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

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Claiming from here and from here. Get 7 UC from the first match, we'll see what I do with that in a moment.

First of all, Leafstrike the Servine gets 1 EC, 3 MC, and 1 KOC, which will go to MC. She evolves into Serperior, and gets Dragon Pulse (5th gen Tutor) and Snatch with the MC.
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Serperior - Leafstrike (F)
Nature: Modest (+1 SpA, -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:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Contrary (DW): (Can be Enabled) This Pokemon's unique structure reverses stat changes it receives in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.

Stats:

HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 113
Size Class: 3
Weight Class: 4
Base Rank Total: 19
Total Moves: 22

EC: 8/9 -> 9/9
MC: 0 -> 4 -> 0
DC: 5/5

Attacks:
Tackle
Leer
Vine Whip
Wrap
Growth
Leaf Tornado
Leech Seed
Mega Drain
Slam
Giga Drain
Leaf Storm

Glare
Mirror Coat
Pursuit

Dragon Pulse
Snatch

Hidden Power (Fire, 7)
Taunt
Protect
Torment
Energy Ball
Substitute
Next up, Musclestrike the Gurdurr gets 1 EC, 3 MC, 1 DC, and 1 KOC, which'll go into DC. He evolves into Conkeldurr and unlocks Iron Fist. 2 MC will go towards Ice Punch (5th gen tutor) and he'll stock the third.
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Conkeldurr - Musclestrike (M)
Nature: Adamant (+1 Attack, -1 SpA)
Type: Fighting
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:
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 (DW): (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: 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)

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
Total Moves: 18

EC: 8/9 -> 9/9
MC: 0 -> 3 -> 1
DC: 3/5 -> 5/5

Attacks:
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-Up Slap
Chip Away
Rock Slide
Hammer Arm
Stone Edge
Focus Punch

Counter
Drain Punch
Endure
Foresight

Ice Punch

Taunt
Protect
Payback
Substitute
And of course Sandstrike the Gligar gets 2 EC, 2 MC, and 1 DC. With 1 UC, that'll let him evolve into Gliscor! The MC will go to Torment (5th gen TM) and he picks up Fire Fang, Ice Fang, and Thunder Fang by pre-level 25 levelup. I'll also throw 2 UC into his DC, unlocking Poison Heal.
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Gliscor - Sandstrike (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Ground/Flying
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
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:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Poison Heal (DW): (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 3
Base Rank Total: 19
Total Moves: 17

EC: 3/6 -> 5/6 -> 6/6
MC: 0 -> 2 -> 0
DC: 2/5 -> 3/5 -> 5/5

Attacks:
Thunder Fang
Ice Fang
Fire Fang
Poison Sting
Sand-Attack
Harden
Knock Off
Quick Attack
Fury Cutter
Faint Attack
Acrobatics
U-Turn
X-Scissor

Agility
Counter
Night Slash

Taunt
Protect
Earthquake
Torment
Substitute
That leaves me with 11 UC. I also get 2 CC, so I have 17 CC. Here's how that UC will be spent:
-2 to unlock Steelix's DW ability
-3 to unlock Rhyperior's DW ability
-2 to unlock Mamoswine's DW ability
-3 to unlock Blissey's DW ability
-1 to unlock Snorlax's DW ability
No more UC :(
 
Grabbing 4 UC from here, bringing me to a total of 78 UC.

Kindle, my Chimchar, will grab Stealth Rock and Role Play, both via BW2 Tutors. (4 UC)
Paradox, my Ralts, will buy Pain Split and Snatch, both via BW2 Tutors. (4 UC)
Nightfall, my Zorua, will buy Bounce and Low Kick, both via BW2 Tutors. (4 UC)
Aloe, my Budew, will buy Protect and Substitute, via BW TM. (4 UC)
Opal, my Minccino, will buy Covet, via BW2 Tutor, and Protect, and BW TM. (4 UC)

4+4+4+4+4=20
78 UC - 20 UC = 58 UC remaining.

Thanks!
 
...

HC will go into MC to buy Flamethrower by BW TM.

Also buying 2 new mons!

527.png


Woobat "Probat" (F)
Nature: Timid (+15% Speed, -Attack, +15% Accuracy)

Type: Flying/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.
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:
Klutz: (Can Be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.
Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
Simple (DW Locked): (Innate) 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.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 83 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
+15% Accuracy

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

Attacks:

Confusion
Odor Sleuth
Gust
Assurance
Heart Stamp
Imprison
Air Cutter
Attract

Roost
Stored Power
Helping Hand

Calm Mind
Hidden Power (Fighting 7)
Shadow Ball

Total: 14
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Meditite "Karate Kid" (M)
Nature: Jolly (+15% Speed, -1 Special Attack, +10% Accuracy)

Type: Fighting/Psychic
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.
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:
Pure Power: (Trait) This Pokemon has immense inner strength that grows with its development, raising its Attack by 1 Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank.
Telepathy (DW Locked): (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 2 [4 Pure Power]
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 69 (+)
Size Class: 1
Weight Class: 2
Base Rank Total: 14
+10% Accuracy

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

Attacks:

Bide
Meditate
Confusion
Hidden Power (Ice 7)
Swagger
Mind Reader
Feint
Calm Mind

Fake Out
Bullet Punch
Drain Punch

Protect
Focus Punch
Substitute

Total: 14

CC: 13->9
 
Getting meself an Espeon!
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Eevee - Vy (M)
Nature: Bold (+1 Def, -1 Atk)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Run Away: [Innate] This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
Adaptability: [Innate] This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Anticipation [DW - Locked]: [Innate] This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the Speed drop.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Attacks:
Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Quick Attack
Bite
Covet
Take Down

Endure
Flail
Yawn

Protect
Toxic
Swift
 
Imanalt, AOPSUser, waterwarrior, EspyOwner, thewolfe, Flamestrike, EndQuote, AOPSUser (again), UllarWarlord, Jesseus, Orcinus Duo approved.

4.9
 
EspyOwner and UllarWarlord: APPROVALS TEMPORARILY REDACTED due to this. Your prizes will be re-approved once this messy situation has been dealt with by the proper authorities.

EDIT: Official ruling from Seven Deadly Sins says EspyOwner's UC claim should be reduced to 1 (change that and you're RE-APPROVED) and UllarWarlord's claim from that battle is PERMANENTLY NOT APPPROVED
 
Using 2 CC to buy this:


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Stunky (M)

Nature: Quirky (No effect on stats)

Type: Poison/Dark

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.
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:

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.
Aftermath: (Innate) If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.
Keen Eye (DW): (Innate) (Locked) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 74
Size Class: 1
Weight Class: 2
Base Rank Total: 15

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

Attacks:

Scratch
Focus Energy
Poison Gas
Screech
Fury Swipes
Smokescreen
Toxic
Feint
Slash

Crunch
Flame Burst
Iron Tail

Venoshock
Shadow Ball
Dig

Total: 15
 
Buying Golett and spending all 9 of my uc on MC (buying dynamic punch (level), Drain Punch, Earth Power, ThunderPunch and Earth Power (bw2 tutors))
14 cc->12 CC
9 UC -> 0 UC
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Golett (Genderless) Ghost robot thing?
Nature:Quiet (+1 SAtk, -15% Spe, -10% evasion)
Type: Ground/Ghost
Ground:Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
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:
Iron Fist: (Innate)
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: 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)

Klutz: (Can be Disabled)
The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.

No Guard (DW-LOCKED): (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.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 30 (-)

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

Attacks:
Pound
Astonish
Defense Curl
Mud-Slap
Rollout
Shadow Punch
Iron Defense
Mega Punch
Magnitude
DynamicPunch

Magic Coat
Fire Punch
Ice Punch
Drain Punch
Earth Power
ThunderPunch
Earth Power

Grass Knot
Shadow Ball
Double Team
 
Spending 2 CC on a Riolu
7 --> 5 CC
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Riolu Baroness (F)
Nature: Naive(+15% spe, +11% acc, -1 SpDef)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 1-
Spe: 69+
Size Class: 1
Weight Class: 2
Base Rank Total: 13

Abilities:
Steadfast:
Type: Innate

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.

Inner Focus:
Type: Innate

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.

Prankster:
Type: Innate

The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Moves:
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Copycat
Screech

Hi Jump Kick
Blaze Kick
Crunch

Earthquake
Shadow Claw
Rock Slide
Then spending 7 UC on a Revenankah
23 ---> 16 UC
frontshiny-frevenankh.png

Revenankah Mallory (F)
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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Infiltrator (DW): (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
Moves:
Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch

Counter
Wide Guard
Shadow Sneak

Taunt
Earthquake
Torment
 
Buying two more mons!

CC: 9->5

374.png


Beldum "CPU" (U)
Nature: Sassy (+Special Defense, -15% Speed, -10% Evasion)

Type: Psychic/Steel
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.

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 (DW Locked): (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.)

Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 2
SpD: Rank 3 (+)
Spe: 26 (-)
Size Class: 1
Weight Class: 4 (95.2 kg)
Base Rank Total: 13
-10% Evasion

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

Attacks:

Take Down

Headbutt
Iron Head
Zen Headbutt

Total: 4
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Staryu "Stargazer" (U)
Nature: Timid (+15% Speed, -Attack, +22% Accuracy)

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

Abilities:
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.

Command: (Ability: Illuminate)
Natural Cure: (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Analytic (DW Locked): (Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 98 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 14
+22% Accuracy

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

Attacks:

Tackle
Harden
Water Gun
Rapid Spin
Recover
Camouflage
Swift
Bubblebeam
Minimize

Aurora Beam
Barrier
Supersonic

Blizzard
Hidden Power (Fire 7)
Thunder

Total: 15
 
It turns out that in my last prize claim (found here), I bought Swagger for my Alakazam, but it turns out I already have Swagger (that prize claim is found here), so changing that to Sunny Day.
 
Major claims coming up

First off, +6 UC for this Hall, up to 32 total.

Next, claiming from this 4v4 Doubles
Prizes:
I get 16 UC
MrcRanger97 gets 9/11 of a UC, ie 0 UC. :(
Each competitor gets 3 CC
Each mon except Klavier gets 3 MC
Klavier gets 2 MC and 1 DC
Klavier and Adamas get one extra MC.
typon77 gets one extra CC

I believe I did this right...

EDIT: KOC goes to:
2 for Clem
2 for Houdin
2 for Adamas
1 for Fluttershy. :(

I get 4 CC, up to 32 total.

All KOC will be MC.

Clem the Stratagem gets 5 MC, buying Sleep Talk (BW Tutor), Flash (BW TM), and Metal Sound (LU)
Adamas the Sableye gets 6 MC, buying Icy Wind (BW Tutor) and Metronome (Past Gen Tutor) and Faint Attack (LU)
Spectre the Gengar gets 3 MC, buying Drain Punch (BW Tutor), and stockpiling 1 MC
Junior the Garchomp gets 3 MC, buying Brick Break (BW TM) and Crunch (LU)


Spending 7 CC to change Garchomp's Nature to Hasty. This is Garchomp after all the changes. Down to 25 CC

445.gif

Garchomp(*) [Junior] (M)
Nature: Hasty (+15% Spe, +16% Acc, -1 Def)

Bio: Junior has been with me since the start. His loyalty and strength have been key to my success. Although he's aware of his immense power, he knows how to responsibly wield it. His loyalty will sometimes get him into situations that he cannot handle by himself, but his lifelong friend, Resistor, is always there to back him up when needed.

Type: Dragon/Ground
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.


Abilities:
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Rough Skin (DW): (Innate) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.

Stats: 108 / 130 / 95 / 80 / 85 / 102

HP: 110
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 118 (102*1.15)
+16% Accuracy

Size Class: 4
Weight Class: 4
Base Rank Total: 22

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

Attacks: (22)

Physical
Aqua Tail
Body Slam(*)
Brick Break
Crunch
Dig(*)
Dragon Claw
Dual Chop
Earthquake
Fire Fang
Giga Impact
Outrage(*)
Rock Slide(*)
Sand Tomb(*)
Shadow Claw
Slash(*)
Tackle(*)
Take Down(*)

Special
Dragon Rage(*)

Status
Protect(*)
Sand-Attack(*)
Sandstorm(*)
Scary Face(*)
Stealth Rock

Now, claiming from this 3v3 Singles

I get 3 CC, so I'm back up to 28 CC.
Castform gets 3 MC, so I'm buying Endure (Past Gen)
Dratini gets 1 EC, 4 MC (+1 KOC), and 1 DC. Buying Draco Meteor (BW Tutor), Hyper Beam (LU), and Outrage (LU)
Riolu gets 1 EC, 2 MC, and 2 DC (+1 KOC). I'll evolve it later, and its DW ability is unlocked. Saving the MC


EDIT: Another claim. +7 UC, up to 39 UC

EDIT2: MOER CLAIMS! This time, a 1v1 Singles

I get 1 CC, up to 29 CC.
Mainstream the Monohm gets 1 EC, 3 MC, and 1 DC. I buy Discharge (LU) and Light Screen (BW TM) with the MC. Monohm also evolves into a Duclohm.

Duohm.png

Duclohm [Mainstream] (M)
Nature: Modest (+1 SpAtk, -1 Atk)

Type: Electric/Dragon
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) 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.
Overcoat (DW) [LOCKED]: (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: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 60

Size Class: 2
Weight Class: 3
Base Rank Total: 15

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

Attacks: (26)

Tackle
Growl
Twister
Dragon Rage
Charge
Thundershock
Rain Dance
Sonicboom
Discharge
Slack Off
Dragon Pulse
Weather Ball
Hurricane

Shock Wave
Heal Bell
Hydro Pump
Signal Beam

Draco Meteor

Thunderbolt
Flamethrower
Surf
Torment
Protect
Substitute
Thunder Wave
Volt Switch
Light Screen

EDIT3: EVEN MOER CLAIMS!! Another 1v1 Singles

I get 1 CC, up to 30 total.
Deino gets 1 EC, 4 (+1 KOC) MC, and 1 DC. I'll get Outrage (LU), Dragon Pulse (LU), and Zen Headbutt (BW Tutor).

EDIT4: This is getting ridiculous... +8 UC, up to 47 total.
 
Turns out Mollux is great for TLR's & Raids...
...
...
Let us buy one!
cap3_mollux.png

Mollux [Laval] (M)
NATURE: Timid (+9% Accuracy)

TYPE
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 bushfire 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
: (Innate) 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 2 damage/action to this Pokemon in sunlight and recovering 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 2. The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
Illuminate (DW): (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) at the cost of 5 EN. The accuracy drop will last six (6) actions after the Pokemon is released.

STATS
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5
SpD: Rank 4
Spe: 88 (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 20

EC: N/A
MC: 0
DC: 0/5

ATTACKS (14/67)
Bide
Ember
Acid
Withdraw
Acid Spray
Confuse Ray
Clear Smog
Lava Plume

Protect
Thunderbolt
Sludge Bomb

Gastro Acid
Heal Bell
Heal Pulse
EDIT: Buying a Rufflet, a Trapinch, & a Gligar
627.png

Rufflet [Blackwing] (M)
NATURE: Hasty (+11% Accuracy)

TYPE
Normal
: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage 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
Keen Eye
: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Sheer Force: (Can be Enabled) This Pokemon can energise 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.
Hustle (DW): (Can be Enabled) 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: 100
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 69 (+)
Size Class: 1
Weight Class: 2
Base Rank Total: 14

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

ATTACKS (13/47)

Peck
Leer
Fury Attack
Wing Attack
Hone Claws
Scary Face
Aerial Ace

Hidden Power (Grass 7)
Shadow Claw
Rock Slide

Heat Wave
Roost
Superpower
328.png

Trapinch [Hieratic] (M)
NATURE: Hasty (+5% Accuracy)

TYPE

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
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Arena Trap: (Innate) This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.
Sheer Force (DW): (Can be Enabled) This Pokemon can energise 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.

STATS
HP: 90
Atk: Rank 4
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 12 (+)
Size Class: 1
Weight Class: 2
Base Rank Total: 13

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

ATTACKS (14/56)
Bite
Sand-Attack
Faint Attack
Sand Tomb
Mud-Slap
Bide
Bulldoze
Rock Slide

Protect
Solarbeam
Substitute

Gust
Endure
Signal Beam
207.png

Gligar [Its_A_Random] (M)
NATURE: Jolly (+22% Accuracy)

TYPE
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.
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
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Immunity (DW): (Innate) This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage; however, it will continue to grow more severe.

STATS
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 98 (+)
Size Class: 2
Weight Class: 4
Base Rank Total: 18

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

ATTACKS (14/90)
Poison Sting
Sand-Attack
Harden
Knock Off
Quick Attack
Fury Cutter
Faint Attack
Acrobatics

Earthquake
Dig
Brick Break

Counter
Sand Tomb
Agility

I believe Mollux costs 7 CC, so...

60-(7+2+2+4)=60-15=45 CC
 
From here, I claim 3 CC. (Amulet Coin)

Koops, my Wartortle, claims 1 EC and 2 MC.
I'll use his 2 MC and 1 UC to buy him Brine, via egg move.

Odin, my Nidoking, claims 3 MC (full EC/DC) and 1 KOC.
I'll buy him Icy Wind and Stealth Rock (BW2 Tutor).

Spook, my Chandelure, claims 3 MC (full EC/DC) and 1 KOC.
She'll nab Heat Wave and Trick, both via BW2 Tutor.

Thanks!
 
Goddamnit I wanted to buy the first Mollux Oh well.

Spending 5 CC and 2 UC on a Mollux
down to 0 CC and 14 UC
MolluxFront.png

Mollux Shelly (F)
Modest (+1 SpAtk, -1 Atk)

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: (Innate) 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): (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) at the cost of 5 EN. The accuracy drop will last six (6) actions after the Pokemon is released.

HP: 100
Atk: Rank 1-
Def: Rank 3
SpA: Rank 6+
SpD: Rank 4
Spe: 76
Size Class: 3
Weight Class: 3
Base Rank Total: 20

0/0 EC
0 MC
0/5 DC

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

Heal Pulse
Charm
Helping Hand

Thunderbolt
Flamethrower
Sludge Wave

Spending 2 UC on EC to evolve Sona the Ralts into Sona the Kirlia. Spending 2 MC on Psychic, spending 2 MC on Hidden Power (Fire)

281.gif

Kirlia(*) Sona (F)
Nature: Timid(+15% Speed, +6% Accuracy, -1 Atk)
Type:
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:
Ability 1: Trace
Type: 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) )
Ability 2: Synchronize
Type: 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.
Ability 3: Telepathy (DW) (Locked)
Type: 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 2
SpA: Rank 3
SpD: Rank 2
Spe: 58+
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 2/9 Next Evolution at 4
MC: 4
DC: 2/5

Attacks:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse

Confuse Ray
Will-o-wisp
Encore

Thunderbolt
Shadow Ball
Taunt
Psychic
Hidden Power (Ground) (7)
 
Buying some new pokemon

Solosis, 2 CC
577.png

Solosis(*) [Ameboid] (Male)

Nature: Brave (+Atk, -Spe)

Type:
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.

Stats:
Solosis
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 17 (-)
Eva: -10%
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Abilities:
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.
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).
Regenerator (DW): (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.

Attacks:
Psywave
Reflect
Rollout
Snatch
Hidden Power Ground 7
Light Screen
Charm
Recover
Psyshock

Imprison
Confuse Ray
Acid Armour

Rock Slide
Energy Ball
Protect
Mollux, 7 CC (with 5 UC pumped into DC)
mollux.png

Mollux [Astropod] (Female)
Nature: Bold (+Def, -Atk)
Type:
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.
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.

Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 76
Size Class: 3
Weight Class: 3
Base Rank Total: 20

MC: 0
DC: 5/5

Abilities:
Dry Skin: (Innate) 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): (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) at the cost of 5 EN. The accuracy drop will last six (6) actions after the Pokemon is released.

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

Heal Bell
Heal Pulse
Helping Hand

Sludge Wave
Thunderbolt
Protect
Sigilyph, 7 CC (with 5 UC pumped into DC)
561.png


Sigilyph [Nightmare] (Male)
Nature: Modest (+SpA, -Atk)
Type:
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.
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.

Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 97
Size Class: 3
Weight Class: 2
Base Rank Total: 19

MC: 0
DC: 5/5

Abilities:
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.
Wonder Skin: (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It changes the accuracy of all non-damaging attacks to 50% before applying any other modifiers.
Tinted Lens (DW): (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).

Attacks:
Gust
Miracle Eye
Hypnosis
Psywave
Tailwind
Whirlwind
Psybeam
Air Cutter
Light Screen

Psycho Shift
Roost
Skill Swap

Fly
Ice Beam
Thunder Wave
All up that's 10 UC and 16 Corn Chips.

edit:
559.png

Scraggy [Alex Woolsley] (Male)
Nature: Adamant (+1 Attack, -1 Special Attack)
Type: Fighting/Dark
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.
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:

Shed Skin:
Type: Innate
This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.

Moxie:
Type: Innate
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.

Intimidate (Dream World):
Type: 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 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 an Action, and will affect all opponents.

HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 48
Size Class: 1
Weight Class: 2

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

Attacks:

Leer
Low Kick
Sand Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback

Counter
Detect
Fake Out

Taunt
Torment
Rock Slide
Another 2 CC

also getting some moves

Alakazam: 3 MC
Grass Knot
3-2=1 MC

Gengar: 3 MC
Foul Play
3-2=1 MC

Krilowatt: 7 MC
Earth Power
Icy Wind
Signal Beam
7-2-2-2=1 MC

Kingdra: 12 MC
Protect
Icy Wind
Toxic
Facade
Double Team
Iron Head
12-6*2=0 MC

Politoed: 15 MC
Mud Shot
Belly Drum
Hyper Voice
Helping Hand
Icy Wind
Focus Blast
Protect
Counter
15-1-1-1-2-2-2-2-3=1 MC

Marowak: 3 MC
False Swipe
Knock Off
3-1-2=0

Nincada: 2 MC
Toxic
2-1=0 MC
 
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