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2 of them go to Quilava's EC, taking it to 8/9.
5 of them go to Litwick's EC, taking it to 8/9 and evolving it into Lampent.
5 of them go to Chimchar's EC, taking it to 6/9 and evolving it into Monferno, where it gains a Fighting typing and Mach Punch.
Puts me up to 5, 2 of which are being spent on the contest. Remaining 3 are hoarded.
Now for individual matches.
Tourney
Manectric gains 2 MC and 1 DC
Archeops gains 2 MC
vs ShadowBone
Poochyena gains 2 EC (1 by KOC) ; 2 MC and 1 DC
Sunkern gains 2 EC (1 by KOC) ; 2 MC and 1 DC
Woobat gains 2 EC (1 by KOC) ; 2 MC and 1 DC
Would like to aquire two new pokemon with my 4 tc. Nohface and Monohm
Nohface( SteelFace) (Male)
Typing: Steel/Ghost
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. 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.
Level Up Moves
Scratch
Tackle
Iron Defense
Lick
Leer
Odor Sleuth
Faint Attack
Shadow Sneak
Curse
Egg Moves
Yawn
Metor Mash
Psycho Shift
TM/HM Moves
Taunt
Shadow Ball
Energy Ball
Ability Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Monohm (Cloudy) (Female)
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 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. Sheer Force (DW): (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.
Bulbasaur [Yoshi] (F)
Nature: Naughty (+ Attack, - Special Defense)
Type: Grass/Poison 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.
Mankey (Garagos) (M) Nature: Adamant (Attack raised by *; Sp. Attack lowered by *) Type: Fighting Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities: Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its 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. Anger Point: (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). (LOCKED) 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, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round
Attacks:
Acrobatics (TM)
Assurance (Level)
Close Combat (Egg)
Counter (Egg)
Covet (Level)
Earthquake (TM)
Encore (Egg)
Focus Energy (Level)
Fury Swipes (Level)
Karate Chop (Level)
Leer (Level)
Low Kick (Level)
Rock Slide (TM)
Scratch (Level)
Seismic Toss (Level)
Screech (Level)
EDIT: Gonna spend 4 RC and 1 BT to also teach Mankey Fire Punch and Taunt
Juuuuuust to make things bit harder, I'll use 2 TC to buy...
Munna [Annabelle] (F)
Nature: Modest (+ Special Attack, - Attack)
Type: Psychic Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities: Forewarn: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy. Synchronize: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy. Telepathy: (Hidden Ability, Dormant, 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.
Engineer (You can add Shadow Punch to Haunter's movepool), Xaq, Tort, Frosty, Gerard, C$FP, Venser, Random (Add the nature description. You can add Amnesia to Camerupt's movepool and Sweet Kiss to Pachirisu's movepool), IceBug (If your going to use stars, please just give the rank value next to it), Terrador (Second post. Don't update your profile until your stuff has been approved), Alpha (Don't just give the nicknames, give the species name as well. Remove all the * next to Togepi's moves. You can add AncientPower to its movepool), shadow (just change Zweilous' EC to 4/9), Korski, Pikapwnd, Objection, fogdish, Char (first), Venser, Char (second), zarator, shadow (make Munna's EC: 0/6 instead of 0/9. You can add Synchronoise to its movepool) are all Approved
Darkamber: Not Approved. Magikarp costs 2 TC.
Steampowered: Not Approved. You need to update the Accuracy boost for your Galvantula. You still have its MC listed as 5, when it should be 2 with the new moves.
Lyris: Not Approved. Your Oshawott has Naughty listed as its nature, yet you have Hasty listed when evolving it. Riolu doesn't learn Aura Sphere. You also said it has 5 MC, one from a KOC, when it didn't get a KOC. You still had one from before though, just be careful of your wording. Do not repost prize claims that haven't been checked by Approvers.
Terrador (First): Approved Looks good now.
elDino: Not Approved. Chansey doesn't have Friend Guard as a DW Ability, it has Healer. It costs 3 MC for Chansey to learn Seismic Toss (Past Gen TM), so it cannot learn that and Calm Mind for 5 MC.
Lord Jesseus: Not Approved. Remove all the * from your Pokemon and their moves, since they aren't starters. When using negative Speed natures, divide the Speed stat by 1.15, don't multiply by 0.85. Mark Poliwag's SpA with a + for its nature.
Leethoof: Not Approved. Altaria's DC should only be 4/5, therefore its DW Ability is still locked.
Dummy: Not Approved. Cleffa hasn't taken part in a battle yet, so it cannot evolve. Remove all the * Trapinch's moves since it isn't a starter.
iiMKUltra: Not Approved. Post any mons that are evolving so we can check for the proper changes.
Blazekin-Master: Not Approved. You need to mark which stats are changed due to Nohface's nature. You also need to provide a nature for Monohm, even if it is a neutral nature.
I counted that as 31 Checks, giving me 3 AC with 8 left over.
EDIT: Travel is also Approved. Sorry for missing you.
I have 9 AC. I'm going to use one as an EC for my Budew, putting it at 3/9. I'm then going to use 2 as an MC and teach it Hidden Power Ground (6).
I'll spend another 2 and put them in my Duskull's EC, making it 2/9.
I'll use a sixth as a MC for my Numel and spend it on Earth Power.
I have 5 Ref Tokens to use. I'll use 4 as MCs for my Bronzong, teaching it Reflect and Light Screen.
I have 9 TC. I'm going to buy a Munchlax, for 4 TC.
Munchlax (M) - Oliver Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities: Pick Up: (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 (DW): (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Remoraid (M) - Shinon Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Types: Water Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities: 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. Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks. Moody (DW): (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.
Moves:
Water Gun
Lock-On
Psybeam
Aurora Beam
BubbleBeam
Focus Energy
Acid Spray
Rock Blast
Water Spout
Psychic
Flamethrower
Waterfall
And I will spend another 2 TC on a Monohm.
Monohm (F) - Ilyana Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Types: 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 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. Sheer Force (DW): (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.
Lyris: Not Approved. Your Oshawott has Naughty listed as its nature, yet you have Hasty listed when evolving it. I am sure someone had a nature change approved...Wierd! Riolu doesn't learn Aura Sphere. Riolu learns Aura Sphere as a PAST GEN Event Move...I didn't see anything about the gen the Event moves must be in... You also said it has 5 MC, one from a KOC, when it didn't get a KOC. Fixed without problem. You still had one from before though, just be careful of your wording. Do not repost prize claims that haven't been checked by Approvers. Sorry, I just was worried about the worst, a ban.
Axew [Kibago] (M) Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack) Type: Dragon 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: Mold Breaker (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.) 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). Unnerve (DW) (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:
Scratch
Leer
Assurance
Dragon Rage
Dual Chop
Scary Face
Slash
False Swipe Taunt
Dragon Dance
Counter
Iron Tail
Reversal
Hone Claws
Dragon Claw
Swords Dance
Spending TCs on this now, saving the rest:
Cubchoo Kumasyun (F) Nature: Timid (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Attack) 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: Snow Cloak, Rattled Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage. Rattled (DW): (Innate) 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.
i get 2 tc, and i shall use some move counters. intronaut can learn thrash and slash. jethro can learn toxic. floyd can learn magic coat and psyshock.
floyd: EC: 5/9 MC: 0 DC: 5/5 (using ko counter to unlock dw ability)
jethro: EC: 4/6 MC: 1 DC: 3/5
intronaut: EC: 1/6 MC: 0 DC: 1/5
oh and i will get a skorupi with my tc.
Skorupi (M) Agalloch Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack) Type: Bug / Poison Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. 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: Battle Armor:(Innate) This Pokemon’s thick armor prevents it from taking critical hits. Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Keen Eye (DW): (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Staryu (1KO on Moves, 1 on Dream World)
EC: 6/6
MC: 5
DC: 5/5
Staryu evolves Starmie
Starmie* [Reginarate] (F)
Nature: Timid Type: Water 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). Type: Psychic Psychic:Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities: 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. Illuminate: (Can be activated) At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash. Command: (Ability: Illuminate [does not take up one of your three actions per round]) Analytic (DW): (Can be enabled) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Tackle (*)
Harden (*)
Water Gun (*)
Rapid Spin (*)
Recover (*)
Camouflage (*)
Swift (*)
Hydro Pump
Aurora Beam (*)
Barrier (*)
Supersonic (*)
Scald (*)
Psychic (*)
Thunderbolt (*)
Ice Beam
Bagon (1KO on Evolution)
EC: 4/9
MC: 4
DC: 3/5
Bagon will be evolving as well into Shelgon
Shelgon(*) Silly (M)
Nature: Hasty (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks, Defense reduced by *) Type: Dragon Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1).
Abilities: Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.
Attacks:
Rage (*)
Bite (*)
Leer (*)
Headbutt (*)
Focus Energy (*)
Ember (*)
Zen Headbutt
Double-Edge
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. 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.
Level Up Moves
Scratch
Tackle
Iron Defense
Lick
Leer
Odor Sleuth
Faint Attack
Shadow Sneak
Curse
Egg Moves
Yawn
Metor Mash
Psycho Shift
TM/HM Moves
Taunt
Shadow Ball
Energy Ball
Ability Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Monohm (Cloudy) (Female)
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 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. Sheer Force (DW): (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.
Fix'd the natures, figured I'd repost so people didn't have to go looking for it
Since crappy luck robbed my Kirlia of the KO it needed to evolve, I'm going to shove one of my 2 AC (I have thesetwo to be exact) into it's EC to evolve it into Gallade! BUT WHAT'S THI-*shot* It gains Leaf Blade, Night Slash, Fury Cutter, Slash, and Swords Dance by pre-25 level-up, and I'll throw the other AC into its MC so that I can grab Close Combat.
Gallade - Mindstrike (M) Nature: Brave (Adds one Rank to Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 95) on an opponent's attacks) Type: Psychic/Fighting Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks. 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. 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.
I get 4 RC, from this which I will spend 3 of on Cello (Snivy) DC bringing him to a total of 5 DC (including last post which wasn't approved, I'll update my profile once both of the posts are approved) bringing him his Dream World ability Contrary
I think that leaves me with 4 RC from this post and last post
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. 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.
Ability: 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.
Attacks:
Hypnosis
Lick
Spite
Mean Look
Curse
Night Shade
Confuse Ray
Sucker Punch
Toxic
Venoshock
Thunderbolt
Shadow Ball
Explosion
Bide
Focus Blast
Giga Drain
Psychic
Taunt
Substitute
Sludge Bomb
Double Team
Protect
Disable
Clear Smog
Perish Song
Magic Coat
Pain Split
Counter
Fire Punch
edit: i always forget, 2 TCs plopped in my bank account.
Abilities:
Scrappy: (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Vital Spirit (DW): (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its 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.
Attacks:
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
I'll put 3 in Luna's (Cleffa's) EC, boosting her to 3/9.
The other one will go toward Albus's (Vanillite's) MC, which I will then use to buy him Ice Beam (BW Level-Up).
Also, about my previous unapproved claim:
1) I moved the EC given to Cleffa to Riolu, allowing her to evolve instead.
2) I was under the impression that you always asterisked starting moves for any Pokemon you captured. I've done that for every other Pokemon I've captured and there's never been a problem. However, for good measure, I took out asterisks on all three Pokemon whose full descriptions were in that post.
Nature: Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.) 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.
I get 2 TC
Hippeo the Hippopotas gets 2 EC, 2 MC, and 1 DC. (KOC invested in EC)
This means Hippeo evolves into Hippowdon!!
Hippeo learns Ice Fang, Fire Fang, and Thunderfang due to Level Up and will learn the tutor move, Slack Off and Double Team (thus spending all 5 MC that he should have).
Luna the Dusclops gets 2 EC, 2 MC, and 1 DC. (KOC invested in EC)
This means that Luna is at 8/9 EC.
Luna learns Focus Punch (Gen IV TM) and Curse (Level Up). (thus spending all 4 MC that she should have).
EDIT: On second thoughts, I'll put one of the RC in Jafar the Gliscor's MC, bringing it to 2 (because I'd totally forgotten until just now that he had a spare MC), and then use those 2 to teach him the BW TM move Taunt, bringing it back to 0. My RC total after this is 9.
EDIT: Since the contents of this post still haven't been approved, I'll post this here: I claim 4 RC from here and will store them, bringing my RC total to 13.