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2 go straight into my TC, giving me 4. This allows me to purchase a Porygon for 4 TC.
Porygon [Data] (N/A)
Nature: Timid (+15% Speed, +7% Accuracy, -1 Atk)
Type: 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. Command: (Ability: Trace (Target Ability) )
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.
Okay I suppose I'll cash in these 2 TC on a Syclar for maximum awesome.
Syclar Mosquixote (M)
Type: Ice/Bug
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.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Abilities: Compoundeyes, Mountaineer
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round.
Technician (LOCKED): (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 mutli-hit attacks is increased by two (2).
Plus, I'm using all 5 MC on Doomsday to teach it Power Split (Level-up), Psyshock (B/W TM), and Shadow Ball (B/W TM).
MC: 5 -> 0
Doomsday - Claydol (N/A) Nature: Modest (Adds 1 to Special Attack; Subtracts 1 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.
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.
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.
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
I shall stockpile two TC and spend the other two on:
Dwebble [Nya] (F) Nature: Careful (Special Defense increased by *, Special Attack decreased by *)
Type:
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus. Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Abilities:
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power. Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits. Weak Armor (DW): (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.
I get 2 TC. Using that to pick up Emma the Rebble!
Rebble: Emma (U)
Nature: Modest (+1 SpA, -1 Atk) Type: Rock Rock: Rock STAB; Take 2 less damage from all special attacks 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 Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit. 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): (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.)
Moves:
Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem
Paleo Wave
AncientPower
Earth Power
Flamethrower
Energy Ball
Substitute
Air the Gastly gets 1 EC, 2 MC, and 1 KOC. KOC goes toward MC. Picking up Venoshock (BW TM) and Destiny Bond (LU). This leaves me with 0 MC.
Gastly(*) Air (F) Nature: Hasty (+15% Speed, +24% Accuracy, -1 Def) Type: Ghost / Poison 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.
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.
Shrug the Snover gets 1 EC, 2 MC, 1 DC, and 1 KOC. KOC goes, again, toward MC. With 3 MC, picking up Giga Drain (Gen IV TM). This leaves me with 0 MC.
Snover(*) Shrug (F) Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion) Type: Ice / Grass 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. 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: Snow Warning: (Innate) This Pokemon summons a massive hailstorm upon its entry into battle that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command. Soundproof (DW): (Innate) Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)
Lamps the Chinchou gets 1 EC, 2 MC, 1 DC, and 1 KOC. KOC goes toward MC again. Picking up Charge (LU) and Surf (HM). This leaves me with 0 MC.
Chinchou(*) Lamps (F) Nature: Modest (+1 SpA, -1 Atk) Type: Water / Electric Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. 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: Volt Absorb: (Innate) This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon. Illuminate: (Can Be Activated) At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash. Water Absorb (DW): (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Claiming from rematch with vs. Metal Bagon claiming for Daddy, the Vodoll. MC purchases Dark Pulse [1 MC]. Counters are:
0/6 > 1/6 EC
0 > 2 > 1 MC
0/5 > 1/5 DC
Stockpiling the TC
Also claiming from my reffing job right here. Stockpiling the 6 RC.
Claiming 4 TC from this and this battle (leaving me in 7)
Éponine (Togetic) gets 2 EC (6/9), 4 MC (11), 2 DC (5/5) and 2 KO (+2 MC = 13) *Spend 13 MC in Safeguard (1), Light Screen (2), Reflect (2), Thunder Wave (2), Counter (3) and Tri Attack (3) leaving her at 0 MC **Unlocks Super Luck
Karma (Shelgon) gets 1 EC (7/9), 2 MC (13), 1 DC (6/5?) *Spend 8 MC in Crunch (1), Zen Headbutt (1), Double-Edge (1), Protect (1), Substitute (2) and Rock Slide (2) leaving her at 5 MC Christine (Dratini) gets 1 EC (1/9), 2 MC (2), 1 DC (1/5)
Cicuta (Budew) gets 1 EC (3/9), 2 MC (4), 1 DC (2/5) and 1 KO (+1 EC = 4/9) and evolves
Roselia (Cicuta) {F}
Nature: Modest (+1 SpA, -1 Atk) Type: Grass/Poison 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. 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.
Abilities:
Natural Cure: (Innate)
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Poison Point: (Can be Disabled)
This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's Poison-type attacks will inflict Toxic level poison.
Leaf Guard (DW): (Innate)
In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed
Poison Sting Leech Seed
Magical Leaf
GrassWhistle
Giga Drain
Synthesis
Sleep Powder
Extrasensory
Venoshock
Sunny Day
SolarBeam
Also, spending 6 TC in thse pokemon:
Beldum (Kirot) {O} ..
Nature: Quiet (+1 SpA, -15% Speed, -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.
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): (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.)
Nature:Modest (+1 SpA, -1 Atk) Type:Water Water Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Illuminate: (Can be Activated)
At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.
Natural Cure: (Innate)
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Analytic (DW): (Can be Enabled)If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 90 Atk: 1 (-)
Def: 2 SpA: 4 (+) SpD: 2 Spe: 85 EC 0/6 MC 0 DC 0/5
Attacks:
Tackle
Harden
Water Gun
Rapid Spin
Recover
Camouflage
Swift
Aurora Beam
Barrier
Supersonic
Surf
Ice Beam
Thunderbolt
Ralts (Katherine) {F}
Nature:Modest (+1 SpA, -1 Atk) 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 attacks regardless of weight difference.
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): (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:
HP: 90 Atk: 0 (-)
Def: 1 SpA: 3 (+) SpD: 2 Spe: 40 EC 0/9 MC 0 DC 0/5
Marshtomp - Hype Dog (F) Nature: Relaxed (Adds One (1) Rank to Defense; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy on opponent’s attacks.) Type: Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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. KOs: 2
Abilities: Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two. Damp: (DW) - LOCKED.
Using the remaining HC to get Dream Eater, Substitute, and Toxic.
Noctowl(*) [Hedwig] [Female]
Mild (+SpA, -Def)
Type: Normal/Flying
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Insomnia (Innate): This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Keen Eye (Innate): This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.
Tinted Lens (DW unlocked)(Innate): When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Attacks:
Tackle(*)
Growl(*)
Foresight(*)
Hypnosis(*)
Peck(*)
Uproar(*)
Reflect(*)
Confusion(*)
Take Down(*)
Roost
Air Slash
Extrasensory
Dream Eater
Agility(*)
Whirlwind(*)
Mirror Move(*)
Heat Wave
Work Up(*)
Double Team(*)
Pluck(*)
Substitute
Toxic
New Moves: Fire Fang (Free), Thunder Fang (Free), Dragon Tail (1 MC), Outrage (1 MC + 2 RC), Draco Meteor (2 RC), Roost (3 RC), Earthquake (2 RC)
Using the KOc to unlock my DW ability!
Salamence [Pytho] (M)
Hasty: A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Defense
Type: Dragon/Flying
Dragon STAB; Roar has have Energy Cost reduced by one (1).
Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Intimidate (Can be Activated): When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1) at the cost of two (2) Energy. The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.
Moxie (DW Unlocked)(Innate): This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Attacks:
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Zen Headbutt
Double-Edge
Fire Fang
Thunder Fang
Dragon Tail
Dragon Dance
Hydro Pump
Shadow Claw
Outrage
Dragon Claw
Brick Break
Flamethrower
Rock Slide
Roost
Earthquake
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.
New Moves: Wood Hammer, Flare Blitz, Heat Wave, Aromatherapy (3 MC), Solar Beam (2 MC), Dragon Tail (1 MC + KOc)
DW Ability unlocked!
Pyroak [Forest Fire] (M)
Relaxed: Adds * to Defense; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.
Type: Fire/Grass
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.
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.
Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
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. Solarbeam has Energy Cost reduced by one (1).
Flame Body (Innate): This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Swarm: (Innate) (DW Unlocked): When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10).
Attacks:
Ember
String Shot
Leech Life
Take Down
Bug Buzz
Gust
Firey Dance
Quiver Dance
Hurricane
Rage Powder
Heat Wave
Morning Sun
Zen Headbutt
Magnet Rise
Fire Blast
Wild Charge
Sunny Day
Hidden Power [Ground, 7]
Solarbeam
Psychic
Total TC gain: 14
Getting a Charmander and Nohface (and Gligar):
Charmander (Maui) (F)
Nature: Naughty (+Atk, -SpDef)
Type: 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.
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)
Solar Power (DW) (Innate):When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Scratch
Growl
Ember
Smokescreen
Dragon Rage
Scary Face
Fire Fang
Dragon Dance
Flare Blitz
Crunch
Brick Break
Rock Slide
Facade
Using 10 RC for 7 EC, and 3 DC.
Nohface [Yoshitsune] (M)
Nature: Adamant
Type: Ghost/Steel
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.
Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Levitate (Innate): This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Attacks:
Scratch
Tackle
Iron Defense
Lick
Leer
Odor Sleuth
Faint Attack
Shadow Sneak
Curse
Fake Out
ShadowStirke
Revenge
Yawn
Meteor Mash
Foul Play
Dig
Taunt
Return
Using 11 RC to get Fake Out, Shadowstrike, Rest, Magic Coat, Super Fang, and Revenge
Gligar (Batman) (M)
Nature: Impish (+1 Defense, -1 Special Attack)
Type: Ground/Flying
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.
Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Hyper Cutter (Innate): This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
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.
Immunity (DW locked)(Innate): This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage, however it will continue getting more severe.
Making another claim (I still have one claim awaiting approval). From the first link I claim 4 RC, which I will convert to MC for Crumbles the RHYPERIOR and teach it Stone Edge (LU), Hammer Arm (LU), and Substitute (BW TM).
EDIT: 3rd Claim, this time another 4 RC that I will trade in for MC for Itasca the KRILOWATT, buying Hidden Power-Fire (7) (BW TM) and Surf (BW HM).
EDIT 2: 4th claim, another 4 RC that will become MC. 3 of them will go to Itasca the KRILOWATT for Sheer Cold (Egg). 1 of them will go to Sucker the COLOSSOIL for Crunch (LU).
EDIT 3: All my reffings are finishing at the same time! From this new claim I claim 8 RC.
1 RC --> DC (Itasca the Krilowatt) --> 5/5 (unlocks Shell Armor)
7 RC --> MC (Itasca the Krilowatt) --> Helping Hand (Egg), Icy Wind (Egg), Zap Cannon (Plicowatt LU)
SO TO SUMMARIZE EVERYTHING I'M CLAIMING:
1. I have 2 TC in reserve I'm spending on this Syclar:
Syclar Mosquixote (M)
Type: Ice/Bug
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.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Abilities: Compoundeyes, Mountaineer
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round.
Technician (LOCKED): (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 mutli-hit attacks is increased by two (2).
Scrafty [Ghetts] (M)
Nature: Adamant (Adds * to Attack. Subtracts * from Special Attack.)
Type: Dark / Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Stats:
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.
Moxie: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage.
Intimidate (DW): (Innate) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
and then i guess pilcowatt goes to (after I dump two RC into it's EC and buy it EQ)
EC: 6/6
MC: 4
DC: 3/5
and sexily evolves!
Kilowatt [Keisha] [M]
Nature: Lonely (+ Attack, - Defense)
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.
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.
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) 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.
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.
Abilities:
Levitate: (Trait) 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.
Attacks:
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Dark Pulse
Destiny Bond
Pain Split
Shadow Ball
Ice Beam
Charge Beam
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Smoochum Mobius (F)
Nature: Naughty
Type:
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.
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:
Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
Forewarn: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
Hydration (DW): (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
Attacks:
Pound
Lick
Sweet Kiss
Powder Snow
Confusion
Sing
Heart Stamp
Mean Look
2 Ref Tokens, They are used to teach my Gliscor Guillotine & Screech (Both BW Level-Up) in conjunction to the moves he's already learning, completing his Level-Up movepool.
Dratini (Hermes) earns 1 EC, 1 DC and 2 MC, which I am spending on Safegaurd (Lvl-up move), and saving the other, leaving her at 1 MC.
Deerling (Prince) earns 1 EC, 1 DC, 2 MC and 1KOC (not sure what those are usable as), and I will spend those to give him Nature Power and SolarBeam (both Lvl-Up moves), putting him back to 0 MC.
Prometheus (Growlithe) gets 1 EC, 2 MC, and 1 DC, and I am then spending the 2 MC on Flamethrower and Crunch (both Level-up moves), which puts the MC back to 0.
I now have a total of 4 TC, and that'll do me nicely for now, and I shall save them.
Okay, with that said, I'll be using the 10 remaining BTs (from my profile) to evolve both Verain and Myrtle into Voodoom and Tomohawk respectively. Now I'll use the 14 BTs I've just got to unlock their DW abilities (so that's 8 used in total). With the leftover 6 BTs, I'll use them all on Verain to buy Aura Sphere (1, level-up), Vacuum Wave (3, past tutors), and Rest (2, BW TM). Saving the 2 TCs.
Oh, Voodoom picks these up via Heart Scale:
- Night Slash
- Revenge
- Wrap
I'll be using Voodoom's 2 KOC for MCs. 4 MCs will get Baton Pass (Egg Move) and Close Combat (level-up). Tomohawk is using her 2 MCs to get Hurricane and Heat Wave (both level-up).
Tomohawks picks up these moves:
- Sunny Day
- Aura Sphere
- Aerial Ace
- Morning Sun
- Whirlwind
Type: Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. 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: Volt Absorb: (Innate) This Pokemon absorbs all electrical attacks and instead of taking damage, recover HP. Thunder Wave has no effect on the Pokemon. Lightning Rod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round. Motor Drive (DW): (Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. This boost is maintained at the end of each round.
Attacks:
Night Slash
Revenge
Wrap
Astonish
Copycat
Mimic
Pain Split
Spite
Grudge
Charge
Follow Me
Pin Missile
Close Combat
Aura Sphere
Counter
Perish Song
Mach Punch
Baton Pass
Imprison
Taunt
Thunder Wave
Psychic
Dark Pulse
Substitute
Rock Slide
Protect
Return
Toxic
Rest
Bulk Up
Sleep Talk
Earthquake
Sunny Day
Snatch
Hyper Beam
Type: Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas. Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities: Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again. Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Justified (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Attacks:
Sunny Day
Aura Sphere
Fury Swipes
Harden
Aerial Ace
Morning Sun
Whirlwind
Focus Energy
Rock Smash
Roar
Hyper Voice
Superpower
Heat Wave
Hurricane
Rain Dance
Earth Power
Air Slash
Rest
Gonna spend 2 TC on a new Pokemon (thanks for getting me onto it Rediamond :P). I now have 7 TC left.
Grimer [Stinka] (M) Nature: Quiet (+1 Special Attack, -15% Speed, +10% Accuracy for opponents)
Type: Poison 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.
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:[DW LOCKED] (Can be Disabled) 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)..