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

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[PIMG]148[/PIMG]
Male Dragonair (*), "Nidhogg"
Nature: Hasty
Nidhogg evolves!! Also, a KO counter from Hoot-hoot is used on the EC.

EC: 5/9
MC: 1
DC: 4/5


259.png

Male Marshtompz (*), "Poseidon"
Nature: Brave

EC: 5/9
MC: 1
DC: 3/5


There is also a KO counter up for grabs, because the opponent used Explosion. Not sure where it goes.
 
vs. Zarator

Just got done with this battle (finally)

Haunter:
One EC (5/9) and a MC which is being combined with a KO counter to teach him Substitute.

Kirlia: One EC (5/9), a DC (3/5) and an MC which is added to the KO counter to teach her Substitute.

Vulpix: One EC (4/9) and a DC (3/5) as well as an MC+KO to teach her Dig.

2 TC are being kept in reserve.
 
I get 2 referee tokens from this battle, which I spend via 1 EC on Nohface and 1 EC on Deino

Then, I finished this battle too. I claim the following rewards:

2 Trainer Counters, which I save for now (for a total of 4 TC saved so far)
1 EC on all of my 3 Pokémon (plus I use Deino's KO counter as an EC). This causes Deino to evolve into Zweilous and Nohface into Kitsunoh
1 DC on my Kitsunoh
1 MC on each of my Pokémon (plus, I use 1 KO counter on Kitsunoh as a MC). I spend Zweilous' MC to make him learn Dragon Pulse, I save Haunter's one and I spend Kitsunoh's 2 MC for Substitute.

So, now my Pokémon should look like this:

Pokémon team:

Zweilous.png

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

Type: Dragon/Dark
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).

Stats
HP: 90
Atk: ** (-)
Def: ***
SpA: ***
SpD: ***
Spe: 67 (58*1.15, rounded up)

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

Ability:
Hustle (Can be enabled): This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.

Attacks:
Bite(*)
Crunch(*)
Dark Pulse(*)
Dragon Pulse
Dragon Rage(*)
Dragonbreath(*)
Earth Power(*)
Focus Energy(*)
Head Smash(*)
Headbutt(*)
Incinerate(*)
Roar(*)
Tackle(*)
Thief(*)
Thunder Wave(*)

sprite.php

Haunter* (Cyric) (M)
Nature: Modest (Attack reduced by *; Special Attack raised by *).

Type: Ghost/Poison
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).

Stats:
HP: 90
Atk: * (-)
Def: **
SpA: ***** (+)
SpD: **
Spe: 95

EC: 5/9
MC: 1
DC: N/A

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:
Confuse Ray(*)
Curse(*)
Destiny Bond
Energy Ball(*)
Haze(*)
Hypnosis(*)
Lick(*)
Mean Look(*)
Night Shade(*)
Perish Song(*)
Scary Face(*)
Shadow Ball(*)
Spite(*)
Sucker Punch(*)
Thunderbolt(*)


frontnormal-mkitsunoh.png

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

Type: Steel/Ghost
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)

Stats:
HP: 100
Atk: ****
Def: ***
SpA: * (-)
SpD: ***
Spe: 127 (110*1.15)

EC: N/A
MC: 0
DC: 2/5

Abilities:
Frisk: (Can be activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Cursed Body (DW): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Attacks:

Curse(*)
Dig(*)
Faint Attack(*)
Featherdance(*)
Iron Defense(*)
Leer(*)
Lick(*)
Meteor Mash(*)
Odor Sleuth(*)
Psycho Shift(*)
Rock Slide(*)
Scratch(*)
Shadow Sneak(*)
Shadowstrike
Substitute
Will-O-Wisp(*)
 
ok so i have three ref tokens that i claimed on the page before and decided to use them all on my feebas' evolution counters, so she would end up like this

3/6
 
Claiming my prizes for this battle:

http://www.smogon.com/forums/showthread.php?t=87150

For me, that's 2 Trainer Counters, bringing my total to 4; for my Pokemon, that's one EC, MC and DC each for Bellamy (Bagon), Greebo (Scraggy), and Victoire (Eevee). Additionally, Bellamy and Greebo each get KO counters - both of which I'll be putting into their ECs. Bellamy will spend his 1 MC on learning Zen Headbutt from his level-up move-pool. Greebo will spend his 1 MC on learning High Jump Kick from his Level-up move-pool. Victoire will use her 2 MCs to learn Double Team from her TM/HM move-pool. Final totals should look like this:

371.gif

Bagon(*) Bellamy (M)
Nature: Naughty

Type: Dragon
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)

Stats:

HP: 90
Atk: ****(+)
Def: ***
SpA: **
SpD: *(-)
Spe: 50

EC: 3/9
MC: 0
DC: 2/5

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.

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. (Locked)

Attacks:
Rage(*)
Bite(*)
Leer(*)
Headbutt(*)
Focus Energy(*)
Ember(*)
Dragon Claw
Zen Headbutt

Dragon Dance(*)
Hydro Pump(*)
Fire Fang(*)

Shadow Claw(*)
Rock Slide(*)
Roar(*)
133.gif

Eevee(*) Victoire (F)
Nature: Mild

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

Stats:

HP: 90
Atk: **
Def: *(-)
SpA: ***(+)
SpD: ***
Spe: 55

EC: 3/6
MC: 1
DC: 2/5

Abilities:
Run Away: (Innate) This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.

Adaptability: (Innate) The moves that match this Pokemon’s type deal two (2) more damage.


Anticipation (Dream World): This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.(Locked)

Attacks:
Tail Whip(*)
Tackle(*)
Helping Hand(*)
Sand Attack(*)
Growl(*)
Quick Attack(*)


Detect(*)
Wish(*)
Fake Tears(*)


Shadow Ball(*)
Dig(*)
Attract(*)
559.gif

Greebo(*) Scraggy (M)
Nature: Adamant

Type: Dark/Fighting
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).

Stats:

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

EC: 3/6
MC: 0
DC: 2/5

Abilities:

Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.

Moxie: (Innate)
This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage.

Intimidate (DW): (Can be enabled) 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. (Locked).

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

Dragon Dance(*)
Drain Punch(*)
Thunder Punch(*)


Dragon Claw(*)
Stone Edge(*)
Poison Jab(*)

Using two of my 4 TCs, I'll be 'capturing' this guy:

588.gif

Charlemagne -- Karrablast (M)
Nature: Brave

Type: Bug
Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).

Stats:

HP: 90
Atk: ****(+1)
Def: **
SpA: **
SpD: **
Spe: 51 (A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.)

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

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, Scissor Cross from 8 to 10)

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.

No Guard (DW): (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy. (Locked).

Attacks:
Peck(*)
Leer(*)
Endure(*)
Fury Cutter(*)
Fury Attack(*)
Headbutt(*)
False Swipe(*)

Double Team(*)
Swords Dance(*)
X-Scissor(*)

Megahorn(*)
Counter(*)
Faint Attack(*)
 
I think that much of the above update was wrong, so I will post it all again here for neatness' sake.

So TC => 5

147.png

Male Dratini (*), "Nidhogg"
KO counter goes to EC, meaning Nidhogg evolves!!!

[PIMG]148[/PIMG]
Dragonair

EC: 5/9
MC: 2
DC: 4/5

---------------------------------------------------------------------

259.png

Male Marshtomp (*), "Poseidon"

EC: 5/9
MC: 1
DC: 3/5

----------------------------------------------------------------

Also, I would like to rename Atheno the Lapras as Typhon if possible. Not sure if that can be done here.

------------------------------------------------------------------

Finally, with my trainer counters I will catch a Magikarp and a Horsea:

[PIMG]129[/PIMG]
Magikarp (M), "Jormungandr"

Nature: Naive (A 15% increase in Base Speed [Rounded Up] and a +5% flat decrease in accuracy on an opponent's attacks. Special Defense decreased by *)
Type:
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).


Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.

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

Stats:
HP: 80
Atk: *
Def: **
SpA: *
SpD: (-) Yes, I have zero Special Defence. lol.
Spe: 92 (+)

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

Attacks:
-Splash
-Tackle
-Flail
-Bounce

Wow this will be hard to evolve. Shame I like Water-types.

---------------------------------------------------------------------

[PIMG]116[/PIMG]

Horsea (M), Illuyanka

Nature: Naive (A 15% increase in Base Speed [Rounded Up] and a +5% flat decrease in accuracy on an opponent's attacks. Special Defense decreased by *)
Type:
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).


Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, dealing 2 more damage with its critical hits.
Damp (DW): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.


Stats:
HP: 90
Atk: **
Def: ***
SpA: ***
SpD: (-)
Spe: 69 (+)

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

Attacks:
-Bubble
-Smokescreen
-Leer
-Water Gun
-Focus Energy
-Bubblebeam
-Agility

-Disable
-Muddy Water
-Outrage

-Rain Dance
-Toxic
-Dive

----------------------------------------------

This leaves TC = 1
 
Ducklett: Approved, Approved.

Atheno: Approved, Approved, Approved.

That brings me to exactly 10. I'll be spending the Approval Counter on Chuck Norris's EC< evolving it into Machamp!
 
I have a question. My Lickitung George has enough EC to evolve, but is currently involved in battle - can I evolve him now, or do I need to wait until it's over?
 
I have a question. My Lickitung George has enough EC to evolve, but is currently involved in battle - can I evolve him now, or do I need to wait until it's over?

Assuming George has been involved in a battle before this one, I believe you can evolve him now but he remains a Lickitung in the battle you're in at the moment.
 
Excellent, in which case, I choose to evolve him now.

463.png

EC: 6/6
MC: 2
DC: 3/5

HP: 110
Atk: **** (+)
Def: ***
SpA: ***
SpD: ***
Spe: 43 (50/1.15)

Shit's getting real now.

EDIT: Also want to spend 2 of my 6 TC on a Monohm here:

Monohm.png

Monohm (Spiffy) (F)
Nature: Modest - adds * to Special Attack, subtracts * from 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.
Dragon: Dragon STAB; Roar has Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)

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.

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

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

Attacks:
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom

Thunderbolt
Dragon Pulse
Flamethrower

Heal Bell
Hydro Pump
Signal Beam
 
Smash: Evolution Not Approved: Machoke must participate in battle as a machoke to evolve into a machamp.

Son of Shadoo: Approved

This gets me another token, and brings my counter down to 1.

1
 
http://www.smogon.com/forums/showthread.php?t=101945


Got a EC counter, Mc counter, a Dc counter, and 2 Trainer counters from this match. Keeping everything as it is on Eyes, and using the Trainer Counters to get me a Monohom

Monohm.png


Monohm (Zero) (M)
Nature: Modest - adds * to Special Attack, subtracts * from 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.
Dragon: Dragon STAB; Roar has Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)

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.

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

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

Attacks:
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom

Hydro Pump
Magnet Rise
Heal Bell

Dragon Pulse
Thunderbolt
Flamethrower
 
Same as BL:

http://www.smogon.com/forums/showthread.php?p=3371910#post3371910

Claiming a KO counter, EC, MC, and DC for my Drilbur and 2 Trainer Counters. Using EC to evolve Drilbur into Excadrill, using MC for Earthquake (TM), and just stuffing the DC on. KO Counter will transform into a MC, which will buy Swords Dance (TM). If for some reason I have to use 2 MC for a move, I'd like Earthquake.

530.png

Excadrill (Tearra) (F)
Nature: Adamant (Adds * to Attack; Subtracts * from Special Attack).

Type:
Ground: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.

Stats:
Excadrill
HP: 110
Atk: *****(+1)(+)
Def: ***
SpA: *(-)
SpD: ***
Spe: 88

EC: 6/6
MC: 0
DC: 1/5

Abilities:
Sand Rush: (Innate) This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.
Sand Force: (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.
Mold Breaker (DW): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Attacks:
Scratch
Mud Sport
Rapid Spin
Mud-slap
Fury Swipes
Metal Claw
Dig
Hone Claws

Rock Climb
Skull Bash
Iron Defense

Rock Slide
X-Scissor
Sandstorm
Earthquake
Swords Dance

And with the 2 Trainer Counters, I've planned:

361.png

Snorunt (Snow White) (F)
Nature: Modest (+SpA, -Atk).

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

Stats:
Snorunt
HP: 90
Atk: *(-)
Def: **
SpA: ***(+)
SpD: **
Spe: 50

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

Abilities:
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.
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
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.

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

Hail
Blizzard
Shadow Ball

Block
Disable
Fake Tears
 
Claiming from this battle

http://www.smogon.com/forums/showthread.php?t=87150&page=2

So

Shadow gets a MC, DW and Evo counters
Zeus gets a MC, DW and Evo counters and 2 KO counters
Lee gets a MC, DW and Evo counters and 1 KO counter
I get 2 Trainer Counters

o.k So Shadow uses his Move Counter to learn Metal Burst
Lee uses his Move counter to learn Nasty Plot and puts his KO counter into his Evolution.
Zeus uses his Move counter to learn Slack Off and uses a KO counter to Learn Gale. The remaining KO counter is put toward its DW ability.

Then I am using my trainer counters to buy this beast

554.png

Darumaka (Inferno) (M)
Nature: Lonely (+Atk, -Def).

Type:
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).

Darumaka
Stats:

HP: 100
Atk: **** (+)
Def: *(-)
SpA: *
SpD: **
Spe: 50

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

Abilities:

Hustle (Can be Enabled): This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.

Inner Focus (DW): (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.

Attacks:
Tackle
Rollout
Incinerate
Rage
Fire Fang
Headbutt
Uproar
Facade
Work Up
Hammer Arm
Yawn
Encore
Dig
Nitro Charge
Will-o-Wisp
 
http://www.smogon.com/forums/showthread.php?t=86262

Claiming 3 RC. Using that, I shall be purchasing for myself, a Tangela called Doug.

Spr_5b_114.png


Doug(Tangela)(M)
Nature: Sassy(adds * to Special Defense, 15% reduction in speed, 5% flat boost to opponent's accuracy)

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

Stats:
HP: 100
Atk: **
Def: ****
SpA: ****
SpD: ***(+)
Spe: 52(- speed nature)

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

Abilities:
Chlorophyll(Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
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.
Regenerator(Innate)(Dream World)(Locked): When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.

Attacks:
Ingrain
Constrict
Sleep Powder
Absorb
Growth
PoisonPowder
Vine Whip
Bind

Energy Ball
Sludge Bomb
Psych Up

Leech Seed
Giga Drain
Power Swap
 
I claim prizes from this battle, as it follows:

2 Trainer Counters (which I save for now, for a total of 6 TC saved)

1 EC on Zweilous and Haunter (plus another EC on Zweilous with his KO counter)
1 DC on Kitsunoh
1 MC on all 3 Pokémon (plus an extra 2 on Kitsunoh by virtue of his KO counters). I save the one on Zweilous, I spend the 2 on Haunter to get Psychic, and I use the 3 on my Kitsunoh to get Ice Fang and Earthquake

The team should now look like this:

Pokémon team:

Zweilous.png

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

Type: Dragon/Dark
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).

Stats
HP: 90
Atk: ** (-)
Def: ***
SpA: ***
SpD: ***
Spe: 67 (58*1.15, rounded up)

EC: 7/9
MC: 1
DC: N/A

Ability:
Hustle (Can be enabled): This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.

Attacks:
Bite(*)
Crunch(*)
Dark Pulse(*)
Dragon Pulse
Dragon Rage(*)
Dragonbreath(*)
Earth Power(*)
Focus Energy(*)
Head Smash(*)
Headbutt(*)
Incinerate(*)
Roar(*)
Tackle(*)
Thief(*)
Thunder Wave(*)

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Haunter* (Cyric) (M)
Nature: Modest (Attack reduced by *; Special Attack raised by *).

Type: Ghost/Poison
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).

Stats:
HP: 90
Atk: * (-)
Def: **
SpA: ***** (+)
SpD: **
Spe: 95

EC: 6/9
MC: 0
DC: N/A

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:
Confuse Ray(*)
Curse(*)
Destiny Bond
Energy Ball(*)
Haze(*)
Hypnosis(*)
Lick(*)
Mean Look(*)
Night Shade(*)
Perish Song(*)
Psychic
Scary Face(*)
Shadow Ball(*)
Spite(*)
Sucker Punch(*)
Thunderbolt(*)


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

Type: Steel/Ghost
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)

Stats:
HP: 100
Atk: ****
Def: ***
SpA: * (-)
SpD: ***
Spe: 127 (110*1.15)

EC: N/A
MC: 0
DC: 3/5

Abilities:
Frisk: (Can be activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Cursed Body (DW): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Attacks:

Curse(*)
Dig(*)
Earthquake
Faint Attack(*)
Featherdance(*)
Ice Fang
Iron Defense(*)
Leer(*)
Lick(*)
Meteor Mash(*)
Odor Sleuth(*)
Psycho Shift(*)
Rock Slide(*)
Scratch(*)
Shadow Sneak(*)
Shadowstrike
Substitute
Will-O-Wisp(*)
 
I decided to spend 2 of my TC to buy a Litwick

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Litwick (Shar) (F)
Nature: Modest (Attack reduced by *; Special Attack raised by *).

Type: Ghost/Fire
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).

Stats:
HP 90
Atk * (-)
Def **
SpA **** (+)
SpD **
Spe 20

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

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.
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Shadow Tag (Dream World): (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

Acid Armor (Egg Move)
Astonish (Level Up)
Clear Smog (Egg Move)
Confuse Ray (Level Up)
Ember (Level Up)
Fire Spin (Level Up)
Flame Burst (Level Up)
Flamethrower (TM)
Heat Wave (Egg Move)
Imprison (Level Up)
Minimize (Level Up)
Night Shade (Level Up)
Smog (Level Up)
Solarbeam (TM)
Sunny Day (TM)
Will-o-wisp (Level Up)

EDIT: Also getting a Zorua

zorua_sprite_by_DaBomberDudeGuy.png

Zorua (Malar) (M)
Nature: Rash (Special Defense reduced by *; Special Attack raised by *).

Type: Dark
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).

Stats:
HP: 90
Atk: ***
Def: **
SpA: **** (+)
SpD: * (-)
Spe: 65

EC: 0/6
MC: 0
DC: N/A

Ability
Illusion: (Innate) Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]


Attacks:

Counter (Egg Move)
Dark Pulse (Egg Move)
Dig (TM)
Extrasensory (Egg Move)
Faint Attack (Level Up)
Fake Tears (Level Up)
Fury Swipes (Level Up)
Grass Knot (TM)
Leer (Level Up)
Pursuit (Level Up)
Scary Face (Level Up)
Scratch (Level Up)
Snarl (TM)
Taunt (Level Up)
 
Zarator - approved.

That brings me to 7.

Also shizz from this battle.
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EC: 1/6
MC: 1
DC: 1/?

With my 2 trainer counters I am also going to buy this lovely Zoroa.

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Zorua [Roger] (M)
Nature: Modest (Adds * to Special Attack, subtracts * from Attack)

Type: Dark
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).

Stats:
HP: 90
Atk: ** (-)
Def: **
SpA: **** (+)
SpD: **
Spe: 65

EC: 0/6
MC: 0
DC: N/A

Ability
Illusion: (Innate) Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]

Attacks:
Scratch
Leer
Pursuit
Fake Tears
Fury Swipes
Faint Attack
Scary Face
Taunt
Counter
Dark Pulse
Detect
Double Team
Dig
Grass Knot
 
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