Ice Punch - Gen V Tutor - 2 MC
ThunderPunch - Gen V Tutor - 2 MC
Rock Slide - Gen V TM - 2 MC
Low Sweep - Gen V TM - 2 MC
Gonna use 7 CC to buy Revenankh.
Revenankh (Male) Nature: Adamant (+Atk, -SpA)
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.
Type: Ice 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: Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail. Weak Armor: (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. (DW) (Innactive)
Attacks: Astonish | Physical | Level Up Automize | Other | Egg Avalanche | Physical | Level Up Blizzard | Special | Level Up Explosion | Physical | Technical Machine Flash Cannon | Special | Technical Machine Hail | Other | Level Up Harden | Other | Level Up Ice Beam | Special | Level Up Icicle Spear | Physical | Level Up Icy Wind | Special | Level Up Imprison | Other | Egg Iron Defense | Other | Egg Mirror Coat | Other | Level Up Mist | Other | Level Up Powder Snow | Special | Egg Protect | Other | Technical Machine Sheer Cold | Special | Level Up Taunt | Other | Level Up Uproar | Special | Level Up
Total Moves: 20
So yeah, evolved Vanillite. Bought Explosion with his only MC. End of story.
Edit: Okay, maybe not quite end of story. Zorua buys TM move Substitute with his 2 MC.
Budew gets Synthesis, an Egg move, with 3 MC, leaving her with 1 left over.
Cupra gets Wish and Final Gambit, both Level Up moves, with 2 MC, and TM move Substitute with his 2 left over.
With his 2 MC, Mienfoo gets TM move Dig.
Vanillite: Evolved into Vanillish, -2 MC for Explosion, 0 MC left
Budew: -3 MC for Synthesis, 1 MC left.
Zorua: -2 MC for Substitute, 0 MC left.
Cupra: -1 MC for Wish, -1 MC for Final Gambit, -2 MC for Substitute, 0 MC left.
Mienfoo: -2 MC for Dig, 0 MC left.
Using 2 MC to buy Draco Meteor for Bagon (BW2 Tutor)
Buying Rollout a Gen II Tutor move with 3/4 MC
DC: 4/5 (KOC -> DC)
Buying Gastly -2 CC
Current Currency Counters: 9
Gastly [Figure 8] (M) Nature: Modest (+1 SpA, -1 Atk) Type: 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. Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities: Levite (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. Ground moves can still hit.
Quiet Nature (+1 SpA, -15% Speed, -10% Evasion) Types: Dark/Water
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.
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Egg Group: Water 2/Field Abilities: Rebound (Can Be Activated): The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition. Storm Drain (Innate): This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round. Flare Boost (Innate) (Locked): This Pokemon's body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks have two (2) more Base Attack Power. Stats: HP: 100 Atk: Rank 2 Def: Rank 2 SpA: Rank 4 (+) SpD: Rank 3 Spe: 73 (-) Size Class: 4 Weight Class: 9 Base Rank Total: 16
EC: 0/6 MC: 0 DC: 0/5
Attacks: Level Up
Body Slam Egg
Water Spout TM/HM
Cupra gains a total of 1 EC, 2 DC (1 from Lucky Egg), and 3 MC(1 from KOC). Getting Psyshock (BW2 TM, 2 MC), Reflect and Light Screen (LU, 1 MC each). Evolving!
Argalis (F) Nature: Rash (+SpA, -SpD) Type: Bug/Psychic Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5). 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: 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. Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate. Illusion (DW): (Innate) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Spending the 2 CC and 3 stockpiled CC to purchase 5 Sport Balls
Steven Magnet the Barboach:
EC: 2 -> 3 -> KOC/Lucky Egg -> 5
MC: 0 -> 2 -> 0, purchasing the BW Tutor move Bounce
DC: 1 -> 2
Cyborg the Beldum:
EC: 7 -> 8 METANG BITCHES!
MC: 8 -> 11 -> KOC -> 12 -> 0, purchasing the LU moves Miracle Eye, Bullet Punch, Psychic, Iron Defense, Agility, Meteor Mash, and Hyper Beam. Also purchasing the BW TM Protect and the past-gen Tutor Endure
DC: 4 -> 5 Light Metal woooo
Metang (Cyborg) - Nature: Quiet (+1 SpA, -15% Spe, -10% Eva) Type: Steel/Psychic Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
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 ability- UNLOCKED): (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.)
I gain 2CC bringing me up to 9. Protowatt gains 1EC,1DC, and 2MC and 1KOC that will go to MC. Grimer gains 1EC, and 2MC. Grimer will get Toxic (BW TM) and Protowatt will get Zap Cannon (BW LU) and Volt Switch. (BW TM).
Stockpiling the 1 CC
Arcanine receives 3 MC and 1 DC, increasing its DC from 1/5 to 2/5. Spending the 3 MC to purchase Teleport (Gen 1 TM/HM)
Another Reffing 4 UC
Spending it, along with my stockpiled 4 UC (8 UC total) on Eelektrik as MC to purchase Volt Switch (TM/HM), Signal Beam (Tutor), Acrobatics (TM/HM), Wild Charge (Level Up), and Crunch (Level Up).