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Attacks [32/53]:
Aqua Jet
Aqua Ring
Assurance
Bite
Constrict
Destiny Bond
Dive
Fire Blast
Fire Spin
Flame Burst
Flamethrower
Flash
Heat Wave
Hidden Power Ellectric
Hydro Pump
Incinerate
Leech Life
Memento
Power Gem
Protect
Reflect
Scald
Scary Face
Substitute
Surf
Tickle
Torment
Toxic
Water Gun
Water Pulse
Whirlpool
Will-O-Wisp
Ooook... Sorry birdcrest :( P2X7 gets 3 CC
Oobleck the Sliggoo gets 1 EC, 2 MC, and 1 AC
Cerdi the Aerodactly gets 3 MC, 1 AC, and 1 KOC
Tekko-Kagi the Grovyle gets 1 EC, 2 MC, and 1 AC
One quick-training done (not so quickly, but at least that was kinda fun), one Hall challenge ending fast (shoulda' combo'ed), another Hall reffing done (sorry Gem, halving my own rewards in turn), and finally helping Gem to evolve her Machop. 1 CC, 2 CC, 3 UC, and 3 UC stockpiled, to total 20 CC and 260 UC.
Laxus the Tynamo earns 3 KOC, which will all go into EC, though not evolving yet.
Rias Gremory the Tyrunt earns 1 EC, 1 AC, and 3 MC (1 from KOC) to learn Rock Tomb (XY TM) and Thrash (Level-up).
Finally, spending 2 CC to register a male Ralts caught from Flocessy Ranch.
CC: 17+1+2-2 = 18 UC: 254+3+3 = 260
Laxus - Tynamo (M)
Misunderstood since he had memory about his gender and sexuality, Laxus often feels angry at the world. At capture, he felt that only Zheng was non-judgemental to him, and more important, his anger. Yet, he still often lashes out at the people he loved because he's angry with himself for being weak. And he tries to be stronger by projecting his will upon others. Erza and Mirajane are the two who'd stand up to his reckless tantrums, not allowing him to hurt himself or those around him.
Nature: Quiet (+ SpA, -15% Speed, -10% Evasion)
Type: Electric type: Electric STAB; immune to paralysis status.
Abilities:
Ability 1: Levitate
Type: Passive
Laxus naturally floats above the earth when released, 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.
Rias Gremory, "Princess of Crimson Ruin" - Tyrunt (F)
Rias is born to a rare family - one in which both her parents were present to take care of her. Before her, they already had a son - who grew up, evolved, and went away to stake his own territory. Being the younger "princess", Rias enjoyed all the privileges - and hardships - that her life as a future empress has to offer, before a cataclysm caused the death of herself and her whole family millions of years before the time of humans.
Being resurrected by Zheng, she is given to and named by Tanner as her Trainer, who somehow also hold another Jaw Fossil that can't be revived - probably because the piece held remnants of both her parents. It is rumoured that Rias' brother walks the earth again this same era that she does, however Rias does not know where to find him.
Nature: Adamant (+Atk, -SpAtk) - caring but stern
Type: Rock type: Rock STAB; Rias is fast on her mind to add an additional level of Priority on Protect. She also takes reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, and is immune to Sandstorm damage. Her natural magic can mold and build rocks, ignoring Arena restrictions on Rock attacks requiring an external rock source. Dragon type: Dragon STAB; -1 BAP on incoming neutral attacks Dragon itself would resist. Her powerful will allows Thrash or Outrage to be undisrupted by oncoming damage.
Abilities:
Ability 1: Strong Jaw
Type: Passive
Rias' thick fang and massive jaws give her incredibly powerful biting attacks, increasing the BAP of all biting attacks by three (3) BAP. Full List: Bite, Crunch, Fire Fang, Ice Fang, Poison Fang, Thunder Fang.
Ability 2: Sturdy (Hidden)
Type: Passive
Rias' body and willpower fortifies herself in battle, 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.
Attacks:
Tail Whip
Tackle
Roar
Stomp
Bide
Stealth Rock
Bite
Charm
Dragon Claw
Dragon Tail
Crunch
Earthquake
Thrash
Dragon Dance
Fire Fang
Ice Fang
Poison Fang
Thunder Fang
Aerial Ace
Brick Break
Dig
Rock Slide
Draco Meteor
Rock Tomb
Yuuto Kiba, "Holy Demonic Sword" - Ralts (M)
A Ralts whose friends have been swept away by an unnatural rainstorm, Yuuto is the only survivor - saved by Rias. Captured b Tanner, he is originally unwilling to be forced into Rias' peerage, but Erza, Zheng's Stratagem, is the first to give him a channel for his purpose - the art of sword-fighting and the ways to become stronger. He follows after Erza as a pupil after a mentor, learning how to fight with both mind and blade, while staying beside Rias for another shot at a new life. Still, he cannot forget his past - how a Tornadus and a Thundurus had destroyed his friends and home.
Nature: Impish (+Def, -SpAtk) - sparklingly charming and polite, but devoted inside
Type: Psychic type: Psychic STAB; Yuuto's determination means he can lift and throw opponents with Psychic regardless of Special Attack Rank. Fairy type: Fairy STAB: -1 EN on non-Fairy typed Nature, Sound, and Scent moves. Stacks with second STAB where applicable. Full list: Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent.
Abilities:
Ability 1: Synchronize
Type: Passive
Yuuto can mentally link his condition to an opposing Pokemon, using his blades to pass on any status inflicted on them to their foe. Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
Ability 2: Trace
Type: Trigger
When entering into battle, Yuuto can forge a sword which copies an ability on one of his opponents for 6 EN, lasting for six (6) actions. Trace can be reused with an action later in battle for 5 EN. Wonder Guard cannot be Traced. (Command: Trace (Target Ability) )
Ability 3: Telepathy (Hidden)
Type: Passive
Yuuto creates a mental link with, and fights very well alongside his allies in multiple allies, anticipating and avoiding damage from attacks that affect the whole field like Earthquake and Surf.
Espropriet the Eevee: 1 EC, 2 MC, 1 AC. -4 UC as EC (-4 UC -> 8)
EC: 6/6
MC: 4
DC: 2/5
Evolution into UMBREON! Gains Pursuit, confuse ray, faint attack and assurance upon evolution. Nature is being changed to IMPISH (-6 UC -> 2, -1 CC -> 0). Purchasing foul play, Payback, and moonlight. (2x TM, 1x LVL up. -4 MC -> 0, -1 UC -> 1)
Coup the Machop: 2 EC, 5 MC, 1 AC
EC: 5/9
MC: 9
AC: 5/5
Evolution! purchasing bulldoze, brick break, encore, and toxic. (3x TM, 1x Egg. -9 MC -> 0)
Matt the Togepi: MVP award, 1 EC, 2 MC, 1 AC
EC: 4/9
MC: 3
AC: 4/5
Evolution! gains magical leaf upon evolving. Purchasing Fly and double edge. (1x TM, 1x lvl up. -3 MC -> 0)
Sorcie the Fennekin: 1 EC, 2 MC, 1 AC
EC: 4/9
MC: 10
AC: 4/5
Evolution! stocking all else.
Blasure the Azumarill: 1 EC, 3 MC, 1 AC. 2 stocked KOC become EC.
EC: 4/9
MC: 3
AC: 2/5
Evolution! gains aqua tail, water sport, rollout, water gun, aqua ring, and double edge upon evolving. Purchasing superpower, rain dance, and play rough (3x lvl up -3 MC -> 0)
Taide the Happiny: 1 EC, 2 MC, 1 AC
EC: 1/9
MC: 2
AC: 1/5
stocking.
Rèinabeille the Combee: 1 EC, 2 MC, 1 AC
EC: 1/6
MC: 8
AC: 1/5
stocking.
Chauffage the Combusken: 1 EC, 3 MC, 1 AC, 2 KOC as MC
EC: 9/9
MC: 5
AC: 5/5
Evolution! gains flare blitz, fire punch, and hi jump kick upon evolution. Purchasing fire blast and brave bird (1x TM, 1x lvl up -3 MC -> 2)
Bouche the Mawile: 2 MC, 1 AC, 2 KOC as MC
MC: 4
AC: 1/5
Stocking.
Moves:
splash
charm
water gun
bubble
slam
bubblebeam
helping hand
bounce
aqua tail
water sport
rollout
water gun
aqua ring
double edge
superpower
rain dance
play rough
Type:
Normal STAB; +1 BAP on attacks that match dominant arena type after 3 actions. Unable to have Thrash or Outrage disrupted by oncoming damage.
About:
Abilities:
Own Tempo (Passive):
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.
Technician (Passive):
This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit 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) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
Moody (HA LOCKED, Passive):
This Pokemon's feelings are always fluctuating, and 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 Pokemon displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon 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. Please refer to the Natures Section for Moody Natures. Stats
Water: Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action. Dark: Dark STAB; ignores Attract and Confusion status entirely when using Dark-type damaging and non-damaging attacks.
About:
Abilites:
Rough Skin (Passive):
When struck with a contact attack, this Pokemon's abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent. Speed Boost (HA LOCKED, Passive):
Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that occurs at the end of each round (stats other than Speed are still affected). Stats
Destiny Bond (*)
Thrash (*)
Ancientpower (*)
Brine (*)
Double-Edge (*)
<Beldum> [Alpha] (X)
Nature: Hasty (+Speed, -Defense, +5% Accuracy)
Type: Steel/Psychic
Steel: Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type attacks and Poison/Toxic Status.
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.
About:
Abilites: Clear Body (Passive):
This Pokemon's body structure makes it immune to stat-lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (HA LOCKED, Passive):
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.) Stats
Take Down (*)
Iron Head (*)
Iron Defense (*)
Zen Headbutt (*)
Headbutt (*)
<Slowpoke> [Louie] (M)
Nature: Sassy (+Sp.Def, -Speed, -10% Evasion)
Type: Water/Psychic
Water: Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.
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.
About:
Abilites: Own Tempo (Passive):
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. Oblivious (Passive):
This Pokemon is incapable of being affected by Attract, Cute Charm, Captivate, or Taunt. Regenerator (HA LOCKED, Passive):
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.
Zen Headbutt (*)
Me First (*)
Mud Sport (*)
Future Sight (*)
Wonder Room (*)
<Onix> [Thumper] (F)
Nature: Adamant (+Attack, -Sp.Attack)
Type: Ground/Rock
Rock: Rock STAB; Adds an additional level of Priority (+0 to +1, +3 to +4 etc.) on naturally occurring level-up, egg, tutor, or TM attacks that increase only defense, special defense, or prevent damage (Full list: Acid Armor, Amnesia, Barrier, Defense Curl, Detect, Harden, Iron Defense, Light Screen, Protect, Quick Guard, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.
Ground: Ground STAB; immune to Sandstorm. Ignores Arena restrictions on Dig and Seismic Attacks for Arenas in which any land mass exists, Evasive Digging reduced from 6 per action Energy Cost to 5 per action.
About:
Abilites:
Rock Head (Passive):
This Pokemon's hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Sturdy (Passive):
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 (HA LOCKED, Toggle):
No default effect. When toggled, the Pokemon loosens 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. Stats
Block (*)
Heavy Slam (*)
Rollout (*)
Flail (*)
Rock Blast (*)
<Deino> [Giggles] (M)
Nature: Hasty (-Defense, +Speed, +7% Accuracy)
Type: Dragon/Dark
Dragon: Dragon STAB; -1 BAP on incoming neutral attacks Dragon itself would resist (e.g. -1 BAP on Aqua Jet against Garchomp.) Unable to have Thrash or Outrage disrupted by oncoming damage.
Dark: Dark STAB; ignores Attract and Confusion status entirely when using Dark-type damaging and non-damaging attacks.
About:
Ability: Hustle (Toggle):
No default effect. When toggled, this Pokemon puts immense force and speed into 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.
Dragon: Dragon STAB; -1 BAP on incoming neutral attacks Dragon itself would resist (e.g. -1 BAP on Aqua Jet against Garchomp.) Unable to have Thrash or Outrage disrupted by oncoming damage.
About:
Abilites: Rock Head (Passive):
This Pokemon's hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Sheer Force (HA LOCKED, Toggle):
No default effect. When toggled, this Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). The Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect.
Rock: Rock STAB; Adds an additional level of Priority (+0 to +1, +3 to +4 etc.) on naturally occurring level-up, egg, tutor, or TM attacks that increase only defense, special defense, or prevent damage (Full list: Acid Armor, Amnesia, Barrier, Defense Curl, Detect, Harden, Iron Defense, Light Screen, Protect, Quick Guard, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.
Ground: Ground STAB; immune to Sandstorm. Ignores Arena restrictions on Dig and Seismic Attacks for Arenas in which any land mass exists, Evasive Digging reduced from 6 per action Energy Cost to 5 per action.
About:
Abilites: Lightning Rod (Passive):
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. A boost gained this way by an opponent's attack will be maintained at the end of each round. If a Pokemon has a type immunity to Electric attacks, Lightningrod will not activate.
Rock Head (Passive):
This Pokemon's hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Reckless (HA LOCKED, Passive):
This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected. Jump Kick and High Jump Kick count as recoil moves. Stats
Espropriet the Eevee: 1 EC, 2 MC, 1 AC. -4 UC as EC (-4 UC -> 8)
EC: 6/6
MC: 4
DC: 2/5
Evolution into UMBREON! Gains Pursuit, confuse ray, faint attack and assurance upon evolution. Nature is being changed to IMPISH (-6 UC -> 2, -1 CC -> 0). Purchasing foul play, Payback, and moonlight. (2x TM, 1x LVL up. -4 MC -> 0, -1 UC -> 1)
Coup the Machop: 2 EC, 5 MC, 1 AC
EC: 5/9
MC: 9
AC: 5/5
Evolution! purchasing bulldoze, brick break, encore, and toxic. (3x TM, 1x Egg. -9 MC -> 0)
Matt the Togepi: MVP award, 1 EC, 2 MC, 1 AC
EC: 4/9
MC: 3
AC: 4/5
Evolution! gains magical leaf upon evolving. Purchasing Fly and double edge. (1x TM, 1x lvl up. -3 MC -> 0)
Sorcie the Fennekin: 1 EC, 2 MC, 1 AC
EC: 4/9
MC: 10
AC: 4/5
Evolution! stocking all else.
Blasure the Azumarill: 1 EC, 3 MC, 1 AC. 2 stocked KOC become EC.
EC: 4/9
MC: 3
AC: 2/5
Evolution! gains aqua tail, water sport, rollout, water gun, aqua ring, and double edge upon evolving. Purchasing superpower, rain dance, and play rough (3x lvl up -3 MC -> 0)
Taide the Happiny: 1 EC, 2 MC, 1 AC
EC: 1/9
MC: 2
AC: 1/5
stocking.
Rèinabeille the Combee: 1 EC, 2 MC, 1 AC
EC: 1/6
MC: 8
AC: 1/5
stocking.
Chauffage the Combusken: 1 EC, 3 MC, 1 AC, 2 KOC as MC
EC: 9/9
MC: 5
AC: 5/5
Evolution! gains flare blitz, fire punch, and hi jump kick upon evolution. Purchasing fire blast and brave bird (1x TM, 1x lvl up -3 MC -> 2)
Bouche the Mawile: 2 MC, 1 AC, 2 KOC as MC
MC: 4
AC: 1/5
Stocking.
Moves:
splash
charm
water gun
bubble
slam
bubblebeam
helping hand
bounce
aqua tail
water sport
rollout
water gun
aqua ring
double edge
superpower
rain dance
play rough
The Wanderer: Approved. Matezoide: LARGE CLAIM Butterfree does not know Protect. How can you Sketch a move from Butterfree that Butterfree does not know? I know some of your other pokemon know Protect, so I'll ignore it this time... You forgot to include a (+) next to Beldum's speed. Onix gets Rock Tomb as a Pre-Level 26 move (at Level 17 in Generation 4, 17 in BW, 13 in B2W2, and 13 in XY). Onix also gets Sandstorm as a Pre-Level 26 move (at Level 22 in Generation 4 and Level 25 in BW).You forgot to include a (+) next to Deno's speed. Approved. Mulan15262: Approved. GemOftheDay: Foul Play is not a current generation TM/HM. It will be an ORAS Tutor, though. But since ORAS has not been implemented, I cannot permit you to purchase ORAS Tutors as if they were current generation tutors. Togetic's speed should be 40, not 20. Your hide tag for Braixen probably should say Braixen, not Fennekin. Blaziken's BRT should be 21, not 14. Not Approved. Dogfish44: Approved.
http://www.smogon.com/forums/threads/loss-cliff-of-thunder-hard-akela-and-aopsuser.3516767/page-3 2 CC
Rhydon is maxed. Granting me an additional 8 CC, for a total of 10 CC.
Mamoswine receives 4 MC. Stockpiling the 4 MC.
Golem receives 4 MC. Spending the 4 MC and 8 KOC as MC to purchase Fissure (Previous Generation TM/HM), Submission (Previous Generation TM/HM), Facade(XY TM/HM), Roar (XY TM/HM), and Rock Tomb (XY TM/HM).
Marowak receives 4 MC. Spending the 4 MC to purchase Double-Edge (Level Up) and Submission (Previous Generation TM/HM).
http://www.smogon.com/forums/threads/leethoof-vs-akela-ref-df44.3522055/#post-5864298 27 CC
Rhydon receives 1 KOC. Converting the 1 KOC to CC, increasing my CC total from the battle to 28.
Tyranitar receives 6 KOC. Converting the 6 KOC to CC, increasing my CC total from the battle to 31.
Rampardos receives 2 KOC. Converting the 2 KOC to CC, increasing my CC total from the battle to 33.
Machop receives 1 EC, 3 MC, and 1 AC, increasing its EC from 0/9 to 1/9 and its AC from 0/5 to 1/5. Spending the 3 MC to purchase Cross Chop (Level Up) and Fire Blast (XY TM/HM).
Lickitung receives 1 EC, 3 MC, and 1 AC, increasing its EC From 2/6 to 3/6 and its AC from 2/5 to 3/5. Spending the 3 MC to purchase Belly Drum (Egg).
Pidgey receives 1 EC, 3 MC, and 1 AC, increasing its EC from 2/9 to 3/9 and its AC from 2/5 to 3/5. Stockpiling the 3 MC.
Wooper receives 1 EC, 3 MC, 1 AC, and 1 KOC, increasing its EC from 1/6 to 3/6 and its AC from 1/5 to 2/5. Spending the 3 MC to purchase Focus Punch (Previous Generation TM/HM).
Baltoy receives 1 EC and 3 MC, increasing its EC from 2/6 to 3/6. Spending the 3 MC to purchase Sandstorm (Level Up) and Dazzling Gleam (XY TM/HM).
Wailmer receives 1 EC, 2 MC, 1 AC, and 2 KOC, increasing its EC from 0/6 to 1/6 and its AC from 0/5 to 1/5. Spending the 2 MC and 2 KOC as MC to purchase Return (XY TM/HM) and Substitute (XY TM/HM).
This brings my CC total to 46 CC.
Spending 7 CC to change Archeops' Nature from Jolly to Hasty:
Old Nature:
Attacks: (44/44) Level Up (16/16)
Ancient Power
Flail
Guard Split
Harden
Light Screen
Moon Blast
Power Gem
Reflect
Rock Throw
Safeguard
Sharpen
Skill Swap
Smack Down
Stealth Rock
Stone Edge
Tackle TM/HM (28/28)
Calm Mind
Confide
Dazzling Gleam
Double Team
Explosion
Facade
Frustration
Gyro Ball
Hail
Hidden Power Fire
Nature Power
Protect
Psych Up
Psychic
Rest
Return
Rock Polish
Rock Slide
Rock Tomb
Round
Sandstorm
Sleep Talk
Substitute
Sunny Day
Swagger
Toxic
Trick Room
Attacks: (44/44) Level Up (16/16)
Ancient Power
Flail
Guard Split
Harden
Light Screen
Moon Blast
Power Gem
Reflect
Rock Throw
Safeguard
Sharpen
Skill Swap
Smack Down
Stealth Rock
Stone Edge
Tackle TM/HM (28/28)
Calm Mind
Confide
Dazzling Gleam
Double Team
Explosion
Facade
Frustration
Gyro Ball
Hail
Hidden Power Fire
Nature Power
Protect
Psych Up
Psychic
Rest
Return
Rock Polish
Rock Slide
Rock Tomb
Round
Sandstorm
Sleep Talk
Substitute
Sunny Day
Swagger
Toxic
Trick Room
Spending 7 CC to change Stratagem's nature from Timid to Modest.
Old Nature:
Attacks [75/75] Level Up [20/20]
Acupressure
Ancient Power
Defense Curl
Disable
Double-Edge
Earth Power
Electro Ball
Giga Drain
Head Smash
Magnetic Flux
Magnet Rise
Metal Sound
Mud Shot
Paleo Wave
Power Gem
Rock Blast
Rock Polish
Rollout
Tackle
Weather Ball Tutor [9/9]
Headbutt
Heat Wave
Mud-Slap
Ominous Wind
Snore
Stealth Rock
Swift
Trick
Vacuum Wave TM/HM [46/46]
Acrobatics
Aerial Ace
Calm Mind
Confide
Cut
Dazzling Gleam
Double Team
Earthquake
Echoed Voice
Embargo
Endure
Energy Ball
Explosion
Facade
False Swipe
Fire Blast
Flamethrower
Flash
Flash Cannon
Frustration
Giga Impact
Hidden Power Flying
Hone Claws
Hyper Beam
Natural Gift
Nature Power
Protect
Rain Dance
Rest
Return
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Round
Sandstorm
Secret Power
Shadow Ball
Sleep Talk
Smack Down
Stone Edge
Substitute
Sunny Day
Swagger
Toxic
Volt Switch
Attacks [75/75] Level Up [20/20]
Acupressure
Ancient Power
Defense Curl
Disable
Double-Edge
Earth Power
Electro Ball
Giga Drain
Head Smash
Magnetic Flux
Magnet Rise
Metal Sound
Mud Shot
Paleo Wave
Power Gem
Rock Blast
Rock Polish
Rollout
Tackle
Weather Ball Tutor [9/9]
Headbutt
Heat Wave
Mud-Slap
Ominous Wind
Snore
Stealth Rock
Swift
Trick
Vacuum Wave TM/HM [46/46]
Acrobatics
Aerial Ace
Calm Mind
Confide
Cut
Dazzling Gleam
Double Team
Earthquake
Echoed Voice
Embargo
Endure
Energy Ball
Explosion
Facade
False Swipe
Fire Blast
Flamethrower
Flash
Flash Cannon
Frustration
Giga Impact
Hidden Power Flying
Hone Claws
Hyper Beam
Natural Gift
Nature Power
Protect
Rain Dance
Rest
Return
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Round
Sandstorm
Secret Power
Shadow Ball
Sleep Talk
Smack Down
Stone Edge
Substitute
Sunny Day
Swagger
Toxic
Volt Switch
Spending 7 CC to changeSudowoodo's nature from Sassy to Careful.
Old Nature:
Attacks: [45/90] Level Up [19/19]
Bulldoze
Defense Curl
Double-Edge
Harden
Earthquake
Explosion
Heavy Slam
Magnitude
Mud Sport
Rock Blast
Rock Polish
Rock Throw
Rollout
Self-Destruct
Smack Down
Stealth Rock
Steamroller
Stone Edge
Tackle Egg [6/10]
Endure
Focus Punch
Hammer Arm
Mega Punch
Rock Climb
Wide Guard Tutor [3/19]
Counter
Earth Power
Fire Punch
Sucker Punch TM/HM [14/42]
Bide
Brick Break
Dig
Flamethrower
Frustration
Gyro Ball
Power-Up Punch
Protect
Return
Rock Slide
Rock Smash
Sandstorm
Substitute
Toxic Event [1/1]
Rapid Spin
Moves Remaining
Egg [4] {12}: Autotomize, Block, Curse, Flail
Previous Generation Tutor [15] {45}: Ancient Power, Body Slam, Dynamic Punch, Fury Cutter, Headbutt, Iron Defense, Iron Head, Mega Kick, Metronome, Mimic, Mud-Slap, Seismic Toss, Snore, Superpower, Thunder Punch
Previous Generation TM/HM [7] {21}: Captivate, Fissure, Natural Gift, Rage, Secret Power, Submission, Take Down
Current Generation TM/HM [20] {40}: Attract, Confide, Double Team, Facade, Fire Blast, Fling, Focus Blast, Giga Impact, Hidden Power ???, Hyper Beam, Incinerate, Nature Power, Rest, Roar, Rock Tomb, Round, Sleep Talk, Strength, Sunny Day, Swagger
Attacks: [45/90] Level Up [19/19]
Bulldoze
Defense Curl
Double-Edge
Harden
Earthquake
Explosion
Heavy Slam
Magnitude
Mud Sport
Rock Blast
Rock Polish
Rock Throw
Rollout
Self-Destruct
Smack Down
Stealth Rock
Steamroller
Stone Edge
Tackle Egg [6/10]
Endure
Focus Punch
Hammer Arm
Mega Punch
Rock Climb
Wide Guard Tutor [3/19]
Counter
Earth Power
Fire Punch
Sucker Punch TM/HM [14/42]
Bide
Brick Break
Dig
Flamethrower
Frustration
Gyro Ball
Power-Up Punch
Protect
Return
Rock Slide
Rock Smash
Sandstorm
Substitute
Toxic Event [1/1]
Rapid Spin
Moves Remaining
Egg [4] {12}: Autotomize, Block, Curse, Flail
Previous Generation Tutor [15] {45}: Ancient Power, Body Slam, Dynamic Punch, Fury Cutter, Headbutt, Iron Defense, Iron Head, Mega Kick, Metronome, Mimic, Mud-Slap, Seismic Toss, Snore, Superpower, Thunder Punch
Previous Generation TM/HM [7] {21}: Captivate, Fissure, Natural Gift, Rage, Secret Power, Submission, Take Down
Current Generation TM/HM [20] {40}: Attract, Confide, Double Team, Facade, Fire Blast, Fling, Focus Blast, Giga Impact, Hidden Power ???, Hyper Beam, Incinerate, Nature Power, Rest, Roar, Rock Tomb, Round, Sleep Talk, Strength, Sunny Day, Swagger
Speeding 7 CC to change Solrock's nature from Bashful to Quiet.
Old Nature:
Solrock [Bode] [-]
Bashful Nature (No effect on stats) Types: Rock/Psychic Egg Group: Mineral Abilities: Levitate Stats: HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 70 Size Class: 2 Weight Class: 5 Base Rank Total: 17
MC: 0
Attacks: [25/84] Level Up [14/16]
Confusion
Embargo
Explosion
Fire Spin
Harden
Psychic
Psywave
Rock Polish
Rock Slide
Rock Throw
SolarBeam
Stone Edge
Tackle
Wonder Room Tutor [5/20]
Helping Hand
Iron Head
Pain Split
Snore
Zen Headbutt TM/HM [7/47]
Bulldoze
Endure
Light Screen
Protect
Telekinesis
Toxic
Will-O-Wisp Event [0/2]
Moves Remaining:
Level Up [2] {2}: Cosmic Power, Heal Block
Previous Generation Tutor [13] {39}: Ancient Power, Body Slam, Defense Curl, Earth Power, Gravity, Heat Wave, Iron Defense, Magic Coat, Mimic, Rollout, Self-Destruct, Signal Beam, Swift
Previous Generation TM/HM [5] {15}: Natural Gift, Recycle, Secret Power, Skill Swap, Stealth Rock
Current Generation TM/HM [35] {70}: Acrobatics, Calm Mind, Charge Beam, Confide, Double Team, Dream Eater, Earthquake, Facade, Fire Blast, Flamethrower, Flash, Frustration, Giga Impact, Grass Knot, Gyro Ball, Hidden Power ???, Hyper Beam, Incinerate, Overheat, Psych Up, Psyshock, Reflect, Rest, Return, Rock Tomb, Round, Safeguard, Sandstorm, Shadow Ball, Sleep Talk, Smack Down, Substitute, Sunny Day, Swagger, Trick Room
Event [2] {6}: Baton Pass, Morning Sun
Attacks: [25/84] Level Up [14/16]
Confusion
Embargo
Explosion
Fire Spin
Harden
Psychic
Psywave
Rock Polish
Rock Slide
Rock Throw
SolarBeam
Stone Edge
Tackle
Wonder Room Tutor [5/20]
Helping Hand
Iron Head
Pain Split
Snore
Zen Headbutt TM/HM [7/47]
Bulldoze
Endure
Light Screen
Protect
Telekinesis
Toxic
Will-O-Wisp Event [0/2]
Moves Remaining:
Level Up [2] {2}: Cosmic Power, Heal Block
Previous Generation Tutor [13] {39}: Ancient Power, Body Slam, Defense Curl, Earth Power, Gravity, Heat Wave, Iron Defense, Magic Coat, Mimic, Rollout, Self-Destruct, Signal Beam, Swift
Previous Generation TM/HM [5] {15}: Natural Gift, Recycle, Secret Power, Skill Swap, Stealth Rock
Current Generation TM/HM [35] {70}: Acrobatics, Calm Mind, Charge Beam, Confide, Double Team, Dream Eater, Earthquake, Facade, Fire Blast, Flamethrower, Flash, Frustration, Giga Impact, Grass Knot, Gyro Ball, Hidden Power ???, Hyper Beam, Incinerate, Overheat, Psych Up, Psyshock, Reflect, Rest, Return, Rock Tomb, Round, Safeguard, Sandstorm, Shadow Ball, Sleep Talk, Smack Down, Substitute, Sunny Day, Swagger, Trick Room
Event [2] {6}: Baton Pass, Morning Sun
Camerupt spends 4 MC plus 1 KOC as MC to learn Solar Beam (XY TM) and Yawn. (XY Egg) Timburr spends 3 MC plus 1 KOC to learn Rock Slide, (XY Lvl Up) Hammer Arm, (XY Lvl Up) and Dig. (XY TM) Wailmer spends 9 MC plus 2 KOC to learn Rest, (XY Lvl Up) Brine, (XY Lvl Up) Water Spout, (XY Lvl Up) Bounce, (XY Lvl Up) Hydro Pump, (XY Lvl Up) Rock Tomb, (XY TM) and Endure. (Past-Gen TM/Tutor)
Psychic: Psychic STAB; 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.
Fairy: Fairy STAB: -1 EN on non-Fairy typed Nature, Sound, and Scent moves (Stacks with second STAB where applicable). (Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent)
Espropriet the Eevee: 1 EC, 2 MC, 1 AC. -4 UC as EC (-4 UC -> 8)
EC: 6/6
MC: 4
DC: 2/5
Evolution into UMBREON! Gains Pursuit, confuse ray, faint attack and assurance upon evolution. Nature is being changed to IMPISH (-6 UC -> 2, -1 CC -> 0). Purchasing foul play, Payback, and moonlight. (1x tutor, 1x TM, 1x LVL up. -4 MC -> 0, -2 UC -> -0)
Coup the Machop: 2 EC, 5 MC, 1 AC
EC: 5/9
MC: 9
AC: 5/5
Evolution! purchasing bulldoze, brick break, encore, and toxic. (3x TM, 1x Egg. -9 MC -> 0)
Matt the Togepi: MVP award, 1 EC, 2 MC, 1 AC
EC: 4/9
MC: 3
AC: 4/5
Evolution! gains magical leaf upon evolving. Purchasing Fly and double edge. (1x TM, 1x lvl up. -3 MC -> 0)
Sorcie the Fennekin: 1 EC, 2 MC, 1 AC
EC: 4/9
MC: 10
AC: 4/5
Evolution! stocking all else.
Blasure the Azumarill: 1 EC, 3 MC, 1 AC. 2 stocked KOC become EC.
EC: 4/9
MC: 3
AC: 2/5
Evolution! gains aqua tail, water sport, rollout, water gun, aqua ring, and double edge upon evolving. Purchasing superpower, rain dance, and play rough (3x lvl up -3 MC -> 0)
Taide the Happiny: 1 EC, 2 MC, 1 AC
EC: 1/9
MC: 2
AC: 1/5
stocking.
Rèinabeille the Combee: 1 EC, 2 MC, 1 AC
EC: 1/6
MC: 8
AC: 1/5
stocking.
Chauffage the Combusken: 1 EC, 3 MC, 1 AC, 2 KOC as MC
EC: 9/9
MC: 5
AC: 5/5
Evolution! gains flare blitz, fire punch, and hi jump kick upon evolution. Purchasing fire blast and brave bird (1x TM, 1x lvl up -3 MC -> 2)
Bouche the Mawile: 2 MC, 1 AC, 2 KOC as MC
MC: 4
AC: 1/5
Stocking.
Moves:
splash
charm
water gun
bubble
slam
bubblebeam
helping hand
bounce
aqua tail
water sport
rollout
water gun
aqua ring
double edge
superpower
rain dance
play rough
Flash
I get 1 CC.
Zic the Empoleon gets 4 MC. Spending them to get Hyper Beam and Rest (both current gen TMs), leaving him with none.
Flash 2
I get 1 CC.
Flare the Charmander gets 1 EC, 3 MC and 1 AC. EC is now 1/9 and AC is now 1/5.
Spending the 3 MC to get Fire SPin (Level-Up) and Rock Slide (Current-Gen TM), leaving him with none.
- Water: Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.
Abilities:
- Torrent (Passive): When this Pokemon's HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 11 to 13)
- Sheer Force (Passive) (LOCKED): No default effect. When toggled, this Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). The Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect.
BS hax is bs
CC brings me to 20, spending 7 to change my Pidgey's nature from Impish to Lonely, stockpiling the rest because Mega Stones are almost here
S0L1D G0LD: Wailmer should have 1 MC left over because 1 + 1 + 1 + 1 + 1 + 2 + 3 = 10. Fix & APPROVED. Texas Cloverleaf: As much as I hate decimalised UC... APPROVED. GemOftheDay: Togetic's Speed has not been updated as akela told you to do. NOT APPROVED. tavok: Totodile's stats indicate you seem to be reducing both defence and speed. Dive is not a current generation TM. NOT APPROVED. waterwarrior: APPROVED. Rainman Legends: APPROVED.
Formula (15 × 3 man, subhost): 60*(Number of Rounds Left including the current one)/(Number of Rounds total)*([Number of Rounds left]*[Time expected per round]/[Time taken from the time subhosting occured to the end of Last Round]) Took Over Date: 27th July, 2012 (GMT +11:00) End Date: 20th February, 2013 (GMT +11:00) # Days: 208 # Rounds: 4 # Rounds Left: 3 Time Expected per Round: 3v3 Singles/4v4 Doubles/5v5 Triples -> 75 Days per round expected UC Calculation: 60 × 3 ÷ 4 × (3 × 75 ÷ 208) = 48.677885 ~ 48 UC
Espropriet the Eevee: 1 EC, 2 MC, 1 AC. -4 UC as EC (-4 UC -> 11)
EC: 6/6
MC: 4
DC: 2/5
Evolution into UMBREON! Gains Pursuit, confuse ray, faint attack and assurance upon evolution. Nature is being changed to IMPISH (-6 UC -> 5, -1 CC -> 0). Purchasing foul play, Payback, and moonlight. (1x tutor, 1x TM, 1x LVL up. -4 MC -> 0, -2 UC -> 3)
Coup the Machop: 2 EC, 5 MC, 1 AC
EC: 5/9
MC: 9
AC: 5/5
Evolution! purchasing bulldoze, brick break, encore, and toxic. (3x TM, 1x Egg. -9 MC -> 0)
Matt the Togepi: MVP award, 1 EC, 2 MC, 1 AC
EC: 4/9
MC: 3
AC: 4/5
Evolution! gains magical leaf upon evolving. Purchasing Fly and double edge. (1x TM, 1x lvl up. -3 MC -> 0)
Sorcie the Fennekin: 1 EC, 2 MC, 1 AC
EC: 4/9
MC: 10
AC: 4/5
Evolution! stocking all else.
Blasure the Azumarill: 1 EC, 3 MC, 1 AC. 2 stocked KOC become EC.
EC: 4/9
MC: 3
AC: 2/5
Evolution! gains aqua tail, water sport, rollout, water gun, aqua ring, and double edge upon evolving. Purchasing superpower, rain dance, and play rough (3x lvl up -3 MC -> 0)
Taide the Happiny: 1 EC, 2 MC, 1 AC
EC: 1/9
MC: 2
AC: 1/5
stocking.
Rèinabeille the Combee: 1 EC, 2 MC, 1 AC
EC: 1/6
MC: 8
AC: 1/5
stocking.
Chauffage the Combusken: 1 EC, 3 MC, 1 AC, 2 KOC as MC
EC: 9/9
MC: 5
AC: 5/5
Evolution! gains flare blitz, fire punch, and hi jump kick upon evolution. Purchasing fire blast and brave bird (1x TM, 1x lvl up -3 MC -> 2)
Bouche the Mawile: 2 MC, 1 AC, 2 KOC as MC
MC: 4
AC: 1/5
Stocking.
Moves:
splash
charm
water gun
bubble
slam
bubblebeam
helping hand
bounce
aqua tail
water sport
rollout
water gun
aqua ring
double edge
superpower
rain dance
play rough