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Pawniard [Grandmaster] (M)
Nature: Adamant (+1 Attack, -1 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 any Dark-type attack regardless of Attraction.
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.
Abilities: Defiant: (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round. 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) [Locked]: (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
Type: Electric/Dragon
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.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash 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. Overcoat (DW) [Locked]: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Scraggy [Hoodlum] (M)
Adamant Nature (+1 Attack, -1 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 any Dark-type attack regardless of Attraction.
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.
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. This boost is maintained at the end of each round. Intimidate (DW) [Locked]: (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.
3 CC brings me up to 22 CC, which I will be using later.
So let's do this one pokemon at a time...
Simion the Infernape goes up to 5/9 EC and 3/5 DC. For the sake of keeping track of stuff, let's put the 2 KOC into its DC.
I will be spending 4 UC to evolve Simion, and along with the 2 MC, I will be spending 84 on moves.
Free (LU): Mach Punch, Fury Swipes, Flame Wheel
Buying (LU): Feint, Punishment, Close Combat, Fire Spin, Calm Mind, Flare Blitz, Façade (6)
Buying (Tutors, 2 MC): Blast Burn, Covet, Dual Chop, Gunk Shot, Heat Wave, Helping Hand, Iron Tail, Low Kick, Role Play, Sleep Talk, Stealth Rock, Thunderpunch (12)
Buying (TM/HM, 2 MC): Roar, Toxic, Hyper Beam, Protect, Solarbeam, Earthquake, Dig, Double Team, Rock Tomb, Aerial Ace, Flame Charge, Rest, Low Sweep, Focus Blast, Incinerate, Shadow Claw, Retaliate, Stone Edge, Bulldoze, Rock Slide, Grass Knot, Swagger, Substitute, Rock Smash, Hidden Power Ground 7 (25)
Buying (Past Gen TM/HM, 3 MC): Endure, Quick Guard (2)
I will also be spending 7 CC to change its nature to Naughty (idk what the hell i was thinking with hardy) 88 UC, 7 CC into Simion
Trace the Pyroak goes up to 5/9 and 2/5 DC and EC, so I spend another 7 UC in evolving it. I then buy the following moves:
Free (LU): Wood Hammer, Flare Blitz
Buying (LU): Iron Defense, Amnesia, Zap Cannon, Heat Crash (4)
Buying (Tutors, 2 MC): Block, (1)
Buying (TM/HM, 2 MC): Earthquake, Dragon Tail, Hyper Beam, Low Sweep, Sunny Day (5)
Buying (Past Gen TM/HM, 3 MC): Endure (1)
For 17 UC (2 MC from battle)
24 UC in Pyroak
Tim the Charizard goes up to 5/9 EC and 2/5 DC, so I spend 7 UC in evolving it. I then buy this stuff:
Soul the Chandelure goes up to 5/9 EC, 2/5 DC. The KOC is used in DC, so I then spend 6 UC in evolving it. I then buy the following moves (while using the 2 MC):
Rotom gets 4 MC (with the KOC), so we buy Endure and stock the remaining 1 MC.
Snorlax gets 5 MC (with the KOC), so we buy Solarbeam and Zap Cannon
Infernape-Simion (M) Nature: Naughty Type: Fire 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.
Abilities: 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: Trait
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: 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: (66)
Mach Punch
Flame Wheel
Feint
Punishment
Close Combat
Fire Spin
Calm Mind
Flare Blitz
Facade
Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Torment
Focus Punch
Fake Out
Encore
Endeavor
Counter
Blast Burn
Covet
Dual Chop
Gunk Shot
Heat Wave
Helping Hand
Iron Tail
Low Kick
Role Play
Sleep Talk
Stealth Rock
Thunderpunch
Flamethrower
Brick Break
Acrobatics
U-Turn
Roar
Toxic
Hyper Beam
Protect
Solarbeam
Earthquake
Dig
Double Team
Rock Tomb
Aerial Ace
Flame Charge
Rest
Low Sweep
Focus Blast
Incinerate
Shadow Claw
Retaliate
Stone Edge
Bulldoze
Rock Slide
Grass Knot
Swagger
Substitute
Rock Smash
Hidden Power Ground (7)
Endure
Quick Guard
Chandelure - Soul (F)
Nature: Timid
Type:
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.
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.
Abilities:
Flash Fire (Innate): This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
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.
Shadow Tag (DW) (Innate): Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.
Calm Mind
Fire Blast
Taunt
Protect
Toxic
Hyper Beam
Safeguard
Psychic
Shadow Ball
Substitute
Trick Room
Charizard - Tim (M) Nature: Naughty 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. Superior senses in volcanic or brushfire areas.
Abilities: 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) Solar Power (DW): (Innate) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Dig
Rock Slide
Substitute
Roar
Toxic
Hyper Beam
Protect
Solarbeam
Earthquake
Brick Break
Double Team
Flamethrower
Rock Tomb
Aerial Ace
Façade
Flame Charge
Rest
Attract
Focus Blast
Sky Drop
Incinerate
Will-o-Wisp
Dragon Tail
Rock Smash
Fly
Hidden Power Ground 7
Bide
Endure
Pyroak - Trace (M) Nature: Brave
Type: Fire/Grass 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. Superior senses in volcanic or brushfire areas. 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.
Abilities:
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.
Counter
Aromatherapy
Blaze Kick
Earth Power
Heat Wave
Iron Tail
Low Kick
Seed Bomb
Psybeam
Dragonbreath
Grasswhistle
Revenge
Block
Solarbeam
Flamethrower
Double Team
Toxic
Sunny Day
Facade
Flame Charge
Rock Slide
Grass Knot
Swagger
Protect
Flash Cannon
Substitute
Rest
Sleep Talk
Earthquake
Dragon Tail
Hyper Beam
Low Sweep
Sunny Day
Endure
Rotom - Palm
KOC: 1 Nature: Modest Type: Electric/Ghost 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. 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.
Abilities: Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, 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. 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.
Attacks: (36)
Trick
Astonish
Thunder Wave
Thundershock
Confuse Ray
Uproar
Double Team
Shock Wave
Electro Ball
Hex
Discharge
Charge
Substitute
Mud-Slap
Swift
Sucker Punch
Dark Pulse
Electroweb
Pain Split
Signal Beam
Snatch
Snore
Trick
Thunderbolt
Shadow Ball
Light Screen
Toxic
Protect
Sunny Day
Double Team
Reflect
Rest
Volt Switch
Will-o-Wisp
Endure
Camerupt - Pompeii (M) Nature: Brave Type: Fire/Ground 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. Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Abilities:
Magma Armor: (Innate) This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1). 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). Anger Point (DW): (Innate) When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).
Attacks: (47)
Growl
Tackle
Ember
Magnitude
Focus Energy
Flame Burst
Amnesia
Lava Plume
Curse
Yawn
Eruption
Endure
Heat Wave
Iron Head
After You
Sleep Talk
Stealth Rock
Protect
Dig
Rock Tomb
Earthquake
Toxic
Rock Slide
Rest
Flame Charge
Bulldoze
Flamethrower
Earth Power
Roar
Hidden Power Rock 7
Sunny Day
Hyper Beam
Solarbeam
Double Team
Sandstorm
Fire Blast
Façade
Attract
Overheat
Incinerate
Will-o-Wisp
Explosion
Stone Edge
Swagger
Substitute
Flash Cannon
Rock Smash
Mollux - Dream (F) Nature: Bold Type: Fire/Poison 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. Superior senses in volcanic or brushfire areas. 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: 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 two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted. Illuminate (DW Locked): (Can Be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1) at the cost of 5 EN. The accuracy drop will last six (6) actions after the Pokemon is released.
And lets just finish up today by buying 3 pokemon (using 6 CC), bringing me down to 20 UC. Grimer, Lileep, and Monohm will be joining the team!
Monohm [Denice] (F)
Modest Nature (+1 Special Attack, -1 Attack)
Type: Electric/Dragon
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.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash 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. Overcoat (DW) [Locked]: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Type: Poison Poison Type - 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: Stench - (Trait) This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move. Sticky Hold - (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping. (DW)Poison Touch - (Dormant) - (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).
Attacks:
Poison Gas
Pound
Harden
Mud-Slap
Disable
Sludge
Minimize
Mud-Bomb
Type:
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.
Abilities:
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 Overhead Throw and will not be forced out in a switch battle.
Storm Drain (DW): (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.
The Wanderer ; IAR ; Lord Jesseus ; Maxim Approved
Lockdown: NOT APPROVED. Your Monohm needs to have it's Modest Nature Applied, ditto for Scraggy and it's Adamant Nature. [+0.2 UC]
Please edit and post a link to the post in this thread, and an approver will approve it.
Orcinus: NOT APPROVED. Your Monohm needs to have it's Modest Nature Applied, and Stench is a trait. Everything else is good, and I promise to not murder you in your sleep. [+0.5 UC] e: Approved -_-
Duclohm [Gandalf] (M)
Nature: Modest (+Special Attack, -Attack)
Type:
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.
Dragon: 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.
Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Infernape "Vanguard" (M) The name Vanguard copyrighted by Leethoof and Treadshot A1. Vagnuard the Chimchar is a trademark of A1 Incorporated.
Nature: Rash (+Special Attack, -Special Defense)
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.
Abilities: 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 UNLOCKED): (Trait) 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)
MC: 0->3 (KOC go here)
DC: 4->5 (Gluttony Unlocked!)
Using MC to get:
Snatch (-1MC, Munchlax's LU)
Thunderbolt (-2MC, TM)
Vaporeon:
MC: 0->5
Using it to get:
- Water Pulse (LU I was supposed to get but forgot)
- Aurora Beam (LU I was supposed to get but forgot)
- Surf (-2MC, HM)
- Substitute (-2MC, TM)
- Focus Energy (-1MC, Eevee's LU)
COUNTERS Galladiator: 6 CC Roman: 9 MC Gary: 3 MC Jack: 6 MC Jean: 9 MC, 2 KOC Maria: 1 EC, 2 MC, 1 DC, 1 KOC
ITEMS/POKEMON GAINS/LOSSES
+1x Chikorita (Claim like any new Pokemon + Counters)
+2x Great Ball
+3x Rowap Berry
+1x Heat Rock
+2x Power Herb
+1x Dragon Gem
+2x Grass Gem
-1x Heal Ball
-1x Sport Ball
-1x Pecha Berry
Storing 6 CC for the time being. Claiming the item gains/losses as well.
First the counters:
Gallade gets 9 MC, which will buy Disable (egg, -3 MC), Pain Split, Zen Headbutt (BW2 tutor, -2 MC each), and Earthquake (BW2 TM, -2 MC).
Pyroak nabs 3 MC, which is used on Ancientpower (past gen tutor, -3 MC).
Charizard gains 6 MC, which are used on Roost, Tailwind (BW2 tutor, -2 MC each), and Focus Blast (BW2 TM, -2 MC).
Jean gets 9 MC plus 2 KOC, which results in 11 MC total. Buys Endure (egg, -3 MC), Dark Pulse (BW2 tutor, -2 MC), Hyper Beam, SolarBeam, and Taunt (BW2 TM, -2 MC each).
Last, I'm claiming Maria the Chikorita, which was caught during the run.
Chikorita [Maria] (F)
Nature: Brave (+1 Atk, -15% Spe, -10% Eva)
Type:
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.
Abilities:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Leaf Guard (DW) (Unlocked): (Innate) In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
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.)
Huge Power (Trait): This Pokemon has immense inner strength that grows with its development, raising its Attack by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank.
Sap Sipper (DW) (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. 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.
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Swift Swim (Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Water Veil (Innate): Pokemon with this ability always have their body coated in a layer of water which prevents burns.
LightningRod (DW) (Innate): 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. Self-targeted attacks do not maintain boosts. If a Pokemon has a type immunity to Electric attacks, Lightningrod will not activate.
AOPSUser: Not Approved. You're performing a nature change, so updated stats must be displayed. Please also indicate that Iron Fist is a trait and should be marked as such. I should also mention that Axew can be evolved into its ugly evolution, and Dratini can also evolve into its not-so-ugly evolution.
Galladiator: Not Approved. Chikorita should be fresh as a new mon (0/5 DC, 3 TMs, 3 Egg moves etc.)
Lopunny (Princess) [F] Nature: Adamant; [Adds One (1) Rank to Attack; Subtracts One (1) Rank from Special Attack] Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities: Cute Charm: (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move. Klutz: (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off. Limber (DW): (Innate) This Pokemon’s body is well trained and immune to paralysis.
7 UC, with 6 UC Chandelure gets Hidden Power Ground (7), Thief, Energy Ball. Furthermore my Infernape does not have Slack Off which is ridiculous, so I will be buying that for 1 UC (LU)
and uh somehow my Mr. Mime has explosion. I think i'll trade that in for 2 MC because thankfully humanoids can't explode. unless of course you're dogfish and somebody just asked you to approve. With the 2 MC, I will now buy Hidden Power Fire (6)
Also, I copied Lileep from someone else last time. I really dislike everything about it, and thus I will be spending 2 CC to buy a new lileep to replace my old lileep, who after this approval I will then release.
Type:
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.
Abilities:
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 Overhead Throw and will not be forced out in a switch battle.
Storm Drain (DW): (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.
+1 CC takes me to 25.
Dreeko the Kingdra gets 3 MC. Buys Twister (LU) and Outrage (BW Tutor)
I'll also spend 7 CC on this to take me to 18 CC.
Mollux [Lumino] (F) Nature: Bold (+1 Def, -1 Att)
Type: Fire/Poison 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. 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.
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 two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
Illuminate:[DW LOCKED] (Can Be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1) at the cost of 5 EN. The accuracy drop will last six (6) actions after the Pokemon is released.
Attacks (15):
Bide
Ember
Acid
Withdraw
Acid Spray
Confuse Ray
Clear Smog
Lava Plume
AOPSUser: Not Approved. You're performing a nature change, so updated stats must be displayed. Please also indicate that Iron Fist is a trait and should be marked as such. I should also mention that Axew can be evolved into its ugly evolution, and Dratini can also evolve into its not-so-ugly evolution.
Type: 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. 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: Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14) Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Attacks:
Tackle
Growl
Leech Seed
Vine Whip
PoisonPowder
Sleep Powder
Take Down
Razor Leaf
Sweet Scent
Growth
Synthesis
Giga Drain
Power Whip
Nature Power
Sunny Day
Light Screen
Protect
Toxic
Venoshock
Hidden Power (Fire 7)
Sludge Bomb
Type: Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. 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.
Abilities: 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. Swarm: (DW) (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, Scissor Cross from 8 to 10)
Attacks:
Ember
Leech Life
String Shot
Gust
Take Down
Bug Buzz
Endure
Morning Sun
Foresight
Fire Blast
SolarBeam
Sunny Day
Giga Drain
Spending 5 MC on: Whirlwind, Fiery Dance, Quiver Dance, Heat Wave, Hurricane Volcarona 0 MC
2 MC each:
Roost
Signal Beam
Hidden Power (Water 7)
Safeguard
Psychic
Will-o-Wisp
U-Turn
Substitute
Fly
Protect
Hyper Beam
Light Screen
Rest
Sleep Talk 160-28=132 UC Larmpent 0 MC6 EC 2 DC (with above) EC: 6>9 DC: 2>5 132-6=126 UC
Type: 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. 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.
Abilities: Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost. 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. Shadow Tag (DW): (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.
Attacks:
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-o-Wisp
Flame Burst
Imprison
Pain Split
Shadow Ball
Hex
Acid
Endure
Heat Wave
Psychic
Flamethrower
Energy Ball
Taunt
Chandelure 0 MC
2 MC each:
Dark Pulse
Trick
Rest
Sleep Talk
Protect
Safeguard
SolarBeam
Fire Blast
Trick Room
Spite
Hyper Beam
Hidden Power (Water 7) 126-24=102 UC Mollux 0 UC1 MC Each:
Moonlight
Toxic Spikes 102-2=100 UC
2 MC:
Gastro Acid
Heal Bell
Rest
Sleep Talk
Snatch
Stealth Rock
Hyper Beam
Toxic
Venoshock
Fire Blast
Light Screen
SolarBeam
Rain Dance
Will-o-Wisp
Explosion
Thunder Wave 100-32=68 UC
3 MC Each:
Rapid Spin 68-3=65 UC Darumakka 0 Everything GDI EC 0>6, DC 0>5 68-11=57 UC
Darmanitan [Scrabble] (Male) Nature: Serious (No Change)
OT: SubwayJ
Type: 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. Psychic (Zen Mode Activated Only): 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: Sheer Force: (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. Zen Mode: (DW) (Can Be Enabled) Once below 50% of its maximum HP, the Pokemon can focus incredible energy into its body and change forms.
Attacks:
Tackle
Rollout
Incinerate
Rage
Fire Fang
Headbutt
Uproar
Facade
Fire Punch
Work Up
Encore
Hammer Arm
Yawn
Rock Slide
Dig
Flamethrower
Protect
Darmanitan 0 MC 1 MC Each:
Taunt
Flare Blitz
Superpower 57-3=54 UC
2 MC Each:
Endavour
Rest
Sleep Talk
Zen Headbutt
Hidden Power Water 7
Earthquake
Smack Down
Psychic
Brick Break
Fire Blast
Torment
Flame Charge
Focus Blast
Will-o-wisp
Payback
Stone Edge
Grass Knot
Substitute
U-Turn
Bulldoze
Toxic 57-42=12 UC
Ok still got some left
Toxic, Rest and Sleep Talk for both Blaziken and Charizard. That's 0.
Hitmontop [Beyblade] (M) EC: 6/6
MC: 28 (+28 UC) > 0
DC: 5/5
-Learns Feint, Agility, Quick Guard, Detect, Endeavour (All Gen V Level-Up), Earthquake, Brick Break, Aerial Ace, Rock Slide (All Gen V TM), Drill Run, Helping Hand, Low Kick (All Gen V Tutor), Mach Punch, Endure (Both Gen V Egg Move), & Sucker Punch (Past Gen Move).
---
Revenankh [Pharant] (M) EC: N/A
MC: 26 (+26 UC) > 0
DC: 4/5 (+5 UC)
-Unlocks DW Ability: Infiltrator
-Learns Revenge, Power Whip, Hammer Arm (All Gen V Level-Up), Taunt, Smack Down, Brick Break, Torment, Rock Slide, Substitute (All Gen V TM), Drain Punch, Dual Chop, Ice Punch, Pain Split (All Gen V Tutor) & Endure (Past Gen Move).
--- 65-28-31=6 UC
---
EDIT: Hall
I get 10 CC. All HC Blind (Simipour) gained are turned into CC, meaning I have gained 10+10=20 CC.
---
DOUBLE EDIT: Spending 7 CC to Nature Change my Sunflora from Modest to Relaxed.
TYPE 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.
ABILITIES Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. Solar Power: (Innate) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2). Early Bird (DW): (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
SPECIAL
Absorb
Earth Power
Energy Ball
Giga Drain
Grass Knot
Hidden Power (Ground 7)
Hyper Beam
Leaf Storm
Mega Drain
Petal Dance
Sludge Bomb
Solarbeam
OTHER
Attract
Encore
Endure
Grasswhistle
Growth
Ingrain
Leech Seed
Light Screen
Protect
Rest
Safeguard
Sleep Talk
Substitute
Sunny Day
Synthesis
Toxic
Worry Seed