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

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Smash Approved.

3

EDIT: Using a few leftover ACs. Firstly, I'm getting Dragon Pulse and Nasty Plot on Lucario. Next, I'm getting Quiver Dance and Hurricane on Volcarona.
 
Galladaiator, you can't apply TC to evolution, or moves/dream world abilities. TC may only be used towards new pokemon and items. So, you must revert this and fix any other instances where you used TC towards anything that is not a new pokemon or item. NOT APPROVED

4
 
http://www.smogon.com/forums/showthread.php?t=102716&page=2

2 TC

Starmie: 1 DW (DW unlocked!) / 1 MC / 3 KO (!)

KO Counters -> MC Counters. Starmie now has 6 MC (!!).

I wanna buy: Thunder (2 MC) and Blizzard (2 MC). I'm saving the last two in order to buy Gravity.

Togepi: 1 EC / 1 DW / 1 MC

Also I have 2 spare ref tokens. I wanna convert them into 2 EC tokens for Gible. Gible now has 4/9 EC, so it should evolve into Gabite right?

Also also, I have 8 TC. I really wanna get a Timburr:

Timburr (Clowncrete) (M)
HP: 100
Atk: **** (+)
Def: **
SpA: (-)
SpD: **
Spe: 35

Nature: Adamant
Type: Fighting

Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-up Slap
Chip Away

Drain Punch
Mach Punch
Wide Guard

Bulk Up
Stone Edge
Payback
 
GoldenKnight: 2 Trainer Counters

Tezcatlipoca:
1 EC
1 MC
1 DC
1 KO Counter (decided to be generous)

so the mc will go towards bug buzz and the ko counter will go towards the ec

2/6
0
1/5
 
Okay. This is going to be one huge ass post, so get ready for some work whoever approves this.

First, I've completed this battle:
http://www.smogon.com/forums/showthread.php?t=101905

I get 2 TC, and the standard for my Slowpoke.

What's this? Slowpoke is evolving!

199.png

Slowking [Salmon] (F)
Nature: Bold (Adds * to Defense. Subtracts * from Attack.)

Type: Psychic / Water
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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).

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

HP: 100
Atk: **(-)
Def: ****(+)
SpA: ****
SpD: ****
Spe: 30
Regenerator has been unlocked! Using those three MC and one of my WC, I will be purchasing Trick Room and Hidden Power (Grass, 7)! So:
199.png

Slowking [Salmon] (F)

EC: 6 / 6
MC: 0
DC: 5 / 5
Okay, now that that's out of the way, I have 10 TC. I think it's about time I started training for a possible gym spot. This all will cost 7 TC. Let's go with these Pokemon:

624.png

Pawniard [Shank] (M)
Nature: Adamant (Adds * to Attack. Subtracts * from Special Attack.)

Type: Dark / Steel
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Stats:

HP: 90
Atk: ****(+)
Def: ***
SpA: *(-)
SpD: **
Spe: 60

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

Abilities:
Defiant: (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.
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.
Pressure (DW): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Attacks:
Scratch (*)
Leer (*)
Fury Cutter (*)
Torment (*)
Faint Attack (*)
Scary Face (*)
Metal Claw (*)

Sucker Punch (*)
Psycho Cut (*)
Pursuit (*)

Brick Break (*)
Taunt (*)
Dig (*)
559.png

Scraggy [Shawty] (F)
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 more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Stats:

HP: 90
Atk: ****(+)
Def: ***
SpA: *(-)
SpD: ***
Spe: 48

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

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 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.

Attacks:
Leer (*)
Low Kick (*)
Sand Attack (*)
Faint Attack (*)
Headbutt (*)
Swagger (*)
Brick Break (*)
Payback (*)

Drain Punch (*)
Ice Punch (*)
Zen Headbutt (*)

Bulk Up (*)
Taunt (*)
Dragon Tail (*)
198.png

Murkrow [Bosskrow] (M)
Nature: Naughty (Adds * to Attack. Subtracts * from Special Defense.)

Type: Dark / Fighting
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Stats:

HP: 90
Atk: ****(+)
Def: **
SpA: ***
SpD: *(-)
Spe: 91

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

Abilities:
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.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Attacks:
Peck (*)
Astonish (*)
Pursuit (*)
Haze (*)
Wing Attack (*)
Night Shade (*)
Assurance (*)

Brave Bird (*)
Confuse Ray(*)
Roost (*)

Taunt (*)
Shadow Ball (*)
Hidden Power (Fighting, 7) (*)
 
Oh cool, I just figured out that Ref Tokens can be used as Trainer Counters.

http://www.smogon.com/forums/showthread.php?t=103027 9

I'd like these two with a cherry on top please!

Also with that 4 being using, I'd like to use the remaining 5 for... Will-O-Wisp (Embirch, TM), Double-edge (Deerling, level-up), and Light Screen (Embirch, TM).
embirch2.png

Embirch (Ginger) (F)
Nature: Quiet (+SpA, -Spe).

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. Solarbeam has Energy Cost reduced by one (1).

Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).

Stats:
HP: 100
Atk: **
Def: **
SpA: ****(+)
SpD: **
Spe: 43 (-)

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

Ability:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Attacks:
Pound
Sweet Scent
Growth
Ember
Leech Seed
Bullet Seed
Flame Wheel
Synthesis

Sunny Day
Flamethrower
SolarBeam
Will-O-Wisp
Light Screen

Revenge
Counter
Earth Power

585.png

Deerling (Blossom) (F)
Nature: Adamant (+Atk, -SpA).

Type:
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).

Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).

Stats:
HP: 100
Atk: ****(+)
Def: **
SpA: *(-)
SpD: **
Spe: 75

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

Ability:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Sap Sipper: (Innate) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. This boost is maintained at the end of each round.
Serene Grace (DW): (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)

Attacks:
Tackle
Camouflage
Growl
Sand-attack
Double Kick
Leech Seed
Faint Attack
Take Down
Jump Kick
Double-edge

Wild Charge
Safeguard
Return

Agility
Synthesis
Odor Sleuth

edit: oh, forgot about 1 match I reffed. editing.

http://www.smogon.com/forums/showthread.php?t=103597 1

Okay, I'll just make that ref token Synthesis from Embirch's level-up.
 
elDino: APPROVED, but I am assuming you are keeping that KO Counter for later. Make sure you use it!

10 for me, which gives me one more WC. Counter is back to 0.
 
I'm going to throw three ref counters into my Privatyke's Evolution Counter, evolving it!
argref.png

Arghonaut [Matey] (M)
Nature: Adamant (+* to Attack, -* to Sp.Atk)

Type: Water/Fighting
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).

Abilities:
Unaware: (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.
Iron Fist (DW): (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

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

HP: 110
Atk: ***** (+)
Def: ***
SpA: ** (-)
SpD: ****
Spe: 75

Moves:
Bubble*
Smokescreen*
Yawn*
Wrap*
Arm Thrust*
Cross Chop
Constrict
Aqua Jet

Recover*
Bulk Up*
Drain Punch*

Taunt*
Toxic*
Waterfall*
 
Claiming from >>http://www.smogon.com/forums/showthread.php?t=102946<< This battle.
Athendoros said:
Two Trainer Counters
Ouroboros
-One EC
-One MC
-One DC
-One KO Counter

Slashe
-One EC
-One MC
-One DC


Onix's KO counter will go to EC.
EC: 2/6
MC: 1
DC: 1/5

Sneasel has no KO counters.
EC: 1/6
MC: 1
DC: 1/5

TCs will be kept for later purchases.
 
...Screw this, if it wins I'm going to abuse that Dodge command until Deck repeals it.

361.png

Snorunt Frigid (F)
Nature: Timid (A 15% increase in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks; Attack reduced by *)

Type: Ice
Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon. (Glalie/Froslass line, Regice, Glaceon, Vanilluxe line, Beartic line and Cryogonal ONLY: immunity to Sheer Cold, removal of Boiling water's Burn effect, and 50% reduction in burn chance from Fire moves.)


Stats:

HP: 90
Atk: * (-)
Def: **
SpA: **
SpD: **
Spe: 58 (50 x 1.15)

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

Abilities:
Ability 1: Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Ability 2: 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.
Ability 3: Moody: (Innate) This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Inconsistent is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.

Attacks:
Powder Snow
Leer
Double Team
Bite
Icy Wind
Headbutt
Protect

Disable
Weather Ball
Fake tears

Shadow Ball
Hidden Power (Fire, base 7)
Substitute
 
Spending 4 TCs on the following:

218.png

Slugma(*) Cragg (M)
Nature: Quiet (Adds * to Special Attack; 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
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. Solarbeam has Energy Cost reduced by one (1).

Stats:

HP: 90
Atk: **
Def: **
SpA: **** (+)
SpD: **
Spe: 17 (20*85%)

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

Abilities:
Magma Armor: (Innate) This Pokemon has a heated armor that makes it incapable of being frozen.
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.
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.

Attacks:

Yawn
Smog
Ember
Rock Throw
Harden
Recover
Flame Burst

Protect
Overheat
Will-o-wisp

Acid Armor
Heat Wave
Smokescreen

Gempre1.png

Rebble(*) Tourmaline (Genderless)
Nature: Quirky (No Effect on Stats)

Type: Rock
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).

Stats:

HP: 90
Atk: **
Def: **
SpA: ***
SpD: **
Spe: 90

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

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.
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.)

Attacks:

Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem

Shadow Ball
Energy Ball
Stone Edge

Paleo Wave
Metal Sound
Earth Power

This will drop my current TC count to 2.
 
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