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Abilities: Serene Grace: This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt) Run Away: 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. Rattled (DW): These Pokemon are more easily frightened by Ghost-, Bug-, and Dark-typed attacks and will raise their Speed by one (1) stage when struck by attacks of those types. 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.
Time to fix my newbie nature mistakes, and instead make some new mistakes.
Wooly the Altaria is going from Modest to Quiet (+Special Attack, -speed)
Boggle the Toxicroak is going from Hardy to Naughty (+Attack, -Special Defense).
Also cashing in their leftover MC, purchasing Magic Coat (tutor) on Toxicroak. Altaria will get Dragon Dance (Level), Cotton Guard (Level), and Earthquake (TM).
For reference:
Type:
<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.
<Fighting> Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities Anticipation (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2). Dry Skin (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. It also makes the Pokemon weak to fire, but it absorbs the damage of water attacks and recovers HP when struck instead. Poison Touch (DW) (Innate) 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).
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. Dragon:Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Ability 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. Cloud Nine (DW): (Trait) Pokemon with Cloud Nine will not suffer any negative effects of weather, but will benefit from all positive effects. Sunny Day and Rain Dance do not increase the damage of attacks against them, or decrease the damage of their attacks. They suffer no damage in Hail and Sandstorm. Their SolarBeam will retain its BAP in Hail, Rain Dance, and Sandstorm, while the charge is still removed under Sunny Day. SolarBeam always charges against them, Blizzard, Thunder and Hurricane will always check with their 70% accuracy (or 50% if a weather effect reduces it.)
Claiming 9 BT, bringing my total to 16. I will spend all 16 as MC for various Pokes:
7 MC for Sucker the Colossoil to learn Knock Off (past gen. Tutor), Embargo (BW TM), and Poison Jab (BW TM)
9 MC for Big Brass the HONCHKROW to learn Whirlwind (Egg), Double Team (BW TM), Pluck (BW TM), and Facade (BW TM).
Stockpiling my 18 TC and 22 BP after my... spending spree.
Munchlax, who has finally fulfilled his goal of beating the Hall, can now evolve into Snorlax (it already had 6/6 EC)!
36 HC + 2 MC = 38 MC :D
Heart Scale (0 MC x 3):
Headbutt
Belly Drum
Yawn
Level (1 MC x 5): Block
Hyper Beam
Crunch
Heavy Slam
Giga Impact
BW TM (2 MC x 6): Toxic
Smack Down
Focus Blast
Incinerate
Bulldoze
Rock Smash
Egg (3 MC x1): Whirlwind
Tutor (3 MC x 2):
Iron Head
Seed Bomb
Past Gen TM (3 MC x 4): Zap Cannon
Fissure
Reflect
Bide
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities: Immunity: (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 to grow more severe. 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.) Gluttony (LOCKED): (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Korski, rickheg, Metal Bagon, and smashlloyd20 (unnecessary) are APPROVED.
Terrador (even though you've been approved): Dive is a BW HM, so you get 1 MC back, Nincada is 3 EC with the KO, Tynamo starts out with 8 extra MC, and Phione gets Tail Glow. APPROVED AGAIN.
Abilities: Serene Grace: This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt) Run Away: 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. Rattled (DW): These Pokemon are more easily frightened by Ghost-, Bug-, and Dark-typed attacks and will raise their Speed by one (1) stage when struck by attacks of those types. 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.
Putting 3 RT into Wood the Scratchet's EC, evolving it into Tomohawk! Using the last RT as MC, giving him 6 MC. Upon evolution, he learns Sunny Day, Aura Sphere, and Whirlwind. Gonna' use these 6 MC to buy Earth Power, Air Slash, Heat Wave, Hurricane, and Reflect (4 Level Up: 4 MC, TM: 2 MC). Also changing his name to Bank-Shot since I hate the name that it had when I got it from Steampowered.
Tomohawk(*)
Bank-Shot(M) Type: Flying/Fighting 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 thier 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.
Did I deserve that win? Maybe not, but getting a victory and using Pay Day is always nice.
Actually, I think that should only be 3 TC, as I think I only got Pay Day off once, but either way I will just store them.
Drifloon puts the KOs in EC. He uses the MC, along with 2 he already has, and will buy Shadow Ball (Level Up) and Thunderbolt (TM), leaving him at:
5/6 EC
1 MC
2/5 DC
Purrloin will use the MC, along with 4 he already had, to buy Night Slash (Level Up), Snatch (Level Up), Shadow Ball (TM) and Grass Knot (TM).
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Swift Swim: (DW) (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.
Attacks: (22)
Bide
Withdraw
Water Gun
Rollout
Bite
Protect
Aqua Jet
Ancient Power
Crunch
Wide Guard
Shell Smash
Aqua Tail
Rain Dance
Rock Slide
Hydro Pump
Smack Down
Body Slam
Iron Defence
Whirlpool
Substitute
Earthquake
Ice Beam
Edit: Serperior already had Gastro Acid, so hoarding my MC!
My prizes.
Texas Cloverleaf: 4 TC
Garchomp: 3 MC
Cyclohm: 3 MC, 2 KOC
Charizard: 3 MC
Metang: 1 EC, 2 MC, 1 DC
Gastly: 1 EC, 2 MC, 1 DC
Shellos: 1 EC, 2 MC, 1 DC
TC goes to 13
Garchomp goes to 14 MC. Guess I'll spend that soon.
Cyclohm goes to 5 MC. Maybe a move or two.
Charizard goes to 11 MC. Will spend some too.
Metang goes to: 6/9 EC, 4 MC (may spend), 3/5 DC
Gastly goes to: 4/9 EC, 2 MC and evolves
Shellos goes to: 4/6 EC, 2 MC, 4/5 DC
Claims:
Garchomp gets Dig (level, 1 MC), Thrash (Egg, 3 MC), Aqua Tail (Egg, 3 MC), Draco Meteor (Tutor, 3 MC), Dragon Tail (BW TM, 2 MC) and Double Team (BW TM, 2 MC) for a total of 14 MC.
Cyclohm gets Draco Meteor (tutor, 3 MC) and Ice Beam (TM, 2 MC) for a total of 5 MC.
Charizard gets Wing Attack and Slash (level, 2 MC), Counter Focus Punch and Dragon Pulse (Egg, 9MC) for 11 MC total.
Metang gets Earthquake and Stealth Rock for 4 MC
Shellos gets Protect, 2 MC
Gastly gets Dark Pulse and Dream Eater as level up (2 MC) and also gets Shadow Punch after evolving into Haunter.
Note: this leaves all the above with zero MC.
Haunter, Phantom, Male Nature: Hasty (+15% Speed, +20% 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: (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.