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I have 18 CC in total. Time to do something really stupid.
Spending 2 CC (2 CC so far) to purchase:
Axew [Jason] [M]
Jolly Nature (+15% Speed, +15% Accuracy, -1 SpA) Type: Dragon
Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus. Egg Group: Monster/Dragon Abilities: Rivalry (Innate): This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender. Mold Breaker (Innate): Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.) Unnerve (Innate) (Locked): The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used. Stats: HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 1 (-) SpD: Rank 2 Spe: 66 (+) [+15 ACC] Size Class: 1 Weight Class: 2 Base Rank Total: 13
EC: 0/9 MC: 0 DC: 0/5
Attacks: Level Up
Scratch
Leer
Assurance
Dragon Rage
Dual Chop
Scary Face
Slash
False Swipe Egg
Counter
Endure
Night Slash
Razor Wind
Reversal TM/HM
Aerial Ace
Dig
Poison Jab
Rock Tomb
Round
Another 2 CC (4 CC so far) to purchase:
Klink [Alpha 5] [-]
Quiet Nature (+1 SpA, -15% Speed, -10% Evasion) Type: 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. Egg Group: Mineral Abilities: Plus (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). Minus (Innate): This Pokemon possesses a negative electrical charge. When a partner Pokemon with Plus or Minus is on the field or if this Pokemon has Plus, 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). Clear Body (Innate) (Locked): This Pokemon’s body structure makes it immune to stat-lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.) Stats: HP: 90 Atk: Rank 2 Def: Rank 3 SpA: Rank 3 (+) SpD: Rank 2 Spe: 26 (-) Size Class: 1 Weight Class: 2 Base Rank Total: 13
Impish Nature (+1 Def, -1 SpA) Type: Dark/Steel
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.
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. Egg Group: Human-Like Abilities: Defiant (Innate): The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round. 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. Pressure (Innate) (Locked): This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform. Stats: HP: 90 Atk: Rank 3 Def: Rank 4 (+) SpA: Rank 1 (-) SpD: Rank 2 Spe: 60 Size Class: 1 Weight Class: 2 Base Rank Total: 14
EC: 0/6 MC: 0 DC: 0/5
Attacks: Level Up
Scratch
Leer
Fury Cutter
Torment
Faint Attack
Scary Face
Metal Claw Egg
Psycho Cut
Pursuit
Revenge
Stealth Rock
Sucker Punch TM/HM
Aerial Ace
Dig
Grass Knot
Low Sweep
Protect
Another 2 CC (8 CC so far) to purchase:
Grimer [Ivan Ooze] [M]
Quiet Nature (+1 SpA, -15% Speed, -10% Evasion) Type: 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. Egg Group: Amorphous Abilities: Stench (Innate): This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move. Sticky Hold (Innate): This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping. Poison Touch (Can Be Disabled) (Locked): This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect). Stats: HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 (+) SpD: Rank 2 Spe: 21 (-) Size Class: 1 Weight Class: 3 Base Rank Total: 13
EC: 0/6 MC: 0 DC: 0/5
Attacks: Level Up
Poison Gas
Pound
Harden
Mud-Slap
Disable
Sludge
Minimze
Mud Bomb Egg
Acid Spray
Haze
Imprison
Shadow Punch
Shadow Sneak TM/HM
Double Team
Flamethrower
Rock Slide
Round
Thunderbolt
Another 2 CC (10 CC so far) to purchase:
Smoochum [Rita Repulsa] [F]
Bold Nature (+1 Def, -1 Atk) Types: Ice/Psychic
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.
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. Egg Group: Undiscovered Abilities: Oblivious (Innate): This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate. Forewarn (Innate): This Pokemon is more adept than usual at sensing and reacting to the opponent's attacks. As a result, it gets a bonus move substitution that must have a condition in the format "If Pokemon X uses move Y", with no further qualifiers or additional clauses allowed. This bonus substitution may go anywhere in the list of substitutions the pokemon makes, but it must be indicated with "Bonus" or "Bonus Sub" or something similar in front of the bonus substitution. Hydration (Innate) (Locked): This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon. Stats: HP: 90 Atk: Rank 1 (-) Def: Rank 2 (+) SpA: Rank 3 SpD: Rank 3 Spe: 65 Size Class: 1 Weight Class: 1 Base Rank Total: 14
EC: 0/6 MC: 0 DC: 0/5
Attacks: Level Up
Pound
Lick
Sweet Kiss
Powder Snow
Confusion
Sing
Heart Stamp
Mean Look Egg
Fake Out
Lovely Kiss
Miracle Eye
Wake-U Slap
Wish TM/HM
Frost Breath
Light Screen
Protect
Reflect
Shadow Ball
Another 2 CC (12 CC so far) to purchase:
Drowzee [Finster] [M]
Relaxed Nature (+1 Def, -15% Speed, -10% Evasion) 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. Egg Group: Human-Like Abilities: Insomnia (Innate): This Pokemon is immune to sleep induced by other Pokemon. It's 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 Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently. Forewarn (Innate): This Pokemon is more adept than usual at sensing and reacting to the opponent's attacks. As a result, it gets a bonus move substitution that must have a condition in the format "If Pokemon X uses move Y", with no further qualifiers or additional clauses allowed. This bonus substitution may go anywhere in the list of substitutions the pokemon makes, but it must be indicated with "Bonus" or "Bonus Sub" or something similar in front of the bonus substitution. Inner Focus (Innate) (Locked): 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. Stats: HP: 90 Atk: Rank 2 Def: Rank 3 (+) SpA: Rank 2 SpD: Rank 3 Spe: 36 (-) Size Class: 2 Weight Class: 3 Base Rank Total: 13
EC: 0/6 MC: 0 DC: 0/5
Attacks: Level Up
Pound
Hypnosis
Disable
Confusion
Headbutt
Poison Gas
Meditate
Psybeam Egg
Assist
Barrier
Psycho Cut
Role Play
Skill Swap TM/HM
Flash
Light Screen
Protect
Reflect
Trick Room
Another 2 CC (14 CC so far) to purchase:
Slowpoke [Baboo] [M]
Brave Nature (+1 Atk, -15% Speed, -10% Evasion) Types: Water/Psychic
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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. Egg Group: Monster/Water 1 Abilities: Oblivious (Innate): This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate. Own Tempo (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. Regenerator (Innate) (Locked): When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy. Stats: HP: 100 Atk: Rank 4 (+) Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 13 (-) Size Class: 2 Weight Class: 3 Base Rank Total: 14
EC: 0/6 MC: 0 DC: 0/5
Attacks: Level Up
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt Egg
Future Sight
Mud Sport
Safeguard
Sleep Talk
Snore TM/HM
Dive
Protect
Rest
Thunder Wave
Toxic
Spending another 2 CC (16 CC so far) to purchase:
Tepig [Squatt] [M]
Brave Nature (+1 Atk, -15% Speed, -10% Evasion) Type: 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 bushfire areas. Egg Group: Field Abilities: Blaze (Innate): When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14) Thick Fat (Innate) (Locked): This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) Stats: HP: 100 Atk: Rank 4 (+) Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 39 (-) Size Class: 1 Weight Class: 1 Base Rank Total: 14
EC: 0/9 MC: 0 DC: 0/5
Attacks: Level Up
Tackle
Tail Whip
Ember
Odor Sleuth
Defense Curl
Flame Charge
Smog
Rollout
Take Down Egg
Body Slam
Endeavor
Heavy Slam
Magnitude
Superpower TM/HM
Grass Knot
Gyro Ball
Protect
Toxic
Wild Charge
My remaining 2 CC shall go unspent. In celebration of completing the Mighty Morphin' Pokemon Rangers team!
Type: Rock 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: 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. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate. Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, 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) damage, and the Energy Cost for multi-hit attacks is increased by two (2). Mold Breaker (DW Locked): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
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 Locked): (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.]
Type: Rock/Ground Rock: Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb 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: Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. 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. Weak Armor (DW Locked): (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.
Riolu: 3 MC
Snivy: 1 EC, 1 DC, 2 MC
Privatyke: 1 EC, 1 DC, 2 MC, 3 KOC
Nohface: 1 EC, 1 DC, 2 MC, 2 KOC
Rebble: 1 EC, 1 DC, 2 MC, 1 KOC
Scratchet: 1 EC, 1 DC, 2 MC
CC is stockpiled
Riolu Learns Focus blast BW2 TM and Hidden power (Flying 7)
Snivy learns aerial ace (BW2 TM)
Privatyke puts his 3 KOC into MC giving him 5 which are used on mach punch taunt theif revenge and focus punch ( All level up)
Nohface puts her KOC into EC bringing it to 3 and purchases Fake out perish song and memento (Level up moves)
Rebble puts his KOC into MC which gives him 3 for paleo wave
Metal sound and rock polish (Level up moves)
Scratchet learns bulk up and superpower
(both level up)
I get the following from my "choke effort" where I wipe despite throwing a few balls at a legend... Not the first time that has happened... -.-'
[BOX]Beyblade: 13 MC, 3 KOC
Pharant: 15 MC, 3 KOC
Grandstone: 13 MC, 1 KOC
+1 Mamoswine w/4 MC, 2 DC
+1 Glalie w/3 MC, 1 DC
6 Currency Counters
-1 Super Potion
-2 Potion
-2 Ether
-2 Heal Ball
-7 Sport Ball
-6 Timer Ball
+5 Aspear Berries
-1 Revive
1x Rocky Helmet
1x Macho Brace
1x Brightpowder
1x Razor Claw
1x Ice Sapphire
NOTE: Some errors were made when Maxim made the prizes, which I have fixed.[/BOX]
So... 6 CC from me, & I am honouring all the item gains/losses like a boss.
---
Hitmontop [Beyblade] (M) EC: 6/6
MC: 16 (+13 MC, +3 KOC) > 0
DC: 5/5
-Learns Gyro Ball (Gen V Level-Up), Sunny Day, Rain Dance, Sandstorm, Rest, Bulldoze (All Gen V TM), Snore (Gen V Tutor), & Mimic (Past Gen Tutor).
---
Revenankh [Pharant] (M) EC: N/A
MC: 18 (+15 MC, +3 KOC) > 0
DC: 5/5
-Learns Moonlight, Vital Throw (Both Gen V Level-Up), Hidden Power (Grass 7), Focus Blast, Bulldoze, Poison Jab, Rock Smash (All Gen V TM), Counter (Gen V Egg Move), & Focus Punch (Gen IV TM).
---
Regirock [Grandstone] (-) EC: N/A
MC: 14 (+13 MC, +1 KOC) > 0
DC: 5/5
-Learns Thunder, Double Team, Sandstorm, Rock Tomb, Facade, Rock Polish (All Gen V TM), & Snore (Gen V TM).
---
Finally, I claim my Mamoswine & Glalie (-X MC means I am buying that move). Whoo...
TYPE Ice: Ice STAB; immune to freezing & Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate & 30% Protect breaking Blizzard in Hail. Superior senses & mobility in frozen caves and other frigid arenas. 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 Oblivious: (Innate) This Pokémon is incapable of being effected by Attract or Cute Charm. Snow Cloak: (Innate) This Pokémon is used to snowy blizzard conditions & gains a 20% evasion boost during Hail. Pokémon with this ability are immune to Hail damage. Thick Fat (DW): (Innate) This Pokémon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2× weak becomes neutral, neutral becomes resistance, etc.)
Bulldoze
Hidden Power (Grass 7)
Protect
Rock Slide
Substitute
Avalanche
Body Slam
Icicle Crash
Icicle Spear
Stealth Rock
Glalie [Mastic] (M) NATURE: Hasty (+10% Accuracy)
TYPE Ice: Ice STAB; immune to freezing & Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate & 30% Protect breaking Blizzard in Hail. Superior senses & mobility in frozen caves and other frigid arenas.
ABILITIES Inner Focus: (Innate) When an opponent attempts to flinch this Pokémon, it stands firm & continues its attack. If it has another ability that would be activated by flinching, that ability activates. Ice Body: (Innate) This Pokémon thrives in Icy conditions & can absorb energy from Hailstones to recover two (2) HP/action in Hail. Moody (DW): (Innate) This Pokémon's feelings are always fluctuating, & 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 Pokémon displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokémon's Ranks directly. At the end of each round the Pokémon 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.
akela: Smoochum also gets Fake Tears as a pre-25 move, so do not forget to add that. Otherwise, everything looks good, so APPROVED. Counting this as 2 Claims due to length. TheWolfe: APPROVED. Frosty: Yeah, that Pain Split thing sucks... APPROVED. Houndoomsday: Actually, you forgot the KO Bonus for that match, so you get (12+2)+(10÷6)=15.667=15 UC (Capped). Fix that, & you are APPROVED. Also, 6v6 Brawls are only worth 3 CC, not 5 CC, because they fall under the "Triples+ with 6 to 9 Pokemon per side, Melees with 8+ Pokemon total" bracket. AOPSUser: God change that tl;dr Onix name, geez... Anyhow, you have two instances of Harden in Onix's Level-Up moves, so remove one instance. Also, it gets Slam as a pre-25 move, so do not forget to add that. Finally, 6v6 Brawls are only worth 3 CC, not 5, as it falls under the "Triples+ with 6 to 9 Pokemon per side, Melees with 8+ Pokemon total" bracket. Fix those changes, & you are APPROVED. maserato: As with AOPSUser, 6v6 Brawls only fall under the "Triples+ with 6 to 9 Pokemon per side, Melees with 8+ Pokemon total" bracket, so you only get 3 CC instead. So... Your moves are fine, but you have insufficient funds for an Amulet Coin, due to the error of your ref, so... NOT APPROVED. :/ Glacier Knight: APPROVED. Matezoide: APPROVED. Birkal: APPROVED. Maxim: Curse you & your RNG...APPROVED. EspyOwner: APPROVED.
12 Claims Checked (Counting akela's claim as two claims) puts me at 12/10 C.C., netting me 1 UC & 2/10 C.C.
Finally... My TLR Claim, plus the 1 UC gain for approving, is SELF APPROVED.
Liepard receives 6 MC and 1 KOC. Spending the KOC as MC and purchasing Payback (BW TM/HM), Toxic (BW TM/HM), and Grass Knot (BW TM/HM). Stockpiling the remaining 1 MC.
Carracosta receives 6 MC and 1 KOC. Purchasing Icy Wind (BW Tutor), Earthquake (BW TM/HM), Dive (BW TM/HM), and spending the 1 stockpiled MC alongside the KOC to purchase Low Kick (BW Tutor).
Using it on Houndour
+1 EC->6/6->Evolving
+1 DC->5/5->DW ability (Unnerve) unlocked!
2-2-0
Houndoom [Hellhound] (Male)
Nature: Mild (+SpA, -Def)
Type: Dark/Fire
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.
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 bushfire areas.
Abilities:
Early Bird: 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.
Flash Fire: This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Unnerve: The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
<Pyroak> [Darwin] (Male) Nature: Brave (+Atk, -Spe)
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:
Rock Head (Type: Innate)
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Battle Armor (Type: Innate)
This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (Type: Innate) [DW, Unlocked]
During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
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 Thrash 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): (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).