Prize Claiming Thread MkII (MAQ March #10223)

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Birkal

We have the technology.
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Quickie.

Birkal: +1 CC (11 total)

Gurdurr: +1 EC (9/9)
+3 MC
Comet Punch (Egg Move)​
What? Gurdurr is evolving!


Conkeldurr (F)

Nature: Adamant

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

Stats:
HP: 110
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 19

Abilities:
Guts (Innate): This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.

Sheer Force (Can be Enabled): This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Iron Fist (Innate): 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, DynamicPunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, ThunderPunch)

EC: 9/9
MC: 0
DW: 5/5

Moves:
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake Up Slap
Chip Away
Superpower
Stone Edge
Focus Punch
Hammer Arm
Scary Face
Comet Punch

Detect
Counter
Endure
Reversal
Mach Punch
Drain Punch
Bulldoze
Double Team

Ice Punch
ThunderPunch
Fire Punch
Wide Guard

Toxic
Smack Down
Taunt
Brick Break
Payback
Substitute
Facade
Rock Slide
Low Sweep
Dig
Sleep Talk
 
Buying a Numel (-2 CC)


Numel [Slow Down] (F)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)
Type: Fire/Ground
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
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities:
Oblivious: (Passive) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Simple: (Passive) This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the effectiveness and thus double the stage modifier (e.g. Swords Dance boosts Attack by four (4) stages, Bulk Up boosts Attack and Defense by two (2) stages each). Stat boosts and drops still maximize at six (6) stages.
Own Tempo: (Passive) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 30 (35/1.15) (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 13

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

Attacks:

Growl
Tackle
Ember
Magnitude
Focus Energy
Take Down
Flame Burst
Amnesia
Lava Plume

Heat Wave
Ancient Power
Defense Curl
Endure
Iron Head

Protect
Dig
Flame Charge
Fire Blast
Will-O-Wisp
 
Claiming from here and here

Me: +11 CC for a total of 12

Buying an Amulet coin for 6 CC

buying three mons for 2 CC each


Nature: Brave (+Atk -Spe
Type: Grass/Poison
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.
Poison: Poison STAB; immunity to Poison/Toxic, see and breathe through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities-
Chlorophyll:

Type: Passive

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

Run Away: (DW-Locked)

Type: Passive

This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.

Stats-
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 26 (-10% evasion)
Size Class: 1
Weight Class: 1
Base Rank Total: 14

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

Attacks-
Level Up:
Absorb
Sweet Scent
Acid
PoisonPowder
Stun Spore
Sleep Powder
Acid
Mega Drain
Lucky Chant

Egg:
Ingrain
Synthesis
Teeter Dance
Secret Power
Nature Power

TM:
Toxic
Solar Beam
Protect
Sunny Day
Substitute


Nature: Brave (+Def -Spe)
Type: Poison
Poison: Poison STAB; immunity to Poison/Toxic, see and breathe through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities-
Stench:

Type: Passive

This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.

Sticky Hold:

Type: Passive

This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.

Poison Touch: (DW-Locked)

Type: Toggle

By default, this Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. 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).

Stats-
HP: 100
Atk: Rank 3
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 2
Spe: 21 (-10% Evasion)
Size Class: 1
Weight Class: 3
Base Rank Total: 13

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

Attacks-
Level Up:
Poison Gas
Pound
Harden
Mud-Slap
Disable
Sludge
Minimize
Mud Bomb

Egg:
Acid Spray
Imprison
Shadow Sneak
Shadow Punch
Explosion

TM:
Taunt
Protect
Dig
Poison Jab
Rock Slide

Nature: Timid (+Spe -Atk)
Type: Electric
Electric: Electric STAB; 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.

Abilities-
Soundproof:

Type: Passive

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.)

Static

Type: Passive

This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.

Aftermath: (DW-Locked)

Type: Passive

If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.

Stats-
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 115 (+30% Accuracy)
Size Class: 1
Weight Class: 2
Base Rank Total: 14

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

Attacks-
Level Up:
Charge
Tackle
SonicBoom
Spark
Rollout
Screech
Charge Beam
Light Screen
Selfdestruct

Tutor:
Foul Play
Magic Coat
Signal Beam
Sleep Talk

TM:
Taunt
Torment
Protect
Thunder
Volt Switch


Kitsunoh: +5 KOC to be used a MC
buying Bulldoze (Gen V TM) and Headbutt (Gen IV tutor)

Houndour: 6 KOC, 5 going into EC 1 going into DC, evolving

Houndour (Male)
Nature: Timid (+Spe -Atk)
Type: Fire/Dark
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 brushfire areas.
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction

Abilities-
Early Bird (Passive): This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
Flash Fire (Passive): 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
Unnerve (DW-Locked, Passive): 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: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 4
SpD: Rank 3
Spe: 95 (+14% Accuracy)
Size Class: 3
Weight Class: 4
Base Rank Total: 18

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

Attacks-
Physical: Bite, Beat Up, Thunder Fang
Special: Ember, Smog, Fire Spin, Shadow Ball, Flamethrower
Status: Leer, Howl, Roar, Odor Sleuth, Will-o-Wisp, Nasy Plot, Protect


Karrablast: +9 KOC, 5 going into EC, 4 into DC, unlocking Dream World Ability, Evolving

Escavalier (Male)
Nature: Sassy (-Spd, +Sp.Def, -10% Evasion)
Type: Bug
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)

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)
Shell Armor (Passive): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Overcoat (Passive): This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Stats-
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 2
SpD: Rank 5 (+)
Spe: 17 (-10% Evasion)
Size Class: 2
Weight Class: 3
Base Rank Total: 19

Counters-
EC: 6/6
MC: 3
DC: 5/5

Attacks-
Physical: Peck, Fury Cutter, Fury Attack, Headbutt, False Swipe, Counter, Faint Attack, Megahorn, Twineedle
Special: N/a
Status: Leer, Endure, Substitute, Double Team, Rest, Quick Guard
 
Canis: Approved+.1
Pwnemon: Approved+.1
Birkal: Approved+.1
Mylo: Approved
Comfy: Approved+.1
Aweshucks: Not Approved+.2, via IRC Consensus, Voltorb's tutor moves need to be 5th Gen, so those need to be switched to his horrible 5th gen tutor pool, let me know once they are switched and you are approved
Someoneelse: Approved+.1, although you should probably at least note the mons that are receiving counters @.@


34.0
 
Rock Slide Weakness

+1 CC, up to 7
Charles (Flarelm) gets 1 EC, 2 MC, 1 DC and 1 KOC (spent on EC). He now has 2 DC and 6 EC, while his MC are spent on Energy Ball (BW TM).
Claire (Growlithe) gets 1 EC, 3 MC and 1 DC. She will stockpile the MC for later.
Emily (Nohface) gets 2 EC, 2 MC and 1 DC. Her two MC are spent on Pain Split (BW TM). There's also the issue of the missing KOC. If someone could check (perhaps the approver) if Emily gains in fact 1 KOC, I would appreciate it. She will spend her KOC on EC if she gets it.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
http://www.smogon.com/forums/showthread.php?t=3465592&page=11

+15UC (total of 30UC)

Using them to get some moves to my Braviary:
- Heat Wave (-2MC, BWTutor)
- Snore (-2MC, BWTutor)
- Toxic (-2MC, BWTM)
- Double Team (-2MC, BWTM)
- Rock Tomb (-2MC, BWTM)
- Facade (-2MC, BWTM)
- Rest (-2MC, BWTM)
- Shadow Claw (-2MC, BWTM)
- Retaliate (-2MC, BWTM)
- Giga Impact (-2MC, BWTM)
- Swagger (-2MC, BWTM)
- Pluck (-2MC, BWTM)
- Rock Smash (-2MC, BWTM)
- Sunny Day (-2MC, BWTM)
- Rain Dance (-2MC, BWTM)
 
http://www.smogon.com/forums/showthread.php?p=4727061#post4727061

Mylo Xyloto: +2 CC

Shelgon: +2 KOC
EC: 9/9 - 1 KOC
MC: 0
DC: 4/5 - 1 KOC

What? Shelgon's evolving???

Salamence [Radioactive]
Nature: Naive (+15% Speed, +6% Accuracy, -1 SpD)

Type: Dragon/Flying
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus
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.

Abilities:
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 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.
Moxie: (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.

Stats
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 115 (100*1.15) (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 22

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

Attacks:
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Zen Heatbutt
Protect
Double Edge

Dragon Dance
Hydro Pump
Fire Fang
Dragon Pulse
Shadow Claw

Dragon Claw
Fire Blast
Rock Slide
Brick Break
Hidden Power (Grass, 7)

Draco Meteor
Outrage


Buying Fly (Level-up), Roost (Tutor) and Dragon Tail (Level-up)
- 4 UC​

Edit Stockpiling CCs so 5 total
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Canis Majoris: For starters, you guys were supposed to be ordering two actions per round, since it is triples. Also, akela is correct — Nobody gets the KOC, since nobody dealt damage to it, let alone target it with an attack & be successful. Also, a minor nitpick, but Pain Split is a Gen V Tutor—not a Gen V TM—on Nohface. Otherwise, APPROVED.
Frosty: APPROVED.
The Wanderer: When calculating UC, please show your full workings out; I am not going to work out how much UC you get for you. At any rate, you get 0.5×((5×3)-1)+(2×0.5)=7+1=8 UC, not 7 UC, since you still get the KO Bonus for a match that ended in DQ. Otherwise, APPROVED with the extra UC.
Mylo Xyloto: APPROVED.

4 Claims Checked --> 9/10 C.C.

--------------------

I came close...

I gain 9 CC. Simipour's & Eelektross' KOC get shifted to my CC, because of their full movepools, meaning I gain 18 CC Total. My freely distributable 9 KOC get added to Porygon2's MC; the same place where Porygon2's KOC goes.
---

Porygon2 [Virus] (-)
EC: 9/9
MC: 12 (+12 KOC) > 0
DC: 5/5
-Learns Icy Wind (Gen V Tutor), Psychic, Rest (Both Gen V TM), Teleport (Gen I TM), & Swift (Gen IV Tutor).
---
SELF APPROVED.
 
Now that that's out of the way...

Claiming 13 UC from here. This will buy Scorchstrike the Charizard Fire Punch, Tailwind (Gen 5 Tutors), Hone Claws, Flame Charge, Bulldoze (Gen 5 TMs), and Bide (Past Gen TM). This leaves me with 1 UC yet again.

Also claiming from here. This nets me 6 CC.

Axestrike the Haxorus gets 3 MC and 1 DC. He'll grab Dragon Dance (level) and Brick Break (Gen 5 TM) with the MC.

Leafstrike the Serperior is an absolute fucking boss and gets 4 MC and a whopping 3 KOC. All of that will go into MC and she'll grab Gastro Acid (level), Magical Leaf (egg), Light Screen, and Reflect (Gen 5 TM)

Steelstrike the Steelix gets 3 MC. He'll get Dig and Double-Edge (level) and store 1 MC.

Aquastrike the Samurott gets 3 MC. He gets Aqua Tail (level) and Dive (Gen 5 TM)

Scorchstrike the Charizard gets 3 MC and 1 KOC, which becomes MC. He'll get Toxic and Dragon Tail (Gen 5 TM)

Finally, Musclestrike the Conkeldurr gets 3 MC. He gets ThunderPunch (Gen 5 Tutor) and DynamicPunch (level).

SELF-APPROVED

EDIT: Spending 7 CC on a Mollux!


Mollux - Toxinstrike (F)
Nature: Timid (+15% Speed, +9% Accuracy, -1 Attack)
Type: Fire/Poison
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 brushfire areas.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Dry Skin: (Passive) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
Illuminate (DW): (Toggle) This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.

Stats:

HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5
SpD: Rank 4
Spe: 88 (76*1.15^)
Size Class: 3
Weight Class: 3
Base Rank Total: 20
Total Moves: 18

MC: 0
DC: 0/5

Attacks:
Bide
Ember
Acid
Withdraw
Acid Spray
Confuse Ray
Clear Smog
Lava Plume

Aqua Ring
Fire Spin
Heal Bell
Heal Pulse
Rapid Spin

SolarBeam
Thunderbolt
Sludge Wave
Fire Blast
Will-O-Wisp

SELF-APPROVED
 
The Wanderer: When calculating UC, please show your full workings out; I am not going to work out how much UC you get for you. At any rate, you get 0.5×((5×3)-1)+(2×0.5)=7+1=8 UC, not 7 UC, since you still get the KO Bonus for a match that ended in DQ. Otherwise, APPROVED with the extra UC.
Fix'd. Stockpiling the last UC.
 
I don't think the Subway is the place for me.

+6 CC

Dragonite gets 15 MC (12+3 KOC). Buys DragonBreath, Mist, Haze, Water Pulse and Supersonic (Egg).
Steelix used its 3 MC to get Bide (Past TM).
Krilowatt gets 5 MC (3+2 KOC) to buy Wild Charge, Payback (BW TM) and Heart Swap (LU)

Maybe 6v6 battles are but

+4 CC

Muk gets 5 MC (3+2 KOC). Gets Gunk Shot (LU), Dark Pulse (BW Tutor) and Shadow Ball (BW TM).
Ursaring uses its 3 MC to buy Counter (Egg).
Luxray also only gets 3 MC and takes Shock Wave (Egg).
Crobat gets an MVP badge and 5 MC (3+2 KOC) to buy Defog (Egg) and Dark Pulse (BW Tutor).
Pyroak gets 4 MC (3+1 KOC) to buy Earthquake and Incinerate (BW TM).
Metagross gets 4 MC (3+1 KOC) and while I'm at it lets spend 7 CC to change its nature to Sassy. The MC buy Ice Punch and ThunderPunch. Its posted to check the nature change.

Metagross [Processor] (U)
Nature: Sassy (+1 SpD, -15% Spe, -10% Eva)

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 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: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 60 (50/1.15)
Size Class: 4
Weight Class: 9 [Light Metal: 7]
Base Rank Total: 22

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

Abilities:

Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)

Light Metal: (Innate) 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). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Attacks (20):
PHYSICAL
Brick Break
Bullet Punch
Earthquake
Ice Punch
Iron Head
Metal Claw
Meteor Mash
Rock Slide
Take Down
ThunderPunch
Zen Headbutt

SPECIAL
Confusion
Flash Cannon
Grass Knot
Psychic

OTHER
Agility
Iron Defence
Magnet Rise
Scary Face
Stealth Rock
 
doing the old freshmon thing for my (so far) completely unused Magby


Magby (Male)
Nature: Lonely (+ to Attack; - from Defense)
Type: Fire
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 brushfire areas.

Abilities:
Ability 1: Flame Body
Type: 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.

Ability 2 (DW): Vital Spirit
Type: 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 evasion is raised by one (1) stage permanently.

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 83
Size Class: 1
Weight Class: 2
Base Rank Total: 15

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

Attacks:
Ember
Smog
Leer
Fire Punch
Smokescreen
Faint Attack
Fire Spin
Confuse Ray

Flare Blitz
Mach Punch
Thunder Punch
Focus Energy
Dynamic Punch

Psychic
Flamethrower
Will-o-Wisp
Brick Break
Fire Blast

Moves: 18
 
The Wanderer, Yarnus of Bethany, deadfox and CMFP are APPROVED

0.9 UC


EDIT: Might as well claim from here while I'm at it. Numel gets 1 EC, 3 MC, 1 DC, and 1 KOC which goes into MC. Grabbing Yawn, Earthquake, Flamethrower, and Double-Edge, all level. And I get 1 CC.

EDIT 2 - EDIT HARDER: Also from here, get the same as above except for Embirch. He'll get Hidden Power Ice 7 and Flash Cannon (both Gen 5 TM) with the MC

SELF-APPROVED

EDIT 3 - ELECTRIC BOOGALOO: And CMFP below me is APPROVED, which gives me 1 UC. That'll combine with the one on my profile to buy Charizard Sky Drop (Gen 5 TM)
 
battle. Magby gets 1/2/1 EC/MC/DC, and I'll use 3 UC to evolve it. It learns Clear Smog and Flame Burst upon evolution.

Magmar (Male)
Nature: Lonely (+ to Attack; - from Defense)
Type: Fire
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 brushfire areas.

Abilities:
Ability 1: Flame Body
Type: 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.

Ability 2 (DW): Vital Spirit
Type: 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 evasion is raised by one (1) stage permanently.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 1 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 93
Size Class: 3
Weight Class: 3
Base Rank Total: 18

EC: 4/9
MC: 2
DC: 1/5

Attacks:
Ember
Smog
Leer
Fire Punch
Smokescreen
Faint Attack
Fire Spin
Confuse Ray
Clear Smog
Flame Burst

Flare Blitz
Mach Punch
Thunder Punch
Focus Energy
Dynamic Punch

Psychic
Flamethrower
Will-o-Wisp
Brick Break
Fire Blast

Moves: 20
 

MK Ultra

BOOGEYMAN
is a Forum Moderator Alumnus
Claiming from this Pike.
7 CC takes me to 27.
Heracross' 3 KOC go to MC and are used on Curse.
6 KOC go to Kitsunoh, used on Foul Play and Metal Sound.
 
Pike Reffing13 UC
Giving 7 of the UC to Boldore as MC to be spent when it evolves into Gigalith.

Spending the remaining 6 UC on Carracosta as MC to learn Knock Off (Egg) and Flail (Egg).
 
battle. I get 1 CC. Magmar gets 1/3/1/1 EC/MC/DC/KOC. The KOC and 3 UC will go to evolving it. It learns ThunderPunch as it evolves, and it uses its total of 5 MC (it had 2 MC already) as well as 3 UC to learn Lava Plume, Sunny Day, Heat Wave, Overheat, and Thunderbolt. Additionally, I'll use 7 CC to change its nature to Modest.


Magmortar (Male)
Nature: Lonely (+ to Attack; - from Defense)
Type: Fire
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 brushfire areas.

Abilities:
Ability 1: Flame Body
Type: 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.

Ability 2 (DW): Vital Spirit
Type: 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 evasion is raised by one (1) stage permanently.

Stats:

HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 83
Size Class: 3
Weight Class: 4
Base Rank Total: 20

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

Attacks:
Ember
Smog
Leer
Fire Punch
Smokescreen
Faint Attack
Fire Spin
Confuse Ray
Clear Smog
Flame Burst
Lava Plume
Sunny Day

Flare Blitz
Mach Punch
Thunder Punch
Focus Energy
Dynamic Punch
Heat Wave

Psychic
Flamethrower
Will-o-Wisp
Brick Break
Fire Blast
Thunderbolt
Overheat

Moves: 20
 
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