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Allow Stealth Rock
Allow Defog
Disallow Rapid Spin
This seemed an easy decision for me. Stealth Rock will be useful, and Dragon Dancers hate hazards, and there is no point in running both, is there? Rapid Spin would be a bit over the top though, especially flavor-wise.
Stealth Rock
I am going go with my gut here. And say yes. I can see this fitting into the concept. Let's say that we are battling a guy with a Rapid Spin Starmie. So, this Starmie spins away our rocks while we switch in our CAP. Now Starmie can either go for a KO, bringing a Mega Gyrados, who...
I think we should talk about disallowing Agility, Calm Mind and Work Up. After a turn of set up with any of these moves, CAP19 suddenly becomes considerably more dangerous to a lot of things. I also agree with ;lmlm that we need a trapping move of some description.
I will take Geodude6 LC single. Now we need a ref.
Queue:
??? vs ??? (9v9 brawl) [Ref: Geodude6]
Doubt vs ??? (1v1 FE Singles) [Ref: Cube]
Doubt vs ??? (1v1 FE Singles)
Geodude6 vs Namemaker (1v1 LC singles)
Oliver:
Yawn (Levy)>Destiny Bond>Pain Split (Laxus)
Melvin:
Phantom Force (Levy)>Focus Punch (Laxus)>Phantom Force (Levy)
Hopefully Oliver will survive and Levy will be heavily injured!
http://www.smogon.com/forums/threads/pixelplant-vs-namemaker.3515758/#post-5734662
I achieved what I came for I suppose. I get 2 CC which I stockpile. Strike evolves! He gains 1 EC, causing evolution. I purchase aura sphere (vl up) with the MC.
(Male)
Flavor will be added after approval...