Bulldoze, Rock Slide, U-Turn, Trick Room, Dark Pulse (All Gen VI TM), Ice Punch, Iron Tail, Low Kick, Role Play, Snatch, Spite, Super Fang, Thunder Punch, Trick (All Gen VI Tutor), Endure, Defog (Both Gen IV TM), and Sucker Punch (Gen IV Tutor).
---
ATTACKS (58/58) PHYSICAL
Aqua Tail
Bind
Dragon Tail
Extreme Speed
Facade
Frustration
Iron Tail
Lustre Strike
Outrage
Return
Secret Power
Waterfall
Wrap
SPECIAL
Blizzard
Dazzling Gleam
Draco Meteor
Dragon Pulse
Dragon Rage
Flamethrower
Fire Blast
Hidden Power (Ghost)
Holy Fire
Hyper Beam
Ice Beam
Icy Wind
Incinerate
Round
Shock Wave
Smite
Snore
Solar Beam
Surf
Thunder
Thunderbolt
Twister
Water Pulse
OTHER
Agility
Attract
Confide
Dispel
Double Team
Flash
Hail
Hallowed Terrain
Leer
Light Screen
Morning Sun
Protect
Rain Dance
Rest
Safeguard
Sleep Talk
Substitute
Sunny Day
Swagger
Tail Glow
Thunder Wave
Toxic
Light is a new type, with its own chart:
Light is supereffective against: Dark, Ghost, Poison, Psychic, Light
Light is not very effective against: Dragon, Steel
Light is resistant to: Electric, Fighting, Fire, Grass, Ground, Ice, Normal, Poison, Psychic, Water, Rock, Steel, Bug
Light is immune to: Dark, Ghost
Light is weak to: Dragon, Light
Level Up
- Extremespeed
- Morning Sun
- Wrap
- Leer
- Thunder Wave
- Twister
5 Thunder Wave
11 Twister
15 Dragon Rage
21 Lustre Strike
25 Agility
33 Smite
39 Sunny Day
47 Dragon Pulse
53 Hallowed Terrain
61 Tail Glow
67 Holy Fire
75 Solar Beam
Tutor moves
Aqua Tail
Bind
Dispel (Raid-only)
Draco Meteor
Dragon Pulse
Icy Wind
Iron Tail
Outrage
Shock Wave
Snore
Water Pulse
Hallowed Terrain: Summons a holy aura that shrouds the entire battlefield for four (4) rounds. While in effect, the power of Light moves used by grounded Pokemon is increased by three (3) BAP, while the power of Dark moves used against grounded Pokemon is reduced by two (2) BAP. Moves used against Grounded Pokemon have their secondary effect chance reduced to 0% while Hallowed Terrain is in effect. Nature Power becomes Smite when Hallowed Terrain is in effect.
Type: Light | Category: Other | Target: Entire Battle | BAP: -- | Acc: -- | Energy Cost: 10 | Effect Chance: -- | Contact: N/A | Priority: 0 | Snatch? Yes | Magic Coat? No
Holy Fire: Drops a torrent of sacred fire on the foe from the sky. Can burn the opponent.
Type: Light | Category: Special | Target: Any Single Target | BAP: 9 | Acc: 90% | Energy Cost: 7 | Effect Chance: 10% | Contact: No | Priority: 0 | Snatch? No | Magic Coat? No
Lustre Strike: Hits the foe with a bursting blow. Can lower the foe's Accuracy.
Type: Light | Category: Physical | Target: Adjacent Target | BAP: 7 | Acc: 100% | Energy Cost: 5 | Effect Chance: 30% | Contact: Yes | Priority: 0 | Snatch? No | Magic Coat? No
Smite: Blasts the foe with holy power. Can lower the foe's Special Defence.
Type: Light | Category: Special | Target: Adjacent Target | BAP: 8 | Acc: 100% | Energy Cost: 6 | Effect Chance: 20% | Contact: No | Priority: 0 | Snatch? No | Magic Coat? No
THIS IS RAID EXCLUSIVE AND HENCE CANNOT BE USED OUTSIDE OF RAIDS.
Dragonair [] (-) NATURE: Modest
TYPE: Dragon / Light ABILITIES: Solar Power IN-GAME STATS: HP 81 / Atk 104 / Def 85 / SpA 120 / SpD 120 / Spe 90
ATTACKS (58/58) PHYSICAL
Aqua Tail
Bind
Dragon Tail
Extreme Speed
Facade
Frustration
Iron Tail
Lustre Strike
Outrage
Return
Secret Power
Waterfall
Wrap
SPECIAL
Blizzard
Dazzling Gleam
Draco Meteor
Dragon Pulse
Dragon Rage
Flamethrower
Fire Blast
Hidden Power (Ghost)
Holy Fire
Hyper Beam
Ice Beam
Icy Wind
Incinerate
Round
Shock Wave
Smite
Snore
Solar Beam
Surf
Thunder
Thunderbolt
Twister
Water Pulse
OTHER
Agility
Attract
Confide
Dispel
Double Team
Flash
Hail
Hallowed Terrain
Leer
Light Screen
Morning Sun
Protect
Rain Dance
Rest
Safeguard
Sleep Talk
Substitute
Sunny Day
Swagger
Tail Glow
Thunder Wave
Toxic
Light is a new type, with its own chart:
Light is supereffective against: Dark, Ghost, Poison, Psychic, Light
Light is not very effective against: Dragon, Steel
Light is resistant to: Electric, Fighting, Fire, Grass, Ground, Ice, Normal, Poison, Psychic, Water, Rock, Steel, Bug
Light is immune to: Dark, Ghost
Light is weak to: Dragon, Light
Level Up
- Extremespeed
- Morning Sun
- Wrap
- Leer
- Thunder Wave
- Twister
5 Thunder Wave
11 Twister
15 Dragon Rage
21 Lustre Strike
25 Agility
33 Smite
39 Sunny Day
47 Dragon Pulse
53 Hallowed Terrain
61 Tail Glow
67 Holy Fire
75 Solar Beam
Tutor moves
Aqua Tail
Bind
Dispel (Raid-only)
Draco Meteor
Dragon Pulse
Icy Wind
Iron Tail
Outrage
Shock Wave
Snore
Water Pulse
Hallowed Terrain: Summons a holy aura that shrouds the entire battlefield for four (4) rounds. While in effect, the power of Light moves used by grounded Pokemon is increased by three (3) BAP, while the power of Dark moves used against grounded Pokemon is reduced by two (2) BAP. Moves used against Grounded Pokemon have their secondary effect chance reduced to 0% while Hallowed Terrain is in effect. Nature Power becomes Smite when Hallowed Terrain is in effect.
Type: Light | Category: Other | Target: Entire Battle | BAP: -- | Acc: -- | Energy Cost: 10 | Effect Chance: -- | Contact: N/A | Priority: 0 | Snatch? Yes | Magic Coat? No
Holy Fire: Drops a torrent of sacred fire on the foe from the sky. Can burn the opponent.
Type: Light | Category: Special | Target: Any Single Target | BAP: 9 | Acc: 90% | Energy Cost: 7 | Effect Chance: 10% | Contact: No | Priority: 0 | Snatch? No | Magic Coat? No
Lustre Strike: Hits the foe with a bursting blow. Can lower the foe's Accuracy.
Type: Light | Category: Physical | Target: Adjacent Target | BAP: 7 | Acc: 100% | Energy Cost: 5 | Effect Chance: 30% | Contact: Yes | Priority: 0 | Snatch? No | Magic Coat? No
Smite: Blasts the foe with holy power. Can lower the foe's Special Defence.
Type: Light | Category: Special | Target: Adjacent Target | BAP: 8 | Acc: 100% | Energy Cost: 6 | Effect Chance: 20% | Contact: No | Priority: 0 | Snatch? No | Magic Coat? No
buying moves for Drapion with UC
Endure for 3 UC, past-gen TM
Infestation for 2 UC, current-gen TM
Confuse Ray for 3 UC, egg move
Retaliate for 2 UC, current-gen TM
Rock Slide for 2 UC, current-gen TM
Swords Dance for 2 UC, current-gen TM
Toxic for 2 UC, current-gen TM
Venoshock for 2 UC, current-gen TM
Hyper Beam for 2 UC, current-gen TM
Nidorino gains 1 EC + 4 from UC, bringing it to 9, and evolves into Nidoking
also +1 AC + 2 from UC, bringing it to 5, unlocking its Hidden Ability
82-6 = 76 remaining UC
skrelp:
spends 4 UC on AC, 5 UC on EC
35 - 9 =26 remaining UC
evolves and unlocks Adaptability
gets Dragon Tail, Twister for free as pre-25
(MC for these three)
1 for Dragon Pulse, post-25 move
1 for Hydro Pump, post-25 move
1 for Toxic, post-25 move
(UC for all of these)
2 for Bounce, ORAS tutor
2 for Draco Meteor, ORAS tutor
2 for Gunk Shot, ORAS tutor
2 for Icy Wind, ORAS tutor
2 for Venoshock, ORAS TM
2 for Hyper Beam, ORAS TM
2 for Shadow Ball, ORAS TM
2 for Facade, ORAS TM
2 for Focus Blast, ORAS TM
2 for Scald, ORAS TM
2 for Sleep Talk, ORAS TM
2 for Surf, ORAS TM
2 for Waterfall, ORAS TM
Mime Jr. [][Placeholder] Types: Psychic/Fairy Psychic - 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. Fairy - The consecutive move usage penalty for using damaging Fairy-type moves is reduced to two (2) from four (4).