Data Prize Claiming Thread (Update 5-09-13)

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Ok I thought I had eight before, but then I recalculated and got confused. Thanks a lot.


Call me crazy, but I'm about to buy 3 Deinos with stockpiled CC, leaving me with 2 CC.

Voldemort (Deino) (M)

Nature: Naughty (+ATK, -SDEF)

Type

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.

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

Abilities
Hustle
Type: Can Be Activated
This Pokemon puts immense force and speed in 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.

Stats:
HP: 90
Atk: Rank 4(+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 38
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 0/9
MC: 0

Attacks:
Tackle (*)
Dragon Rage (*)
Focus Energy (*)
Bite (*)
Headbutt (*)
Dragonbreath (*)
Roar (*)
Crunch (*)

Earth Power (*)
Assurance (*)
Head Smash (*)

Dragon Tail (*)
Substitute (*)
Thief *(*)

Background: To Be Added


Durza (Deino) (M)

Nature: Modest (+SATK, -ATK)

Type

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.

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

Abilities
Hustle
Type: Can Be Activated
This Pokemon puts immense force and speed in 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.

Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 38
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 0/9
MC: 0

Attacks:
Tackle (*)
Dragon Rage (*)
Focus Energy (*)
Bite (*)
Headbutt (*)
Dragonbreath (*)
Roar (*)
Crunch (*)

Dark Pulse (*)
Earth Power (*)
Head Smash (*)

Thunder Wave (*)
Substitute (*)
Work Up (*)

Backround: To Be Added


Gandalf (Deino) (M)

Nature: Adamant (+ATK, -SATK)

Type

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.

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

Abilities
Hustle
Type: Can Be Activated
This Pokemon puts immense force and speed in 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.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 38
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 0/9
MC: 0

Attacks:
Tackle (*)
Dragon Rage (*)
Focus Energy (*)
Bite (*)
Headbutt (*)
Dragonbreath (*)
Roar (*)
Crunch (*)

Ice Fang (*)
Fire Fang (*)
Head Smash (*)

Thief (*)
Substitute (*)
Dragon Tail (*)

Backround: To Be Added
 
Link to new introductions. Meet the world's greatest Slaking. =]

CC: 25 -> 27
UC: 18 -> 9


Slaking (Duke) [M]
EC: 9/9
MC: 6 -> 9 (+5UC) -> 0
DC: N/A
Learns Chip Away (Lvl Up), Giga Impact, Protect, (BW TM), Ice Punch, Thunder Punch, Sucker Punch (Past Gen.), leaving him at 0 MC.


Claydol (SandGiant -> Regisand)
EC:
6/6
MC: 0 -> 5 (+2KOC, +4UC) -> 0
DC: N/A
Learns Power Split (LvlUp), Ice Beam and Stone Edge, Rock Polish and Substitute (BW TM), leaving it at -4 MC which I cover again with UC.

And here is Duke, post-evolution and with the moves added/ MC subtracted.

Slaking (Duke) [M]
Nature: Lonely [Adds One (1) Rank to Attack; Subtracts One (1) Rank from Defense]
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.


Abilities:
Truant: (Trait) This Pokemon is naturally lazy, and becomes Sluggish after every normal action. This effect takes place after completing any normal (e.g. non-Sluggish) action. If this Pokemon uses a move that would inflict Sluggish, it instead becomes Exhausted for the next action. When Exhausted, its Confusion stage will not be checked and it will not hit itself in confusion during the second action. It recovers 3% energy when Exhausted. If this Pokemon uses a Combination, it becomes Sluggish or Exhausted on the action following the cooldown of the combination. Truant can be altered or shifted by Skill Swap, Role Play, Gastro Acid, or Mummy, but is not changed by Entrainment, Simple Beam, or Worry Seed.


Stats:
HP: 125
Atk: Rank 7 (+)
Def: Rank 3 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 100
Size Class: 4
Weight Class: 5
Base Rank Total: 25


EC: 9/9
MC: 0
DC: N/A


Attacks:
Uproar
Scratch
Yawn
Encore
Slack Off
Faint Attack
Amnesia
Endure
Flail
Focus Punch
Reversal
Counter
Covet
Chip Away

Crush Claw
Night Slash
Hammer Arm
Body Slam
Pursuit

Return
Double Team
Rock Slide
Earthquake
Facade
Toxic
Giga Impact

Ice Punch
ThunderPunch
Sucker Punch

Moves: 29
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
I guess I should claim from this...

2 CC for me, & counters for my Pokemon.
---

Garchomp [Choragon] (M)
EC: 9/9
MC: 4 (+3 MC, +1 KO Counter) > 0
DC: 5/5
-Learns Sunny Day & Stone Edge (Both BW TM)
---

Eelektross [Sheeldon] (M)
EC: 9/9
MC: 4 (+3 MC, +1 KO Counter) > 0
DC: N/A
-Learns Rock Tomb & Strength (Both BW TM)
---

Jynx [Mobius] (F)
EC: 6/6
MC: 3 (+3 MC) > 0
DC: 5/5
-Learns Endure (Past-Gen Move)
---
That's all! For now...
 
eh, might as well
Claiming a Necturine with 2CC!

Necturine (Ceres) (F)
Nature: Naughty (+1 Atk, -1 SpD)
Type: Grass / Ghost
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.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:

Anticipation: This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Telepathy (DW LOCKED): This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.


HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2 (-)
Spe: 51
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Attacks:
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex

Sketch
Leaf Blade
Gravity

Return
Double Team
Substitute
 
Claiming from here.

MrL gets 2CC
Scraggy gets 1EC, 3MC, 1DC

I'll take the 2CC, bringing my total to 21. I'll use 7 of them to change my Krillowatt's nature from Modest to Naive, leavnig me with 14CC. He now looks like this:


Krillowatt [Lumino] (Male)
Nature: Naive (+15% Spe, +17% Acc boost, -1 Sp.D)
Type: Electric / Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shell Armor (DW LOCKED): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats:

HP: 125
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 121 (+)
Size Class: 1
Weight Class: 2
Base Rank Total: 21

EC: 6/6
MC: 0
DC: 2/5

Moves:
-Ice Shard
-Bubble
-Charge
-Thundershock
-Confuse Ray
-Aqua Jet
-Mirror Coat
-Counter
-Imprison
-Detect
-Discharge
-Hydro Pump
-Volt Switch
-Thunder

-Signal Beam
-Me First
-Muddy Water

-Thunderbolt
-Scald
-Ice Beam
-Hidden Power Grass 7

Total Moves: 20



EC: 4/6 -> 5/6
MC: 0 -> 3 -> 1 (Purchasing Attract (BW TM)
DC: 3/5 -> 4/5

That's it.
 
First of all, I'm going to refund 2 MC on my Cloyster, since I stupidly bought Protect as a TM when it already had it in its Level Up Movepool. (Also rearranged the movepool a bit since Ice Shard is in Egg moves for no reason whatsoever)

Then, things get freaky as I delve into a UC-spending Frenzy.

Florence (Duosion) gets 1 UC put into its EC to evolve, then gets Telekinesis, Toxic, Thunder, Focus Blast and Rock Slide (All TM)
[11 UC]

Boreas (Cloyster) gets Dive, Torment, Poison Jab, Explosion (All TM/HM), and Bide (Past Gen TM)
[9 UC] (With refunded MC)

Persephone (Chandelure) gets Endure (Egg), Protect and Substitute (Both TM)
[7 UC]

Malboro (Tangrowth) gets Tickle (Level Up), Brick Break, Payback, Aerial Ace and Reflect (All TM)
[9 UC]

TOTAL UC SPENT: 36



Tangrowth- King Malboro (M)
Nature: Brave (Increase Atk by *, divide speed by 1.15, decrease Evasion by flat 10%)
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.
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.
Regenerator (DW=Unlocked): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Stats:
HP: 110
Atk(+): 5
Def: 5
SpA: 4
SpD: 2
Spe(-): 43 (50/1.15= 43.5... truncated down to 43)
SC: 4
WC: 5
BRT: 21

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

Attacks:
Ingrain
Constrict
Sleep Powder
Absorb
Growth
Poisonpowder
Vine Whip
Bind
Stun Spore
Power Whip
Block
Wring Out
Tickle

Giga Drain
Leech Seed
Flail
Worry Seed

Sludge Bomb
Swords Dance
Solarbeam
Hidden Power (Fire, 7)
Sunny Day
Toxic
Earthquake
Giga Impact
Rock Slide
Bide
Protect
Substitute
Brick Break
Aerial Ace
Payback
Reflect

Total Moves: 33


Chandelure- Persephone (F)
Nature: Modest (Increase Sp Atk by *, decrease Atk by *)
Type: Ghost/Fire
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
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.

Abilities:
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Flame Body: (Innate) 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.
Shadow Tag (DW=Unlocked) : (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

Stats:
HP: 90
Atk(-): 1
Def: 3
SpA(+): 7
Spd: 3
Spe: 80
SC: 2
WC: 3
BRT: 19

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

Attacks:
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-O-Wisp
Flame Burst
Imprison
Hex
Pain Split
Inferno
Memento

Haze
Heat Wave
Acid Armor
Endure

Shadow Ball
Solarbeam
Flamethrower
Energy Ball
Psychic
Telekinesis
Hidden Power (Ground, 7)
Sunny Day
Protect
Substitute

Total Moves: 28


Cloyster- Boreas (M)
Nature: Hasty (Def decreased by 1, Spe increased by 15%, Accuracy also increased) [81^2/870= 8%]
Type: Water/Ice
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Abilities:
Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Skill Link: (Innate) This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).
Overcoat (DW=Unlocked): (Innate) 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: 90
Atk: 3
Def(-): 6
SpA: 3
SpD: 2
Spe: 81 (70x1.15=80.5)
SC: 3
WC: 5
BRT: 20

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

Attacks:
Toxic Spikes
Spike Cannon
Tackle
Aurora Beam
Withdraw
Supersonic
Icicle Spear
Protect
Leer
Clamp
Ice Shard
Shell Smash
Hydro Pump
Razor Shell
Brine
Spikes

Rock Blast
Rapid Spin
Bubblebeam

Ice Beam
Surf
Payback
Hidden Power (Electric, 7)
Substitute
Teleport
Torment
Poison Jab
Explosion
Dive
Bide

Total Moves: 32


Reuniclus- Florence (F)
Nature: Quiet (SpA up by 1, Spe divided by 1.15; 10% flat increase to accuracy of opponent's attacks)
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 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.

Abilities:
Overcoat: (Innate) 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).
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Regenerator (DW=Unlocked): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Stats:

Hp: 110
Atk: 3
Def: 3
SpA(+): 6
SpD: 3
Spe: 26 (30/1.15=26.1, rounded down to 26)
SC: 2
WC: 2
BRT: 20

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

Attacks:
Psywave
Reflect
Rollout
Snatch
Hidden Power (Fighting, 7)
Light Screen
Charm
Recover
Psyshock
Psychic
Pain Split
Wonder Room
Future Sight
Heal Block

Imprison
Acid Armor
Trick

Calm Mind
Shadow Ball
Trick Room
Thunder Wave
Energy Ball
Telekinesis
Toxic
Thunder
Focus Blast
Rock Slide

Total Moves: 27
 

LouisCyphre

heralds disaster.
is a Forum Moderatoris a Community Contributor
Moderator
Argetlam, yes.

Temperantia approved. Claiming double, so 2.8

EDIT: It just doesn't feel like I'm back unless I'm buying NFEs left and right.

Meet Aphetto [Grimer] and Montoya [Ralts].

Aphetto comes with the Egg Moves Imprison, Shadow Sneak, and Acid Spray and the Gen V TMs Protect, Fire Blast, and Thunderbolt.[a]Grimer[/a]

Grimer ♂ - Aphetto
Nature: Quiet (SpA: +1, Spe -4, Evasion -10%))
Type: Poison
Poison Type - 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:
Stench - (Innate) 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 - (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
(DW) Poison Touch - (Dormant) - (Innate) 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 disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

Stats:

HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 21 (-)

Height Class: 2
Weight Class: 3
BRT: 13

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

14 moves known. Moves are sorted by type and then alphabetized.

Physical Moves - Pound, Shadow Sneak
Special Moves - Acid Spray, Fire Blast, Mud Bomb, Mud-Slap, Sludge, Thunderbolt
Status Moves - Disable, Harden, Imprison, Minimize, Poison Gas, Protect

A silent watcher, Aphetto is only loosely affiliated with battling. He spends a lot of time with a group of other Grimer for unknown ends, and rarely acts of his own accord when among trainers' mons.


Montoya comes with the Egg Moves Disable, Encore, and Destiny Bond and the Gen V TMs Psychic, Thunderbolt, and Protect.[a]Ralts[/a]

Ralts ♂ - Montoya
Nature: Quiet (SpA: +1, Spe -6, Evasion -10%))
Type: Psychic
Psychic Type - 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.


Abilities:
Synchronize - (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
Trace - (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
(DW) Telepathy - (Dormant) - (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Stats:

HP: 90
Atk: Rank 1
Def: Rank 1
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 34 (-)

Height Class: 1
Weight Class: 1
BRT: 10

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

14 moves known. Moves are sorted by type and then alphabetized.

Physical Moves - lol
Special Moves - Confusion, Magical Leaf, Psychic, Thunderbolt
Status Moves - Calm Mind, Destiny Bond, Disable, Double Team, Encore, Growl, Heal Pulse, Lucky Chant, Teleport, Thunder Wave

A brooding type, Montoya spends a great deal of time among others nonetheless. Taking in sights and sounds around himself, Montoya remains an observer rather than participant more often than not.


They put me at 6 CC.

Self-approved.

EDIT: Size classes are not 0.
 

LouisCyphre

heralds disaster.
is a Forum Moderatoris a Community Contributor
Moderator
Galladiator is approved. 2.9

MK agreed to go with the consensus, so that's that.

This run has ended.

...

I get 42 + 5 UC. I'd call it "earns," but I feel like that'd be a lie.

The Labyrinth will be back.
Only took six months! That's almost 8 UC each month. This, combined with my 2.9 UC from approvals, puts me at 49.9 UC.

First up, Oros [Dragonite] will buy Sky Drop [2], Tailwind [3], Waterfall [2], Fly [2], Dive [2], Earthquake, [2], and Icy Wind [3]. This costs 16 UC.

Next, Camille [Togekiss] will buy Roost [3], Double Team [2], and Counter [3]. This costs 8 UC.

Pumyra [Tomohawk] will buy Hidden Power [Ice, 7] [2], Yawn [3], and Fly [2]. This costs 7 UC.

Spoons [Alakazam] will buy Dig [2], Thunder Wave [2], Grass Knot [2], and Torment [2]. This costs 8 UC.

Natasha [Cinccino] will buy Dig [2], Light Screen [2], Wake-Up Slap [1], Last Resort [1], Sunny Day [2], and Safeguard [2]. This costs 10 UC.

I am now at 0.9 UC total. Self-Approved.
 
I'm an idiot

I get 2 CC.
Boggle gets 4 MC (Exp Share). With his 3 he already has, he will buy Helping Hand and Role Play (both 3 MC), leaving him with 1 left.
I will now also spend my 16 UC.
Cradily will get Pain Split and Endure (both 3 UC) for a total -6 UC.
Solrock will get Wonder Room (-1 MC he has), Fire Blast, Stone Edge, and Gyro Ball for -6 UC as well.
Vanguard the Bastiodon will get Magic Coat for -3 UC.
That leaves me with one UC left.
 
going to use my 17 UC to teach some moves real quick

Sellian the Typhlosion
2 UC spent to learn Blast Burn
3 UC spent to learn Endure
2 UC spent to learn Hidden Power (7, Ice)

Maltia the Gengar
3 UC spent to learn Knock Off
2 UC spent to learn Thunderbolt

Keraia the Gardevoir
3 UC spent to learn Icy Wind

Ryversha the Fidget
2 UC spent to learn Ally Switch

thus bringing me to 0 UC
 

jas61292

used substitute
is a Community Contributoris a Top CAP Contributoris a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnus
Spending all my UC.
I've got 23.

Lucario gets:

Heal Pulse (1, 22 remaining)
Dig (2, 20 Remaining)
Substitute (2, 18 Remaining)
Drain Punch (3, 15 Remaining)

Porygon-Z gets:

Pain Split (3, 12 remaining)
Protect (2, 10 remaining)
Substitute (2, 8 remaining)

Octillery gets:

Substitute (2, 6 remaining)
Thunder Wave (2, 4 remaining)
Dive (2, 2 remaining)
Protect (2, 0 remaining)
 
Cashing in MC for tourney prep gogogogogo!

I have an Arghonaut with 25 MC. What. Buying Thief (Level up, 24 left), Seismic Toss, Soak (Egg, 18 left), Protect, Earthquake, Bulldoze, Poison Jab, Torment, Rain Dance, Return, Double Team and Scald (BW TM).

Cyclohm has 6, and will buy Mud Slap (past tutor) and Bulldoze (BW TM), leaving her with 1.

Dusknoir has 8, buying Swagger, Substitute, Focus Blast and Giga Impact BECAUSE WHY THE FUCK NOT (BW TM).

I'm spending 7 UC to change my Krilowatt's nature from Modest to Timid. And it has 3 MC, so I shall buy Thunder (levelup) and Rest (BW TM). Here she is:


Krilowatt "Hijinks" (F)
Nature: Timid - multiples speed by 1.15, adds 16% to accuracy, subtracts rank from Atk.

Type: Electric/Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Trace: (Can be Activated) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN. Wonder Guard cannot be Traced.
Command: (Ability: Trace (Target Ability) )
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shell Armour (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

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

Stats:
HP: 125
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 120 (+)
Size Class: 1
Weight Class: 2
Base Rank Total: 21

Attacks:
Levelup:
Ice Shard
Aqua Jet
Imprison
Bubble
Charge
Tackle
Thundershock
Detect
Heart Swap
Hydro Pump
Discharge
Copycat
Volt Switch
BubbleBeam

TM:
Scald
Toxic
Ice Beam
Protect
Thunderbolt
Dive
Surf
Substitute
Attract
Torment
Endure
Thunder Wave
Blizzard
Double Team
Sleep Talk

Tutor:
Earth Power

Egg:
Me First
Counter
Mirror Coat
Signal Beam

Move Total: 34
 
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