Maxim, you're approved, except that you only get UC for approved blocks, so just one.
Box, you seem to have given yourself too many UC - 4v4 Doubles is 9 UC unless I'm missing another battle or something. So not approved for now.
Frosty, you're approved.
I claim moves for Krill using 5 MC and UC and self approve.
Heart Swap 1
Shock Wave 3
Signal Beam 2
Helping Hand 2
Ice Beam 2
Hyper Beam 2
Secret Power 3
Natural Gift 3
That could have gone better, but I did about as well as I expected. Note that Itsumo the Spiritomb borrowed an Exp Share from one of Yarnus's Poke'mon, so he should gain 4 MC.
First off, let's go with Decoy the Voltorb (who had my Exp. Share). In this battle, it scored both of the KOs on Yarnus's Poke'mon. In the interest of speeding things along, I'll apply 1 KOC to its EC. The other KOC will go towards Decoy's MC, giving a total of 4 MC gained from this battle. With 3 of the MC, Decoy will gain the VERY useful attack Teleport (Past Generation TM: -3 MC). The other MC will go towards Magnet Rise, to lessen the power of ground type attacks.
Decoy the Voltorb:
MC: 0 (Gains Magnet Rise and Teleport)
A little late for the raid, Knight of Oblivion gains 3 MC. It is about time I used 2 MC for the BW TM Thief, and I'll have him also use the last one for the level-up move Hi Jump Kick.
Knight of Oblivion the Scrafty:
MC: 0 (Gains Thief and Hi Jump Kick)
I haven't used Fern in a little while, so it must be good for her to get out and stretch. She gained 3 MC from the battle, and with it I'll speed her up by having her learn the level-up moves Power Gem, Slash, and Nasty Plot.
Fern the Persian:
MC: 0 (Gains Power Gem, Slash, and Nasty Plot)
Itsumo the Spiritomb... with the Exp. Share he "borrowed", he'll gain 4 MC. I noticed that he could really use Taunt, so I'll drop 2 MC on the BWTM for it. To have him play even more dirty, I'll spend the other 2 MC he recieved on Snatch, the B2W2 Move Tutor.
Itsumo the Spiritomb:
MC: 0 (Gains Snatch and Taunt)
Myself, I gained 4 CC, putting me at 6 CC. I'd get myself another set of Poke'balls... but I need to get a hold of an item. I'll spend the CC I get from the Pike on those balls. For now, with these 6 CC, I'll purchase a Light Clay.
King Serperior: APPROVED.
TIO: 9 (4v4 Doubles) + 6÷2 (KO Bonus) = 12 UC, which does not equal 13 UC. Fix this, & you are APPROVED.
Its_A_Random: Naturally SELF APPROVED.
Eternal Drifter: APPROVED. You might want to note that -Speed Spiritomb has 30 Speed (FLOOR(35÷115)=30), not 29.
Yarnus of Bethany (Below): NOT APPROVED. Where is the link to the thread you are claiming from?
7 Claims approved gives me 10/10 Claims approved, which gives me 1 UC & 0/10 Claims approved (Last Approval Claim).
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.
Psyquic: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.
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.
Zen Mode: (Can be Enabled)
Once below 50% of its maximum HP, the Pokemon can focus incredible energy into its body and change forms.
9 UC, and they'll be invested as follows:
3 to get Tyranitar Assurance as an Egg Move.
3 to get Absol Psycho Cut, Night Slash and Detect as level up moves.
2 to get Houndoom Taunt as a TM move
1 to get Murkrow Taunt as a level up move.
First, Landslide the Dwebble has 1KOC, so I am transferring that to his DC in order to unlock his Dream World ability. Next, I'll evolve him into Crustle:
Crustle - Landslide (M) Nature: Adamant (Atk up, SpA decreased) Type: Bug/Rock Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves. Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities: Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power. Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits. Weak Armor (DW) (Unlocked): (Can Be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
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: (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.
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: 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. Inner Focus: (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. Magic Guard: (innate)This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.