Welcome to Smogon! Take a moment to read the Introduction to Smogon for a run-down on everything Smogon, and make sure you take some time to read the global rules.
I claim 2 CC. Electronica the Magneton has since evolved and has full DC, so I claim 3 MC instead of 1/2/1. I assume that's fine. Elphaba the Shelgon gains 1/2/1 and 2 KO, which I put into EC.
EC: 8/9
MC: 2
DC: 4/5
The OG the Squirtle picks up 1/2/1 and 1 KO. He evolved mid-battle, and I put the KO into EC.
Wartortle "The OG" (M)
Nature: Quiet - +SpA, -15% Spd, -10% Eva
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Torrent: 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 12 to 14) (Innate)
Rain Dish (DW, LOCKED): This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action. (Innate)
Seviper ♂ - Marvolo Nature: Quiet (SpA: +1, Spe -9, Evasion -10%)) Type: Poison Poison Type - 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: 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. (DW) Infiltrator - (Dormant) - (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.
TheMogRunner: approved, and yes you can use an item in more than one battle, but not more than once in the same battle.
SOS and Terrador approved.
Lou, not approved because as far as I can tell you have gained a CC by purchasing Seviper?
Timed out and lost claim gdi. Finally got my beloved Regi and Munchlax, for 4 CC.
Regirock, Gair
Nature: Adamant (+Att, -SpA)
Type: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents.
Sturdy (DW): (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.
Type: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Pickup: (Innate) This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
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: (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Munchlax also uses UC to learn Focus Punch, Solarbeam, Earthquake, Psychic, Shadow Ball, Brick Break, Rock Slide and Surf, each for 2 UC, and Endure for 3 UC, coming to 19 in total. All of this is approved.
Litwick gets 1 EC, 2 MC, 1 DC, and 1 KOC
The KOC is going into Litwick's EC. Litwick now has 5/9 and im choosing not to evolve him RIGHT NOW.
The Mc is used for Protect(2MC)
Weavile gets 2 MC and 1 DC.
Im using 1 Mc to buy night slash
the other one im stockpiling
Rebble gets 1 EC, 2 MC, and 1 DC. The MC will be spent on Double Team, leaving him with 1 EC, 0 MC, and 1 DC.
Hariyama gets 3 MC and 2 KOC, which will go into MC making 5 MC total. Purchasing Ice Punch for 3 MC and stockpiling the rest.
I put 5 UC into Oros' EC, evolving him into a Dragonair, and then 1 UC into DC. The rest go into his MC.
He purchases the Level-Up Move Safeguard, the Gen I TM Reflect, and the Generation V Machines Light Screen, Surf, Substitute, and Protect.[a]Dratini[/a]
Dratini ♂ - Oros Nature: Rash (SpA: +1, SpD: -1) Type: Dragon Dragon Type - Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
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. (DW) Marvel Scale - (Dormant) - (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
Eldest of a clutch, Oros has the headstrong nature of a brother who makes all of the mistakes of early folly, so that the rest of the brood might learn from such. The school of hard knocks claims Oros as one of their highest alumni, and he is ready to barrel headfirst into whatever his next challenge has in store for him.
[a]Dragonair[/a]
Dragonair ♂ - Oros Nature: Rash (SpA: +1, SpD: -1) Type: Dragon Dragon Type - Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
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. (DW) Marvel Scale - (Dormant) - (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
Eldest of a clutch, Oros made the mistakes that his siblings learned from, teaching him caution and prudence. His impulses still rule him, however, and he has yet to hone them into instinct.
I spend 2 CC on Bellistar the Monohm. Her Egg moves will be Hydro Pump, Power Gem, and Heal Bell. Her BW TMs will be Thunderbolt, Flamethrower, and Protect.[a]Monohm[/a]
Monohm ♀ - Bellistar Nature: Modest (SpA: +1, Atk: -1) Type: Electric / Dragon Electric Type - 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. Dragon Type - Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities: Shield Dust - (Innate) This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.) Static - (Innate) This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon. (DW) Overcoat - (Dormant) - (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.
14 moves known.Moves are sorted by type and then alphabetized.
Physical Moves - Tackle Special Moves - Dragon Rage, Flamethrower, Hydro Pump, Power Gem, Thunderbolt, Thundershock, Twister, Sonicboom Status Moves - Charge, Growl, Heal Bell, Protect, Rain Dance
Bellistar was a sort of privileged birth—specially selected from a clutch for use by a battling trainer. Compensating for her standing is often difficult, and she finds herself leaving things unmentioned out of fear of being perceived as uppity or snobbish.
Jynx [Mobius] (F) EC: 6/6
MC: 3 (+3 MC) > 0
DC: 5/5
-Learns Bide (Past Gen move)
---
That's all from that battle, since I don't own a single Bug, I'm going to buy a Scyther for 4 CC, whom I'm going to edit into this post (Don't approve this until then, thank you).
EDIT:
Scyther [U-Turn] (M) NATURE: Careful
TYPE Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves. Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
ABILITIES Swarm: (Innate) 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, X-Scissor from 8 to 10) Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power 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) 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. Steadfast (DW): (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
+2 CC
+1 EC/2 MC/1 DC for Pikachu; picks up Discharge (LU), Light Screen (LU), and Magnet Rise (HGSS tutor); it has 1 MC left over. The KOC goes into EC.
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.
Deception takes the UC into her DC, putting her at 4/5.[a]Mawile[/a]
Mawile ♀ - Deception Nature: Brave (Atk: +1, Spe -7, Evasion -10%)) Type: Steel Steel Type - 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.
Abilities: Hyper Cutter - (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced. 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 as an Action, and will affect all opponents. (DW) Sheer Force - (Dormant) - (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
13 moves known.Moves are sorted by type and then alphabetized.
Physical Moves - Astonish, Bite, Brick Break, DynamicPunch, Fire Fang, Ice Fang, Iron Head, Metal Burst, Stone Edge, Vicegrip Special Moves - lol Status Moves - Fake Tears, Sweet Scent, Taunt
Saved from neglect in another trainer's box, Deception has had... Interesting training thus far. Hoping to fit in better than the mon she was traded for, she struggles to unlearn her old habits and pick up the new ones associated with her new trainer.
Random, Scyther gets Double Team and Pursuit, but otherwise you're approved.
Gerard, I'm not sure about the subreffed battle because the referee thread reads like this:
So I'll ask someone on IRC. However, everything else is approved except Gallade. His abilities and typing are wrong, and he can't learn Wish or Magic Coat.
Lou, post the damn thread link pl0x. But yes, approved.
Anyway, I claim the CC and Luke gets his 10 MC, bringing me to 50 and him to 10. I don't claim Lairon, Sudowoodo and Delibird. Anyway, Lucario learns Magnet Rise (3), Protect (2), Drain Punch (3) and Double Team (2).
In other news, Swampert has 9 MC. He learns Muddy Water (1), Low Kick (3), Sleep Talk (3) and Rest (2).
Dragonite also has 12 MC. He learns Thunderbolt (2), Flamethrower (2), Detect (3), Sky Drop (2) and Sleep Talk (3).
Slowbro gets 2 MC, 1 DC and 1 KO. I'll chuck the KO and one UC in his DC to unlock Regenerator. The MC go on Surf.
Reuniclus gets 3 MC and lets buy Trick with it.
Now onto my bug types, starting with those in the match then moving onto some others.
Volcarona grabbed 2 MC and 1 DC from the match. I'll go ahead and throw 3 more UC into her DC to unlock Swarm. In addition lets use the two MC plus 6 UC to buy Overheat, Struggle Bug, Double Team and Toxic (all TM).
Syclant got 3 MC and 1 KO from the battle. KO goes into MC (of which it already had 1) along with 11 UC and we will buy Spikes, Superpower, Tail Glow (all Egg), Endure (Past TM) and Stone Edge, Bulldoze (TM)
Escavalier will use some UC to buy a few moves, starting with Slash and Iron Defence (LU) and ending with Substitute, Protect and Double Team (TM) for 8 UC all up.
Heracross likewise is on a spending spree with Smack Down, Protect, Double Team, Substitute, Bulldoze (TM) as well as Low Kick, Knock Off, Body Slam (Past Tutor) for 19 UC.
Galvantula is up next and we will start by using 7 UC to change her nature to Modest. Then she will buy Hyper Beam, Protect, Double Team and Substitute (TM, 8 UC) and unlock Swarm with 4 UC for 19 total UC.
Armaldo follows her up. He gets Rock Tomb, Double Team, Bulldoze (TM) plus Superpower, Block and Endure (past tutor) for 15 UC on him.
Finally I'll pump in 3 UC to my Surskit's EC and 3 into DC to evolve her into a Masquerain and unlock Unnerve. She gets Ominous Wind and Gust for free while purchasing Stun Spore, Air Slash, Whirlwind, Bug Buzz and Quiver Dance (LU) along with Protect, Double Team, Substitute, Energy Ball, U-Turn (TM) and finally Air Cutter, Icy Wind, Swift, Tailwind and Endure (Past tutor) with the 2 MC she had stockpiled as well as 28 total UC.
Type: Bug/Flying Bug: Bug STAB; More mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves. Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. 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 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 as an Action, and will affect all opponents.
Unnerve: (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Attacks:
Bubble
Quick Attack
Sweet Scent
Water Sport
BubbleBeam
Agility
Ominous Wind
Gust
Stun Spore
Air Slash
Whirlwind
Quiver Dance
Bug Buzz
Rain Dance
Ice Beam
Shadow Ball
Scald
Protect
Substitute
Double Team
Energy Ball
U-Turn
Hydro Pump
Mud Shot
Psybeam
Endure
Icy Wind
Air Cutter
Swift
Tailwind
I do belive this has me at a total spend of 110 UC spent, leaving my pile largely depleted at 17. I also used up a Water Gem in the battle I linked to at the start of this post, so I'll use the 3 CC gained from the match to buy another one. Yeah, you'll probably want to claim 0.2 for this.
EDIT: OK fine, I'm going to make some approver want to shoot themselves by piggybacking another rather lengthy claim on the back of this..
I'll claim 15 UC and 3 UC respectively to bring my pile back up 35 after the results of the above and put it towards turning my NFE's into middle-mons.
First off a rahter unlikely victory from here it gets me 2 CC so lets kick off the evolutions with Sucker the Zubat.
From the battle Sucker gets 1 EC, 2 MC, 1 DC and 1 KO. The KO goes into DC and I'll throw 1 UC in his EC to evolve him into a Golbat. While we are at it I'll add 7 UC to his MC (making 9 with those from the battle) to buy Poison Fang (LU), Shadow Ball (TM), Heat Wave and Super Fang (Past tutor). I don't know how we work with Dream World events but its possible Super Fang may only cost me 2 UC with Zubat's ability to get it in such a way. I'll work on it costing 3 and the 1 left can be a bonus otherwise.
Type: Poison/Flying 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. Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
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.
Infiltrator:[DW LOCKED] (Innate) Through a combination of speed and cunning, this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.
Attacks:
Leech Life
Supersonic
Astonish
Bite
Wing Attack
Confuse Ray
Air Cutter
Acrobatics
Air Slash
Poison Fang
Fly
Sludge Bomb
Taunt
U-Turn
Shadow Ball
Brave Bird
Hypnosis
Zen Headbutt
Heat Wave
Super Fang
Beldum can go next. It needs 1 UC to become a Metang. This makes it lose Levitate but actually get a movepool! Magnet Rise, Metal Claw, Confusion and Scary Face are all free. I'll then put his 2 stored MC plus 5 UC towards Bullet Punch, Meteor Mash, Psychic (LU), Earthquake, Brick Break (TM).
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. Psyhic: 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 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.
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 LOCKED] (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.)
Attacks:
Take Down
Magnet Rise
Metal Claw
Confusion
Scary Face
Bullet Punch
Psychic
Meteor Mash
Earthquake
Brick Break
Zen Headbutt
Iron Head
Iron Defence
Now for Chimchar. 2 UC make her evolve into Monferno, gaining that all important Fighting type. She also gets Mach Punch for free and I'll spend 4 total UC on Torment, Close Combat (LU) and Rock Slide (TM).
Type: Fire/Fighting Fire: Fire STAB; immune to burn, 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. Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
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)
Iron Fist:[DW LOCKED] (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)
Attacks:
Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Torment
Slack Off
Acrobatics
Mach Punch
Torment
Close Combat
Dig
Flamethrower
U-Turn
Low Sweep
Rock Slide
Blaze Kick
ThunderPunch
Fake Out
We'll go with Deino next. 1 UC makes him a Zweilous. Double Hit comes free with the evolution while I will add 6 UC to his MC (along with 2 stockpiled) to get Dragon Pulse (LU), Head Smash and Thunder Fang (Egg).
Type: Dark/Dragon 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. Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in 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.
Attacks:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
DragonBreath
Roar
Crunch
Dragon Rush
Outrage
Double Hit
Dragon Pulse
Thunder Wave
Double Team
Dragon Tail
Earth Power
Dark Pulse
Ice Fang
Head Smash
Thunder Fang
Lastly Shinx takes 2 UC into his UC to evolve into a Luxio. Along with that 6 UC go towards Signal Beam and Night Slash (Egg).
Luxio [Sparks] (M) Nature: Rash (+1 SpA, -1 SpD)
Type: Electric Dark: 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.
Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).
Intimidate: (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 as an Action, and will affect all opponents.
Guts:[DW LOCKED] (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Type: Rock/Grass Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus. 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.
Suction Cups: (Innate) This Pokemon has sticky suction cups that anchor down to prevent it from being moved or scared away by Roar or Whirlwind. It will hold its ground against Dragon Tail and Storm Throw and will not be forced out in a switch battle.
Storm Drain:[DW LOCKED] (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its 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. Self-targeted attacks do not maintain boosts.
Attacks (11):
Astonish
Constrict
Acid
Ingrain
Confuse Ray
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.
Fighting:Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Steadfast: (Innate)
If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
Juatified (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 another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Protowatt [Tammy] (F) Nature: Modest (+1 Special Attack, -1 Attack)
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) [LOCKED]: (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.
My Gible gets 1 EC, 2 MC, 1 DC, and 2 KOC
My Magnemite gets 1 EC, 2 MC, and 1 DC
My Munchlax gets 1 EC, 2 MC, 1 DC, and 1 KOC
Gible's KOC both go towards EC
Munchlax's KOC goes towards his MC.
Gible will use his 2 MC to buy Earthquake, a BW TM, leaving him with 0.
Magnemite uses his 2, plus the 2 he already had, to buy Discharge and Zap Cannon, both Level Up, and Substitute, a BW TM, leaving it with 0 MC
Munchlax uses its 3 MC to buy Endure, a Past Gen TM, leaving him with 0
COUNTERS
8 TC
Emboar: 9 MC, 1 KO
Slowking: 12 MC, 2 KO
Steelix: 10 MC, 1 KO
Vanilluxe: 3 MC
KOC to MC New totals
14 CC
Vanilluxe: 9 EC, 3 MC, 1 DC
Slowking: 14 -->0 {Signal Beam (3), Iron Defense (3), Thunder Wave (2), Protect (2), Dig (2), Double Team (2)}
Steelix: 11-->0 {Iron Head (3), Magnet Rise (3), Aqua Tail (3), Flash Cannon (2)}
Emboar: 10-->0 {Endeavor (3), Overheat (2), Earthquake (2), Sunny Day (2), Flamethrower (1)}
(X)
@ NeverMeltIce Nature: Modest (+1 SpA, -1Atk) Type: Ice 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.
Abilities: Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail. 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.