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

Discussion in 'ASB' started by Deck Knight, Feb 16, 2011.

Thread Status:
Not open for further replies.
  1. inanimate blob

    inanimate blob

    Joined:
    May 31, 2011
    Messages:
    1,453
    This battle's rewards.

    I get 2 CC, which I'm stockpiling.

    Leif gets 2 EC (1+KOC), 1 DC, and 2 MC which will be spent on Sunny Day, a TM.

    Django gets 1 EC, 1 DC, and 3 MC (2+KOC) which will be spent on Counter, an Egg move.

    EDIT 1: Also 2 UC from this battle.

    EDIT 2: Stuff from this battle.
    Slakoth gets 2 EC (one from the Lucky Egg) and 2 MC, the DC is irrelevant.
    The 2 MC will be spent on Strength, an HM move.
  2. waterwarrior

    waterwarrior

    Joined:
    Oct 20, 2010
    Messages:
    1,531
    Pwnemon's RNG can suck all the dicks
    5 of those 8 get spent on 5 Heal Balls, 3 get stockpiled
    4 of the 6 free KOC go into Klavier the Syclant's, 1 goes into Gorbachev the Rotom's, and 1 goes to Frozone the Cloyster- all KOC to MC

    Klavier Gavin the Syclant purchases the BW TM/Tutor moves Giga Impact and Sleep Talk with his 4 MC
    Frozone the Cloyster purchases the BW TM/Tutor moves Rain Dance and Icy Wind with his 4 MC
    Gorbachev the Rotom purchases the BW TM moves Thief and Return with his 4 MC

    All hail the mighty Ra's al Ghul!
    Stockpiling the 1 CC
    Revenankh's KOC goes into MC, giving him 5 from this match

    Ra's al Ghul the Revenankh purchases the BW TM/Tutor moves Toxic, Sleep Talk, and Ice Punch with the 5 MC he gets plus his 1 stockpiled MC

    +8 UC
    Stockpiling until I have time to spend it
  3. Matezoide

    Matezoide

    Joined:
    Jul 4, 2012
    Messages:
    513
  4. King Serperior

    King Serperior

    Joined:
    Sep 15, 2011
    Messages:
    3,029
    Came so close, yet was so far

    Nidoking gets 6MC
    I get 6HC => 6CC

    Nidoking will spend his 6MC on Bubblebeam (Past-Gen TM/HM) and Avalanche (Past-Gen TM/HM)

    I currently, as of this claim, have 7CC. I will use that to change Nidoking's Hidden Power Type from Ground => Grass. This leaves me with 0CC.
  5. Unitas

    Unitas

    Joined:
    Jan 17, 2012
    Messages:
    592
    Alright here goes a second try at this. Sorry about last time, I was not aware that I had to update my profile in the Registration Tower.

    This battle.
    From this battle i gain 2CC which bring me to a total of 5CC. Elekid gains 1EC, 2MC, and 1DC. Grimer 1EC, 2MC, 1DC and 2KOC. My KOC will go to MC for a total of 4MC for Grimer. Gible gains 1EC, 2MC, and 1DC.
    Totals thus far:
    Show Hide
    ME:5CC
    Elekid:
    EC:3/9
    MC:3
    DC:3

    Grimer:
    EC:2/6
    MC:4
    DC:2/5

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


    Next Battle
    I gain 1CC from this battle. Grimer and Elekid each gain 1EC, 2MC, and 1DC. Elekid also has 1KOC which i will move to his EC to evolve into Electabuzz at the bottom of this post.
    Totals thus far
    Show Hide
    ME:6CC
    Elekid:
    EC:4/9
    MC:5
    DC:4

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

    Gible:
    EC:3/9
    MC:4
    DC:3/5


    Now the first hall..
    From this I gain 2CC and Gible gains 2HC. One of which will go to EC, letting him be able to evolve, and the other will go to his DC.
    Totals.
    Show Hide
    ME:8CC
    Elekid:
    EC:4/9
    MC:5
    DC:4

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

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


    And last but not least.
    From this hall I gain 4CC and Grimer gains 4HC all of which will go to MC.
    Totals.
    Show Hide
    ME:12CC
    Elekid:
    EC:4/9
    MC:5
    DC:4/5

    Grimer:
    EC:3/6
    MC:10
    DC:3/5

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


    Now for the moves. My new Electabuzz will buy Signal Beam (BW TM) and Psywave (Past Gen TM). Gabite is getting Aerial Ace and Facade (BW TM). Grimer will be buying Giga Drain, Pain Split (BW Tutor), and Protect, Torment and Shadow Ball (BW TM).

    Caiphus the Electabuzz (open)
    [​IMG]
    Electabuzz* [Caiphus] (Male)
    Nature: Naughty (+1 Atk, -1 SpD)

    Type: Electric
    Typing: 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:
    Ability 1: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.
    Ability 2: Vital Spirit (DW) (Locked) 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 2
    SpA: Rank 3
    SpD: Rank 2 (-)
    Spe: 105
    Size Class: 2
    Weight Class: 3
    Base Rank Total: 18

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

    Attacks:

    Level Up:
    Quick Attack
    Leer
    Thunderpunch
    Thundershock
    Low Kick
    Swift
    Shock Wave
    Thunder Wave
    Light Screen
    Electro Ball

    Egg Moves:
    Ice Punch
    Fire Punch
    Feint

    TM Moves:
    Brick Break
    Substitute
    Protect
    Signal Beam
    Psywave

    Tutor Moves:
    Dual Chop
    Magnet Rise


    Solomon the Gabite (open)
    [​IMG]
    Gabite* [Solomon] (Male)
    Nature: Serious (No effect on stats)

    Type:
    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 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

    Abilities:
    Ability 1: 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.
    Ability 2: Rough Skin (DW) (Locked) 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:
    HP: 100
    Atk: Rank 3
    Def: Rank 3
    SpA: Rank 2
    SpD: Rank 2
    Spe: 82
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 16

    EC: 4/9
    MC: 0
    DC: 2/5

    Attacks:

    Level Up:
    Tackle
    Sand Attack
    Dragon Rage
    Sandstorm
    Take Down
    Sand Tomb
    Slash

    Egg Moves:
    Iron Head
    Outrage
    Body Slam

    TM Moves:
    Earthquake
    Dragon Claw
    Bulldoze
    Shadow Claw
    Aerial Ace
    Facade


    Lastly with 2CC I will be buying....Jethro the Protowatt.

    Jethro the Protowatt (open)
    [​IMG]
    Protowatt [Jethro] (Male)
    Nature:Modest (+SpA -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.

    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.
    Shed Skin (DW): (Innate) (Locked) 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.

    HP: 80
    Atk: Rank 1 (-)
    Def: Rank 1
    SpA: Rank 3 (+)
    SpD: Rank 1
    Spe: 95
    Size Class: 1
    Weight Class: 1
    Base Rank Total: 10

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

    Attacks:

    Level-Up Moves:
    Bubble
    Charge
    Tackle
    Thundershock
    Detect

    Egg Moves:
    Signal Beam
    Counter
    Mirror Coat
    Muddy Water
    Shock Wave

    TM Moves:
    Substitute
    Toxic
    Protect
    Ice Beam
    Scald


    Also 2UC from here.
  6. Complications

    Complications

    Joined:
    Aug 20, 2011
    Messages:
    2,404
    I've got stuff... Things...
    25 CC—>26 CC
    Exca gets 4 MC and a KOC, which I will use as MC, bringing my total to 5. I would like buy the moves Rock Tomb and Toxic (BW TM, 2 MC),leaving me with 1 MC.
  7. Frosty

    Frosty ._.
    is a Forum Moderatoris a Community Contributor
    Moderator

    Joined:
    Mar 25, 2008
    Messages:
    731
  8. pimpgangster

    pimpgangster

    Joined:
    Feb 26, 2011
    Messages:
    662
    Hall Challenge

    Zubat 4 HC ---> 4 MC
    spent on Air Cutter, Air Slash BW lvl up and Toxic, BW TM

    CC: 2 ----> 6 ---> 0
    buying an exp. share

    Also appending this

    Collosoil
    MC: 0 ---> 3 ---> 0
    Spent on Megahorn (BW lvl up) and Protect (BW TM)

    CC: 0 ---> 1
  9. LupusAter

    LupusAter

    Joined:
    Apr 19, 2009
    Messages:
    1,084
    Quick 2 UC.
    Used to get Fenris the Houndoom Substitute.
  10. Son_of_Shadoo

    Son_of_Shadoo

    Joined:
    Apr 13, 2009
    Messages:
    2,958
    Yay. Move claiming.

    Spending 4 UC to max my Mamoswine's DC. Then using its 2 MC to buy Earth Power (BW Tutor), while also picking up Rock Slide (2 UC, BW TM), Ice Beam (2 UC, BW TM), and Bulldoze (2 UC, BW TM). UC goes down to 27.

    For my Golurk, buying Earth Power (2 UC, BW Tutor) and Drain Punch (2 UC, BW Tutor). UC goes down to 23.
  11. Unoriginal Name

    Unoriginal Name

    Joined:
    Jan 25, 2013
    Messages:
    632
    I've been planning this for a while now, but now I'm making it official: I'm starting a quest to obtain all the Fighting mons (mainly so I'll have an excuse to do a TLR if a Gladiator trio/quartet one comes out)! With 2 CC, I get a Mienfoo, making my total 4CC remaining. And it'll be named after a horrible video game too!
    Shaq Fu the Horribly Named Mienfoo (open)

    [​IMG]
    Mienfoo [Shaq Fu] (M)
    Nature: Jolly

    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:
    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.
    Regenerator: (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.
    Reckless: (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected. (DW) Locked
    Stats:
    HP: 90
    Atk: 3
    Def: 2
    SpA: 1 -
    SpD: 2
    Spe: 75 + (+10 Speed, +13 accuracy)
    Size Class: 2
    Weight Class: 2
    Base Rank Total: 14

    EC: 0/6
    MC: 0
    DC: 0/5​

    Attacks:

    Brick Break | Physical | Technical Machine
    Calm Mind | Other | Level Up
    Detect | Other | Level Up
    DoubleSlap | Physical | Level Up
    Endure | Other | Egg
    Fake Out | Physical | Level Up
    Feint | Physical | Egg
    Low Kick | Physical | Egg
    Knock Off | Physical | Egg
    Meditate | Other | Level Up
    Payback | Physical | Technical Machine
    Pound | Physical | Level Up
    Stone Edge | Physical |Technical Machine
    Swift | Special | Level Up
    Taunt | Other | Technical Machine
    U-turn | Physical | Technical Machine
    Vital Throw | Physical | Egg

    Total Moves: 17​

    Edit:
    Also:
    I suck at this game.
    A Loss
    4CC [Amulet Coin]
    Zorua: 1EC/1DC/2MC
    Cupra: 1EC/1DC/2MC
    Budew: 1EC/1DC/2MC
    Vanillite: 1EC/1DC/2MC/1KOC (goes into EC)
    Edit 2:
    Rematch with inanimate blob, instead of hax it's unintentional counter teaming!
    I get 1 + 1 = 2 CC.
    Budew gets 2 MC, 1 DC and 1 EC, with a KOC adding an additional EC.

    Stockpiling it all! (Withholding any pending evolutions, and Vanillite's and Budew's KOC goes into EC) This makes my CC end up at 6 - 2 + 4 + 2 = 10CC.
  12. GemOftheDay

    GemOftheDay

    Joined:
    Jan 2, 2013
    Messages:
    1,011
    Gemoftheday:
    2 CC; Ralts: 1 EC, 1 DC, 2 MC and 1 KOC; Zorua: 1 EC, 2 MC and 1 KOC; Voltorb: 1 EC, 1 DC and 2 MC


    kirlia (KOC into EC)
    EC:6/9
    MC:2
    DC:4/5
    stocking

    zorua (KOC into EC)
    EC: 4/6
    MC: 2
    DC: N/A
    stocking

    electrode:
    EC: 6/6
    MC: 2
    DC: 3/5
    stocking


    also purchasing the following: ralts, bronzor, beldum

    Esponce the Ralts (open)
    [​IMG]
    Ralts (Esponce) (M)
    Nature: Adamant (+ Atk, -1 SpA)
    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.
    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.
    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
    Atk: 2 (+)
    Def: 1
    SpA: 1 (-)
    SpD: 2
    Spe: 40
    Size Class: 1
    Weight Class: 1
    Base Rank Total: 10

    moves:
    Growl
    Confusion
    Double Team
    Teleport
    Lucky Chant
    Magical Leaf
    Heal Pulse
    Calm Mind

    Confuse ray
    Will-o-Wisp
    Disable
    encore
    shadow sneak

    snatch
    theif
    facade
    endure
    toxic
    Coracier the Bronzor (open)
    [​IMG]
    Bronzor (Coracier)
    Nature: Relaxed (+ Atk, -Spe, -10% evasion)

    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 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:
    Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss
    Heatproof: (Innate) This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.
    Heavy Metal (DW locked): (Innate) The Pokemon's body structure is immensely dense, doubling its weight. When it uses a full-body attack or a weight-based attack it will do more damage, and it will be much harder to lift, throw, or knock back.

    Stats:
    HP: 90
    Atk: Rank 2
    Def: Rank 3 (+)
    SpA: Rank 1
    SpD: Rank 3
    Spe: 20 (-)

    Attacks:
    Tackle
    Confusion
    Hypnosis
    Imprison
    Confuse Ray
    Extrasensory
    psywave
    iron defense
    faint attack
    safeguard


    no egg moves. these are tutor moves
    ancient power
    signalbeam
    trick room
    stealth rock
    trick


    Earthquake
    Payback
    Gyro ball
    Recycle
    Flash cannon
    Poipic the Beldum (open)
    [​IMG]
    Beldum [Poipic] (-)
    Brave (+ Atk, -Spe, -10% evasion)
    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.

    Abilities:
    Clear Body: (Innate) This Pokemon’s body structure makes it immune to stat-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 (+)
    Def: Rank 3
    SpA: Rank 2
    SpD: Rank 3
    Spe: 26
    Size Class: 1
    Weight Class: 4 [3 Light Metal]

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

    Attacks:
    Take Down
    headbutt
    Iron Head
    Iron Defense
    Zen Headbutt
  13. Eternal Drifter

    Eternal Drifter

    Joined:
    Apr 11, 2012
    Messages:
    1,604
    [​IMG][​IMG]

    "What do you mean I'm out of quarters?!?"

    JACKPOT!

    Abyss the Stunky: 14 HC
    Eternal Drifter: 14 CC

    All right... let's do this...

    Abyss the Stunky gained a whopping 14 Hall Counters from this set of battles. 3 will be turned into EC and 3 will be turned into DC, maxing her Evolution Counters and Dream Counters, leaving her with 8 Hall Counters. Those 8 HC will be spent on the BW TMs Shadow Ball, Sludge Bomb, Shadow Claw, and Snarl. I'll also unlock her Dream World ability, while at it.

    Abyss the Stunky, Itsumo's Hall Agent:
    EC: 6/6 (Withholding Evolution)
    MC: 0 (Gains Shadow Ball, Sludge Bomb, Shadow Claw, and Snarl)
    DC: 5/5 (Dream World Ability UNLOCKED!)

    With the windfall of Currency Counters, I now have 18 of them. I have a plan to spend a good number of them shortly, so watch this space...

    Eternal Drifter:
    Currency Counters: 18

    Edit: Let us spend some of them now, actually.

    I will spend 2 CC on this little Poke'mon.

    Show Hide

    [​IMG]
    Goat (Male Mareep)
    Timid Nature
    Type: 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:
    Static: Type: 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.
    (Dream World: LOCKED!) Plus: Type: Innate
    This Pokemon possesses a positive electrical charge. When a partner Pokemon with Plus or Minus is on the field or if this Pokemon has Minus, this Pokemon’s special attacks have their Base Attack Power increased by two (2). If this Pokemon has both Plus and Minus, the boosts stack to a maximum Base Attack Power increase of four (4).

    HP: 90
    Atk: Rank 1 (-)
    Def: Rank 2
    SpA: Rank 3
    SpD: Rank 2
    Spe: 41 (+)
    Size Class: 1
    Weight Class: 1
    Base Rank Total: 13
    Accuracy Bonus: 6%

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

    Attacks: (19 Moves Known)
    Tackle
    Growl
    Thunder Wave
    Thundershock
    Cotton Spore
    Charge
    Take Down
    Electro Ball
    Confuse Ray

    Agility
    Body Slam
    Flatter
    Odor Sleuth
    Sand Attack

    Toxic
    Protect
    Safeguard
    Frustration
    Flash


    I think everyone can see my intentions with him.

    Now, I will spend 6 CC on a Smeargle!
    He comes with 13 instances of Sketch and 20 MC. I will spend 6 MC and 3 instances of Sketch on Explosion (Decoy), Memento (Itsumo), and Self-Destruct (Decoy). Why just those three? The user faints after using them, preventing sketching in battle unless we get really lucky.

    On second thought, this leaves Smeargle completely at the mercy at the opposing trainer. I'll spend 1 more Sketch and 2 more MC on Pay Day (Fern). This should allow him to inflict damage.

    Show Hide

    [​IMG]
    Achisuto (Male Smeargle)
    Timid Nature
    Type: Normal
    Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

    Abilities:
    Own Tempo: Type: Innate
    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.
    Technician: Type: Innate
    This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
    (Dream World: LOCKED!) Moody: Type: Innate
    This Pokemon's feelings are always fluctuating, and its mood at any given time greatly influences how it can act from one round to the next. In addition to its general nature, this Pokemon displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths.

    HP: 90
    Atk: Rank 0 (-)
    Def: Rank 2
    SpA: Rank 1
    SpD: Rank 2
    Spe: 87 (+)
    Size Class: 2
    Weight Class: 4
    Base Rank Total: 11
    Accuracy Bonus: +9%

    MC: 12
    DC: 0/5

    Attacks: (5 Moves Known)
    Explosion
    Memento
    Pay Day
    Self-Destruct

    Sketch (9)


    That leaves me with 10 CC. I will spend 2 more on this Poke'mon, to help the other side of the story more.

    Show Hide

    [​IMG]
    Unmei (Female Natu)
    Docile Nature
    Type: Psychic/Flying
    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 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:
    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.
    Early Bird: Type: Innate
    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.
    (Dream World: LOCKED!) Magic Bounce: Type: Innate
    This Pokemon has a Psychic sense that allows it to ward off non-damaging attacks as soon as they are launched, directing them back at the opponent.

    HP: 90
    Atk: Rank 2
    Def: Rank 2
    SpA: Rank 3
    SpD: Rank 2
    Spe: 70
    Size Class: 1
    Weight Class: 1
    Base Rank Total: 14

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

    Attacks: (18 Moves Known)
    Peck
    Leer
    Night Shade
    Teleport
    Lucky Chant
    Miracle Eye
    Me First
    Confuse Ray

    Drill Peck
    Faint Attack
    Featherdance
    Haze
    Quick Attack

    Psyshock
    Calm Mind
    Toxic
    Protect
    Shadow Ball


    That is ten spent! I'll keep the last eight I have for now.

    Eternal Drifter:
    Currency Counters: 8
    Poke'mon: Mareep (Goat), Smeargle (Achisuto), Natu (Unmei)
  14. TheWolfe

    TheWolfe

    Joined:
    Sep 26, 2008
    Messages:
    2,491
    From this Hall reffing and my own Hall run...

    Currency Counters: 10 + 10 = 20
    Universal Counters: 229 + 23 = 252

    Using Universal Counters to buy a Damp Rock (6 UC) Expert Belt (20 UC), Focus Sash (20 UC), Heat Rock (6 UC), Life Orb (20 UC), and a Razor Fang (20 UC), for a grand total of 92 UC.

    [​IMG]
    Roy - Blaziken (M)
    MC: 2 + 10 = 12
    Using Move Counters to learn Agility (Egg; 3 MC), Hyper Beam (5th Gen Tutor; 2 MC), Night Slash (Egg; 3 MC), and Vacuum Wave (4th Gen Tutor; 3 MC). Left with 1 MC.

    [​IMG]
    Frostbite - Scylant (M)
    MC: 16
    Using Move Counters to learn Electroweb (5th Gen Tutor; 2 MC), Endure (4th Gen TM; 3 MC), Rock Slide (5th Gen TM; 2 MC), Spikes (Egg; 3 MC), Toxic (5th Gen TM; 2 MC), and Water Pulse (Egg; 3 MC). Left with 1 MC.

    [​IMG]
    Hakumen - Kitsunoh (M)
    MC: 11
    Using Move Counters to learn Endeavor (5th Gen Tutor; 2 MC), Endure (4th Gen Tutor; 3 MC), Foul Play (5th Gen Tutor; 2 MC), Snatch (5th Gen Tutor; 2 MC), and Superpower (5th Gen Tutor; 2 MC).
  15. EspyOwner

    EspyOwner

    Joined:
    Sep 11, 2010
    Messages:
    1,938
    Buying a thing

    Dratini (Dynamo Man) (open)

    [​IMG]
    Dratini (Dynamo Man) [Male]
    Nature: Quiet (+1 Special Attack, -15% Speed, -10% Evasion)
    Type: Dragon
    Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

    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.

    Marvel Scale (Dream World):
    Type: Innate
    This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).

    HP: 90
    Atk: Rank 3
    Def: Rank 2
    SpA: Rank 3 (+)
    SpD: Rank 2
    Spe: 43 (-)
    Size Class: 2
    Weight Class: 1

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

    Attacks:

    Wrap
    Leer
    Thunder Wave
    Twister
    Dragon Rage
    Slam
    Agility

    Aqua Jet
    ExtremeSpeed
    Dragon Pulse
    Light Screen
    Iron Tail

    Ice Beam
    Thunderbolt
    Flamethrower
    Surf
    Substitute
  16. DFrog

    DFrog

    Joined:
    Aug 1, 2009
    Messages:
    1,172
  17. Houndoomsday

    Houndoomsday

    Joined:
    Mar 8, 2013
    Messages:
    1,027
  18. Canis Majoris

    Canis Majoris

    Joined:
    Jan 27, 2013
    Messages:
    1,497
    Gonna spend 1 UC and 1 CC to purchase an Embirch.
    Charles the Embirch (open)
    [​IMG]
    Embirch [Charles] (Male)
    Nature: Sassy (+SpD, -Spe, -10% Evasion)
    Type: Fire/Grass
    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.
    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:
    Reckless: (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.
    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.
    Chlorophyll: (DW)(Innate)(Locked) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

    Stats:
    HP: 90
    Atk: Rank 2
    Def: Rank 2
    SpA: Rank 3
    SpD: Rank 3 (+)
    Spe: 52 (-10% Evasion)
    Size Class: 1
    Weight Class: 2
    Base Rank Total: 13

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

    Attacks:
    Bullet Seed
    Sweet Scent
    Absorb
    Growth
    Ember
    Leech Seed
    Flame Wheel
    Giga Drain
    Fire Spin
    Blaze Kick (Egg)
    Counter (Egg)
    Seed Bomb (Egg)
    Aromatherapy (Egg)
    Earth Power (Egg)
    Rock Slide (TM)
    Flame Charge (TM)
    Toxic (TM)
    Protect (TM)
    Grass Knot (TM)
  19. Its_A_Random

    Its_A_Random Solves issues recursively
    is a Forum Moderatoris a Community Contributor
    Moderator

    Joined:
    Mar 19, 2010
    Messages:
    2,309
    Gerard: NOT APPROVED for a couple of reasons: 1. You need to specify Hidden Power Type & Power on Meditite, & 2. Eevee's Accuracy boost incorrect — (64^2)÷435 = 9.41609195 => 9%, not 10%.
    Someoneelse: APPROVED.
    LupusAter: APPROVED.
    Pwnemon: APPROVED.
    inanimate blob: APPROVED.
    waterwarrior: APPROVED.
    Matezoide: APPROVED.
    King Serperior: APPROVED only if you also specify the BP of the new Hidden Power.
    Unitas: Signal Beam is a BW Tutor, not a BW TM, though they cost the same amount. Otherwise, APPROVED. Next time, remember to update your profile so we do not have a repeat of what happened... -.-'
    Complications: APPROVED.
    Frosty: APPROVED.
    pimpgangster: APPROVED.
    LupusAter: APPROVED.
    Son_of_Shadoo: APPROVED.
    Unoriginal Name: Please only rearrange moves in the natural LU > TM > Egg or LU > Egg > TM formation first before approval. Otherwise, APPROVED.
    GemOftheDay: NOT APPROVED for several reasons: 1. The HP bar is absent on Ralts. 2. Endure is not a Gen V TM on Ralts (You may only choose Gen V TM's). 3. Size Class & Weight Class bars are absent on Bronzor. 4. The Attack bar on Bronzor should have a (+), not Defence. 5. Trick Room is not a Gen V Tutor on Bronzor. Likewise, Recycle is not a Gen V TM on Bronzor. 6. Bronzor's Attack Rank after a +Attack nature is missing. 7. Beldum should have a (-) next to its Speed bar, & finally, 8. Ralts & Bronzor are missing EC/MC/DC bars.
    Eternal Drifter: NOT APPROVED for a couple reasons: 1. You have decided to buy Shadow Ball on Stunky twice. 2. Mareep's Speed should be rounded up to 41. Everything else looks fine.
    TheWolfe: APPROVED.
    EspyOwner: APPROVED.
    DFrog: APPROVED.
    Houndoomsday: APPROVED.
    Canis Majoris: APPROVED.

    22
    Claims checked puts me at 25/10 C.C., netting me 2 UC & 5/10 C.C.
    ---
    Beat-Down > Accuracy trolling

    I gain 2 CC... And... Still cannot convince some as to why No Decay is bad for ASB... -.-'
    ---
    [​IMG]
    Ludicolo [Poncho] (M)
    EC: 9/9
    MC: 5 (+3 MC, +2 KOC) > 0
    DC: 5/5
    -Learns Dive (Gen V TM), & Mud-Slap (Gen IV Tutor).
    ---
    [​IMG]
    Volbeat [Inzektor] (M)
    EC: N/A
    MC: 3 (+3 MC) > 0
    DC: 5/5
    -Learns Metronome (Gen III Tutor).
    ---
    SELF APPROVED.
  20. Eternal Drifter

    Eternal Drifter

    Joined:
    Apr 11, 2012
    Messages:
    1,604
    Corrections made: Goat's speed is now 41. The second Shadow Ball is now Shadow Claw.
  21. akela

    akela

    Joined:
    Mar 22, 2012
    Messages:
    4,307
    Another Abysmal Hall Run 4 CC, 4 HC

    Dfrog vs Akela, 6 v 6 Trips 5 CC

    Ended in DQ 2 UC

    Spending Magmother the Slugma's 4 HC as MC to purchase Rest (BW TM/HM) and Snore (BW Tutor).

    Spending 6 of the 9 CC to purchase an Amulet Coin. Stockpiling the remain 3 CC.

    Archeops spends its 3 MC to purchase Steel Wing (Egg).
    Cyndaquil gets 1 EC, increasing its EC from 0/9 to 1/9. Spending its 1 KOC and 2 MC to learn Nature Power (Egg).
    Omanyte gets 1 EC and 1 DC, increasing its EC from 4/6 to 5/6 and its DC from 3/5 to 4/5. Spending its 3 MC to learn Spikes (Egg).
    Liepard gets 3 MC to purchase Encore (Egg).
    Lilligant gets 3 MC and 1 KOC to purchase Grass Knot (BW TM/HM) and SolarBeam (BW TM/HM).
    Exploud gets 3 MC and 3 KOC to purchase Shadow Ball (BW TM/HM), Zen Headbutt (BW Tutor), Rock Slide (BW TM/HM).

    Spending the 2 UC as DC on Smeargle, increasing its DC from 0/5 to 2/5.
  22. Unoriginal Name

    Unoriginal Name

    Joined:
    Jan 25, 2013
    Messages:
    632
    In my mission to have as many Fighting mons as possible, I shall spend 2 CC on a Ralts! This brings my total down to 8 CC.
    Shard the Ralts (open)
    [​IMG]
    Ralts [Shard] (M)
    Nature: Impish

    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 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.
    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.
    Telepathy: (Innate) This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks. (DW) Locked

    Stats:
    HP: 90
    Atk: 1
    Def: 2 +
    SpA: 1 -
    SpD: 2
    Spe: 40
    Size Class: 1
    Weight Class: 1
    Base Rank Total: 10

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

    Attacks:

    Growl | Other | Level Up
    Confusion | Special | Level Up
    Double Team | Other | Level Up
    Teleport | Other | Level Up
    Lucky Chant | Other | Level Up
    Magical Leaf | Special | Level Up
    Heal Pulse | Other | Level Up
    Calm Mind | Other | Level Up

    Protect | Other | Technical Machine
    Reflect | Other | Technical Machine
    Light Screen | Other | Technical Machine
    Taunt | Other | Technical Machine
    Trick Room | Other | Technical Machine

    Disable | Other | Egg
    Encore | Other | Egg
    Skill Swap | Other | Egg
    Shadow Sneak | Physical | Egg
    Destiny Bond | Other | Egg

    Total Moves: 17

    Watch this space, may do something else soon.
  23. Gerard

    Gerard

    Joined:
    Feb 16, 2011
    Messages:
    4,372
    Fixed!
  24. GemOftheDay

    GemOftheDay

    Joined:
    Jan 2, 2013
    Messages:
    1,011
    edits made
  25. EspyOwner

    EspyOwner

    Joined:
    Sep 11, 2010
    Messages:
    1,938
    Buying Golett (2 CC)

    Golett (Shade Man) (open)

    [​IMG]
    Golett (Shade Man)
    Nature: Adamant (+1 Attack, -1 Special Attack)
    Type: Ground/Ghost
    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.
    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
    :
    Type: 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:
    Type: 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.

    No Guard (Dream World):
    Type: 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.

    HP: 90
    Atk: Rank 4 (+)
    Def: Rank 2
    SpA: Rank 1 (-)
    SpD: Rank 2
    Spe: 35
    Size Class: 2
    Weight Class: 4

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

    Moves:

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

    Fire Punch
    Ice Punch
    ThunderPunch
    Magic Coat
    Low Kick

    Protect
    Rock Slide
    Double Team
    Substitute
    Toxic
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