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

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Claiming my tokens from this match. I get 2 TC.

Frickasee gets 2 EC,(1 KOC) 2 MC, and 1 DC
iaza13404442220300.gif

EC:2/6
DC:1/5
MC:2

Ivaldii gets 1 EC and DC, and 2 MC
iaza13404486736100.gif

EC:3/6
DC:2/5
MC: 4

Spending 2 TC on a new member:
iaza17740564762900.gif

Glameow (Aires[F])
Nature: Docile(No stat Change)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Limber: (Innate)This Pokemon’s body is well trained and immune to paralysis.
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.
Keen Eye(DW LOCKED): (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.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SAt: Rank 2
SDf: Rank 2
Spe: 85

Moves:
Fake Out
Scratch
Growl
Hypnosis
Faint Attack
Fury Swipes
Charm

Taunt
Thunderbolt
Hidden Power(Flying 7)

Wake-Up Slap
Snatch
Last Resort

Fixed.
 
crap, thought id get the edit in before i got approved, I edited my post that just got approved and if someone could look it over again to doublecheck it and see its alright id really appreciate it. sorry for the inconvience >.<
 
Claiming for this battle.

Slashe's Stuff:

EC: 2/6 -> 3/6
MC: 2 -> 4
DC: 2/5 -> 3/5

Doomsday's Stuff:

EC: 4/6 -> 6/6 (+KO)
MC: 3 -> 5
DC: 3/5 -> 4/5

What?! Doomsday is evolving!

Plus, I'm using all 5 MC on Doomsday to teach it Power Split, Psyshock, and Shadow Ball.

MC: 5 -> 0

344.png

Doomsday - Claydol (N/A)
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)

Type: Ground/Psychic
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.
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.

Stats:

HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 75

EC: 6/6
MC: 0

Abilities:
Levitate (Innate): This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other 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.

Moves:
Teleport
Confusion(*)
Harden(*)
Rapid Spin(*)
Mud-Slap(*)
Psybeam(*)
Rock Tomb(*)
Selfdestruct(*)
Power Split
Ancientpower
--------------------
Ice Beam(*)
Telekinesis(*)
Toxic(*)
Psyshock
Shadow Ball
--------------------
Cosmic Power(*)
Extrasensory(*)
Earth Power(*)

Also, I'm spending the two TC I earned from the above battle to buy a Houndour.

228.png

Faust - Houndour (M)
Nature: Hasty (+15% Speed, +X% Accuracy, -1 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, 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.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 75 (+) (+13% accuracy)

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

Abilities:
Early Bird (Innate): This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
Flash Fire (Innate): 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 (Innate) (DW): The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Moves:
Leer
Ember
Howl
Smog
Roar
Bite
Odor Sleuth
Beat Up
------------------
Sucker Punch
Fire Spin
Reversal
------------------
Flame Charge
Taunt
Flamethrower
 
Posting from:http://www.smogon.com/forums/showthread.php?t=103464&page=5

Dokuto (then Whirlipede) gets 1 MC (EC and DC have filled by now) KOC to MC
Black Swan (then Snorunt) gets 1 MC and 1 DC (EC has already filled) KOC to MC
Cyndi (then Mareep) gets 1 MC and 1 EC (DC has filled) KOC to MC

Cyndi evolves into Ampharos!

181.png

Ampharos(*) Cyndi (F)
Nature: Quiet (Adds * to Special Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Type: Electric
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: (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.
Plus (DW=Unlocked): (Innate) This Pokemon possesses a positive electrical charge, when a Pokemon with Minus is on the field, this Pokemon’s special attacks increase their base damage by two (2). If this Pokemon also has Minus, the damage does not stack.

Stats:

HP: 100
Atk: 3
Def: 3
SpA(+): 5
SpD: 3
Spe(-): 47 (55/1.15= 47.8 rounded down to 47)

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

Attacks:
Fire Punch
Tackle(*)
Growl(*)
Thundershock(*)
Thunder Wave(*)
Cotton Spore(*)
Charge(*)
Signal Beam
Electro Ball
Power Gem
Cotton Guard
Discharge
Thunder

Agility(*)
Body Slam(*)
Screech(*)
Reflect

Light Screen(*)
Thunderbolt(*)
Charge Beam (*)
Hidden Power(Ice, 7)
Hyper Beam

Also, (is in the Hide tag) I buy Electro Ball (Lv), Hyper Beam (TM), and Reflect (Past Gen Egg) with Cyndi's 6 accumulated MC.
 
You know what they say, "something theological about money"

Time to go broke again!

First off, spending 4 RC on evolving Klink into Klang, evolving it!

And I get 6 BT here, giving 4 of these to Zorua as EC to evolve her (Picking up U-Turn and Hone Claws by Heart Scale), whilst I spend 2 more on her to put her up to 3 MC, all of which are spent on the egg move Snatch.

600.png

Klang [Rust] (Genderless)
Nature: Quiet (+ Sp. Attack, - Speed)
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.

Abilities:
Minus: (Innate) This Pokemon possesses a negative electrical charge, when a Pokemon with Plus is on the field, this Pokemon’s special attacks increase their base damage by two (2). If this Pokemon also has Plus, the damage does not stack.
Plus: (Innate) This Pokemon possesses a positive electrical charge, when a Pokemon with Minus is on the field, this Pokemon’s special attacks increase their base damage by two (2). If this Pokemon also has Minus, the damage does not stack.
Clear Body: (DW) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)

Stats:

HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 43 (-)

EC: 6/9
MC: 0
DC: 1/5

Attacks:
Vicegrip
Charge
Thundershock
Gear Grind
Bind

Lock On
Zap Cannon
Shift Gear

Thunderbolt
Flash Cannon
Substitute
Toxic

szoroark.gif

Zoroark [Honey] (F)
Nature: Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense)
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.

Abilities:
Illusion (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. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]


Stats:

Zoroark
HP: 90
Atk: Rank 4
Def: Rank 1 (-)
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 105

EC: 6/6
MC: 0
DC: N/A

Attacks:
Scratch
Leer
Pursuit
Fake Tears
Fury Swipes
Faint Attack
Scary Face
Taunt

Extrasensory
Dark Pulse
Counter

Substitute
Grass Knot
Shadow Ball

Night Daze
Snatch
U-Turn
Hone Claws

Now to pick up some new mons!

Makuhita (2 TC)

296.png

Makuhita [Hugo] (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Thick Fat (Innate): 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.)
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 (DW) (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.

Stats:

Makuhita
HP: 100
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 25

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

Attacks:
Tackle
Focus Energy
Sand-Attack
Arm Thrust
Vital Throw
Fake Out
Whirlwind
Knock Off
SmellingSalt
Belly Drum

Bullet Punch
Counter
Feint

Earthquake
Poison Jab
Rock Slide

Deino (2 TC)

633.png

Deino [Teresa] (F)
Nature: Hasty (+15% Speed, +7% Accuracy, -1 Def)
Type: Dark/Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus. 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:
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.

Stats:

Deino
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 44 (+)

EC: 0/9
MC: 0
DC: N/A

Attacks:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch

Earth Power
Head Smash
Fire Fang

Taunt
Substitute
Protect

Nosepass (3 TC)

299.png

Nosepass [Noro] (M)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Rock: Rock STAB; Take 2 less damage from all special attacks 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.
Magnet Pull (Can Be Activated): This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Sand Force (DW) (Innate): This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.

Stats:

Nosepass
HP: 90
Atk: Rank 3 (+)
Def: Rank 5
SpA: Rank 2
SpD: Rank 3
Spe: 26 (-)

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

Attacks:
Tackle
Harden
Rock Throw
Block
Thunder Wave

Stealth Rock
Explosion
Head Smash

Earthquake
Rock Slide
Thunderbolt

Leaves me at 2 TC!
 
from here:
so i have 6 tc now. lunatone has 3 mc. kricketot has 2/4/2. rattata has 3/6/3 and i shall use his 3 koc to change that to 6/6/3 and he evolves! he learns scary face and swords dance upon evolution, and i will use his 6 mc to teach him wild charge (bw tm), counter (bw egg move), and double-edge (bw level).
20.png

Raticate (Coroner) M
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
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.
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: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 97

EC: 6/6
MC: 0
DC: 3/5

Attacks:
Tackle
Tail Whip
Quick Attack
Focus Energy
Bite
Pursuit
Hyper Fang
Sucker Punch
Crunch
Assurance
Scary Face
Swords Dance
Double-edge

Flame Wheel
Revenge
Last Resort
Counter

Thunder Wave
Work Up
Taunt
Wild Charge

i will also do some mc spending methinks:

  • porygon2 will learn hyper beam (bw level), charge beam (bw tm), and substitute (bw tm), and signal beam (bw level), taking him to 0 mc.
  • exeggutor will learn wood hammer (bw level), sludge bomb (bw tm), and energy ball (bw tm), taking him to 0 mc.
  • ursaring will learn double-edge (bw egg move), taking him to 0 mc.
  • skorupi will learn crunch and cross poison (both bw level), and brick break (bw tm), taking him to 0 mc.
  • if previous gen tutor moves are 3 mc to buy, lunatone will be getting earth power, taking him to 0 mc.
  • flaaffy will learn light screen and power gem (bw level), taking him to 0 mc.
fixed yawn.
 
Man I feel bad piling up posts at this thread... but I don't want the stuff lingering around...

http://www.smogon.com/forums/showthread.php?t=3450303

2 TC
Fennel: 1 EC, 2 MC, 1 DC, 1 KO
Ixia: 1 EC, 2 MC, 1 DC, 1 KO
So that match ended and I'll claim these counters. Saving the TCs.

For Clefairy (Fennel), she'll have 5 EC. I also apparently forgot to pick up the level-up move Cosmic Power and Bestow for free (Heart Scale thing) so yeah. Using the 2 MCs for buy Meteor Mash (Level-up) and Metronome (Level-up). Stuffing in DC. KO Counter will be an EC, making it 6. Using 3 BTs to evolve Clefairy into Clefable. Using 3 BTs to buy Softboiled (Past Gen Tutor).

Oh and DW ability is changed to Unaware.

36.png

Clefable (Fennel) (F)
Nature: Mild (+SpA, -Def)

Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 60

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

Abilities:
Cute Charm: (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.
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.
Unaware (DW): (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.

Attacks:
Pound
Charm
Encore
Sing
Doubleslap
Sweet Kiss
Copycat
Magical Leaf
Minimize
Follow Me
Defense Curl
Wake-Up Slap
Bestow
Cosmic Power
Metronome
Meteor Mash
Light Screen
Moonlight

Wish
Aromatherapy
Substitute

Flamethrower
Dig
Thunder Wave
Ice Beam

Counter
Softboiled

K for Elekid (Ixia), I'm going to miss +30% accuracy but I'll be evolving her into Electabuzz with the 1 EC. 1 KOC will be a MC. 3 MCs will get Reflect (past gen TMs). Also using the new speed divisor - 580 - to get the +25.2% Acc boost. Stuffing DC in.

125.png

Electabuzz (Ixia) (F)
Nature: Hasty (+Spe | -Def | +26% Acc).

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.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 121 (+)

EC: 4/9
MC: 0
DC: 1/5

Abilities:
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.
Vital Spirit (DW): (Innate) 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/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

Attacks:
Quick Attack
Leer
ThunderPunch
Thundershock
Low Kick
Swift
Shock Wave
Light Screen
Thunderbolt
Thunder

Cross Chop
Fire Punch
Ice Punch

Double Team
Substitute
Focus Punch
Psychic
Rain Dance
Hidden Power Water (7)
Protect
Reflect

Counter
DynamicPunch
Magnet Rise

Profile, Clefable (Veekun), and Electabuzz (Veekun).
 
Claiming from this battle.

Togepi, Scratchet, and Embirch each get 1 EC, 2 MC, and 1 DC; Togepi and Embirch also get 1 KOC apiece, both of which go into their respective ECs. I also claim 2 TC.

All of the above are hoarded for the time being.
 
I am using all 10 of my AC to purchase Thunderbolt, Magnet Rise, Counter and Signal Beam in my Elekid. Thunderbolt is level up, while the other three are from past generations.

And I'm approving this myself because I need it in a hurry and I know it's correct :)
 
iimk: hatred approved
albinoloon: fine etc
ragnarokalex: sure, easy fix
gerard: good enough
iimk: sure
pinkcaptainfalcon: the stats on ralts are still wrong and so are the ability descriptions still unapproved
xvicaliber: claydol's type/ability descriptions are outdated, you're missing ancientpower on claydol, (75^2)/435=12.93 ~ 13% accuracy boost rather than the 19 you put in, you forgot unnerve for a dw ability, houndour's attacks shouldn't have the "(*)" since it's not a starting pokemon, dark pulse isn't a gen5 tm, not approved
temperantia: not approved. i'm sorry, but i can't do much without the link and that battle seems old as hell, so it makes me want to be certain even more
frosty: that's fine
terrador: don't edit your registration post until approved, but judging from that battle i guess it's ok???
dogfish: you need to edit in the type of ability each one is on makuhita and zoroak (innate, can be enabled etc), so i think you're not approved :S
fire blast: ok
darkamber: that works
tea demon: ok, i see that defense drop
flora: you should add moonlight to clefable's movepool and accuracy boosts round up on elecabuzz, but those are small enough for thing to be fine
galladiator: seems alright

the truth said:
And since it clearly hasn't been said enough yet.....

DO NOT UPDATE YOUR PROFILE UNTIL YOUR PRIZE POSTS HAVE BEEN APPROVED

5 ---> 21 ---> 1

stashing counters
 
Jas: Approved, but under the new rules, the other 2 Pokemon that hadn't yet participated will get the standard 1 EC, 2 MC and 1 DC.

Well, I guess I should post those guys here as well then.
(Original post was here: http://www.smogon.com/forums/showpost.php?p=3630222&postcount=2677)

Ike the Lucario is now:
6/6 EC
2 MC
4/5 DC

Squishy the Ditto is now:
1/5 DC

EDIT: and sice this hasn't been approved yet, I will add in my claim from this battle: http://www.smogon.com/forums/showthread.php?t=3450366

jas61292 (L) > 2 Trainer Counters
- Squishy > 2 MCs | 1 DC
- BigPecks > 3 MCs | 1 KOC

This puts Squishy at:
2/5 DC
(Ditto has no use for the MC)

And BigPecks the Swanna, who puts the KO into MC, is at:
6/6 EC
4 MC
5/5 DC

And I am now at 3 TC
 
Claiming from this match.

Drilbur
529_drilbur_front_norm.png


EC: 3/6 >5/6 (with the help of my KO counter)
MC: 3 > 5 > 2
DC: 3/5 > 4/5

I will buy X-Scissor (2 MC) and Drill Run (1 MC) so Drill Claw now only has 2 MC. As seen above I've used my KO counter on my EC.
 
Time for some mass evolution/move gain
http://www.smogon.com/forums/showthread.php?t=3449274&page=3

So Kadabra gets 4 EC, evolving him into Alakazam. He also gets 8 MC and 3 KOC which will be used as extra MC, raising his total to 14. Buying moves:
Counter (3), Energy Ball (2), Focus Blast (2), Telekinesis (1), Zap Cannon (3). Leaves 3 MC and he looks like this:
65.png


Alakazam(*) [Tau] (Male)
Nature: Timid (+Spe, -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.
Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 138 (+)
Acc: +22%

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

Abilities:
Synchronise: (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 (DW): (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.

Attacks:
Teleport(*)
Kinesis
Confusion
Disable
Miracle Eye
Ally Switch
Psybeam
Reflect
Recover
Telekinesis

Encore(*)
Light Screen(*)
Knock Off(*)

Psychic(*)
Shadow Ball(*)
Charge Beam(*)
Calm Mind
Counter
Energy Ball
Focus Blast
Zap Cannon
Machoke gets only one EC but has 8 so he also evolves. He goes from 6 to 8 MC, but I'm buying:
Stone Edge (2), Fire Blast (2), Encore (3), leaving him at 1 MC.
Looks like:
68.png

Machamp(*) [Sigma] (Male)
Nature: Quiet (+SpA, -Spe)

Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 48 (-)
Eva: -10%

EC: 9/9
MC: 1
DC: 5/5

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.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally.
Steadfast (DW): (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.

Attacks:
Low Kick(*)
Leer(*)
Focus Energy(*)
Karate Chop(*)
Ankle Sweep(*)
Foresight(*)
Seismic Toss(*)
Revenge(*)
Vital Throw(*)
DynamicPunch

Ice Punch(*)
ThunderPunch(*)
Fire Punch(*)
Encore

Payback(*)
Bulk Up(*)
Rock Slide(*)
Counter
Fissure
Smack Down
Stone Edge
Fire Blast
Finally, Iota got himself an EC and 2 MC. I'm investing one of my ten RC to raise his EC to 9, so he evolves too. Ha also has 8 MC but is buying:
Counter (3), Dream Eater (1), Taunt (2), Focus Blast (2). None left, oh my!
94.png

Gengar(*) [Iota] (Female)
Nature: Timid (+Spe, -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. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Stats:

HP: 90
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 127 (+)
Acc: +19%

EC: 9/9
MC: 0

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

Attacks:
Hypnosis(*)
Lick(*)
Spite(*)
Mean Look(*)
Curse(*)
Confuse Ray(*)
Night Shade(*)
Sucker Punch(*)
Shadow Punch
Hex
Dream Eater

Explosion(*)
Will-O-Wisp(*)
Disable(*)

Thunderbolt(*)
Shadow Ball(*)
Sludge Bomb(*)
Toxic
Taunt
Venoshock
Counter
I also get six BP (total of 10).

Note: Due to these upcoming evolutions I am yet to update my actual profile with some of my recently made nature changes, so natures between here and my profile will differ.
 
This post has been edited to include the info on Makuhita's abilities, and on Zoroark's illusion (How that happenned after it was approved as a Zorua I don't know...)

You know what they say, "something theological about money"

Time to go broke again!

First off, spending 4 RC on evolving Klink into Klang, evolving it!

And I get 6 BT here, giving 4 of these to Zorua as EC to evolve her (Picking up U-Turn and Hone Claws by Heart Scale), whilst I spend 2 more on her to put her up to 3 MC, all of which are spent on the egg move Snatch.

600.png

Klang [Rust] (Genderless)
Nature: Quiet (+ Sp. Attack, - Speed)
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.

Abilities:
Minus: (Innate) This Pokemon possesses a negative electrical charge, when a Pokemon with Plus is on the field, this Pokemon’s special attacks increase their base damage by two (2). If this Pokemon also has Plus, the damage does not stack.
Plus: (Innate) This Pokemon possesses a positive electrical charge, when a Pokemon with Minus is on the field, this Pokemon’s special attacks increase their base damage by two (2). If this Pokemon also has Minus, the damage does not stack.
Clear Body: (DW) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)

Stats:

HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 43 (-)

EC: 6/9
MC: 0
DC: 1/5

Attacks:
Vicegrip
Charge
Thundershock
Gear Grind
Bind

Lock On
Zap Cannon
Shift Gear

Thunderbolt
Flash Cannon
Substitute
Toxic

szoroark.gif

Zoroark [Honey] (F)
Nature: Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense)
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.

Abilities:
Illusion (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. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]


Stats:

Zoroark
HP: 90
Atk: Rank 4
Def: Rank 1 (-)
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 105

EC: 6/6
MC: 0
DC: N/A

Attacks:
Scratch
Leer
Pursuit
Fake Tears
Fury Swipes
Faint Attack
Scary Face
Taunt

Extrasensory
Dark Pulse
Counter

Substitute
Grass Knot
Shadow Ball

Night Daze
Snatch
U-Turn
Hone Claws

Now to pick up some new mons!

Makuhita (2 TC)

296.png

Makuhita [Hugo] (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Thick Fat (Innate): 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.)
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 (DW) (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.

Stats:

Makuhita
HP: 100
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 25

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

Attacks:
Tackle
Focus Energy
Sand-Attack
Arm Thrust
Vital Throw
Fake Out
Whirlwind
Knock Off
SmellingSalt
Belly Drum

Bullet Punch
Counter
Feint

Earthquake
Poison Jab
Rock Slide

Deino (2 TC)

633.png

Deino [Teresa] (F)
Nature: Hasty (+15% Speed, +7% Accuracy, -1 Def)
Type: Dark/Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus. 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:
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.

Stats:

Deino
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 44 (+)

EC: 0/9
MC: 0
DC: N/A

Attacks:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch

Earth Power
Head Smash
Fire Fang

Taunt
Substitute
Protect

Nosepass (3 TC)

299.png

Nosepass [Noro] (M)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Rock: Rock STAB; Take 2 less damage from all special attacks 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.
Magnet Pull (Can Be Activated): This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Sand Force (DW) (Innate): This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.

Stats:

Nosepass
HP: 90
Atk: Rank 3 (+)
Def: Rank 5
SpA: Rank 2
SpD: Rank 3
Spe: 26 (-)

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

Attacks:
Tackle
Harden
Rock Throw
Block
Thunder Wave

Stealth Rock
Explosion
Head Smash

Earthquake
Rock Slide
Thunderbolt

Leaves me at 2 TC!

Approval Post for convinience:


dogfish: you need to edit in the type of ability each one is on makuhita and zoroak (innate, can be enabled etc), so i think you're not approved :S
 
Claiming from reffing this.

I get 6 RC. Stockpiling.

Using my stockpiled 4 TC to get this:

137.png

Porygon: Vader (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
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.
Download: (Innate) At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage increase on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher defense, and attack when facing Hypno, which has higher special defense. For ties, Special Attack is raised.) This boost is maintained at the end of each round.
Analytic (DW): (Can be Enabled) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

Stats:

HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 34 (40 / 1.15) (-) (10% Evasion Decrease)

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

Attacks:
Conversion 2
Tackle
Sharpen
Conversion
Agility
Psybeam
Recover
Magnet Rise
Discharge
Tri Attack
Magic Coat

Ice Beam
Return
Trick Room
 
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