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

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prIzes!
KO Counters: Ivy (2)
1 EC, MC, and DC: Luna, Plushi, Buddha, and Ivy
2 Trainer Counters: Acklow and danmantincan

I will use Buddha's MC to teach it Taunt (LU).
Buddha:
EC: 2/6 --> 3/6
MC: 0 --> 1 --> 0
DC: 1/5 --> 2/5


I will toss Ivy's KO Counters into EC and teach her Seed Bomb (LU) and Hidden Power [Rock 7] (TM).
2.png

Ivy:
EC: 2/9 --> 5/9
MC: 2 --> 3 --> 0
DC: 1/5 --> 2/5
 
Getting some stuff and the other stuff is just renaming stuff stuff.

http://www.smogon.com/forums/showthr...49#post3467649 (3)

I'm going to use that for my Lileep to get Giga Drain (4th gen TM).

http://www.smogon.com/forums/showthr...27#post3474327 (3)
http://www.smogon.com/forums/showthr...58#post3466358 (7)http://www.smogon.com/forums/showthread.php?p=3436199#post3436199
(10 total)

Buying a Tropius (8 tokens). Buying Giga Drain for her (3 tokens, past TMs).
edit: how confusing! okay 7 tokens it is!

357.png

Tropius (Grand Geneva) (F)
Nature: Brave (+Atk, -Spe).

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).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).

Stats:
HP: 110
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 43 (-)

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

Ability:
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).
Harvest (DW): (Innate) At the end of each round, this Pokemon recylces a held berry that was consumed during that round. If the Berry can be activated again, it will do so on the first action of the next round. If a berry cannot be recycled, Harvest will not regrow it. The Berry is consumed at the end of the battle.

Attacks:
Leer
Gust
Growth
Razor Leaf
Stomp
Sweet Scent

Earthquake
Fly
Toxic
Giga Drain

Leech Seed
Leaf Blade
Synthesis

Okay, the other stuff. I was originally going with a gem-theme, but I saw Kaxtar's nicknames and I went off course. Names then turned out to be random until I went with a flower-theme, which I feel I'll be sticking with for awhile, until I run out of good names from it.

Honchkrow: Missidian to Blackthorn
Lanturn: Sappharite to Petunia
Toxicroak: Garnet to Jasmine
Excadrill: Tearra to Poppy
Snorunt: Snow White to Iris
Dusknoir: Mystic to Sage
 
2 on this guy.
Spr_5b_037.png

Vulpix [Helios] (M)
Nature: Modest (+Spa, -Atk)
Type: Fire
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).

Abilities:
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).
Drought: (DW Locked) (Innate) When this Pokemon is sent out it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so.

Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 3
Spe: 65

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

Moves:
Ember
Tail Whip
Roar
Quick Attack
Fire Spin
Confuse Ray
Imprison
Flame Burst

Hex
Hypnosis
Extrasensory

Overheat
Protect
Energy Ball
 
Claiming from this battle

First of all I get 2 TC which I'll add to my small stack, bringing it to 4.

Flamestrike gets the usual (now with a bonus MC due to the changes :O) and a KO, which goes into EC. BUT WHAT'S THIS??? Flamestrike is evolving! :O He'll also be using his two MC to grab Fire Blast and Sunny Day, both BW level-up moves.

126.png

Magmar - Flamestrike (M)
Nature: Quiet (Adds * to Special Attack; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Type: Fire
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).

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.
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.

HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80 (93/1.15v)

EC: 3/9 -> 5/9
MC: 0
DC: 0/5 -> 1/5

Attacks:
Ember
Smog
Leer
Fire Punch
SmokeScreen
Faint Attack
Fire Spin
Confuse Ray
Sunny Day
Fire Blast

Cross Chop
Mach Punch
ThunderPunch

Psychic
Will-O-Wisp
Protect
Meanwhile, Seedstrike doesn't get to evolve from this battle since he evolved from the last battle he was in and isn't ready to evolve again, but he'll throw his KO into EC anyway. MC will be used to grab Synthesis and Leaf Storm, both BW level-up moves (in fact the last ones he has to learn until he evolves)

388.png

Grotle(*) - Seedstrike (M)
Nature: Brave (Adds * to Attack; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Type: Grass
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have Energy Cost reduced by one (1).

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)
Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 31 (36 / 1.15v)

EC: 4/9 -> 6/9
MC: 0
DC: 3/5 -> 4/5

Attacks:
Tackle(*)
Withdraw(*)
Absorb(*)
Razor Leaf(*)
Curse(*)
Bite(*)
Mega Drain(*)
Leech Seed
Synthesis
Crunch
Giga Drain
Leaf Storm

Growth(*)
Seed Bomb(*)
Superpower(*)

Protect(*)
Swords Dance(*)
Substitute(*)
 
Rolf:
2 TC - count is now 7 <- 7 TC (new policy vote yay!) for...
206.gif

Dunsparce [Makalov] (M)
Nature: Brave (Speed is decreased by 15% and evasion is reduced by 10%; Attack increased by *)

Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Stats:
Dunsparce
HP: 110
Atk: ****
Def: ***
SpA: ***
SpD: ***
Spe: 39

Abilities:
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
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.
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.

Attacks:
Rage
Defense Curl
Yawn
Glare
Rollout
Spite
Pursuit

Bite
Headbutt
Magic Coat

Rock Slide
Roost
Dig

Elincia:
1 KO Counter
1 EC, 1 DC, 2 MC
440.gif

Happiny [Elincia] (F)
EC: 5/9 <- KOC
MC: 1 <- 3 used to get RBTM Tri-Attack
DC: 3/5
vvvvvvvvvvvvv
113.gif

Chansey [Elincia] (F)
New Moves: Defense Curl, Growl, Tail Whip, Softboiled, DoubleSlap, Minimize, Sing, Bestow
Sothe:
1 EC, 1 DC, 2 MC

216.gif

Teddiursa [Sothe] (M)
EC: 1/6
MC: 0 <- 2 on BWTM Protect
DC: 1/5
 
I'm gonna go ahead and claim from this battle.

Rising_Dusk said:
Rewards:

deadfox081:
2 TC
Shocta:
1 EC, 1 DC, 2 MC
Flicka:
2 KO Counters
1 EC, 1 DC, 2 MC

81.png

Magnemite* [Shocta]
EC: 1/9
MC: 0
DC: 1/5

And I will spend his 2 MC's on learning Thunder from a B/W TM

607.png

Litwick* [Flicka] (M)
EC: 3/9 (<-2KO)
MC: 0
DC: 1/5

And his 2 MCs will be spent on Shadow Ball and Pain Split, both from his level up moves.

Finally my 2 TC's will be spent on bringing this little fella into the team:

111.png

Rhyhorn [Staba] (M)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)

Type: Rock/Ground
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus..
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 25

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

Abilities:

Lighting Rod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.

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.

Attacks:
Horn Attack (*)
Tail Whip (*)
Stomp (*)
Fury Attack (*)
Scary Face (*)
Rock Blast (*)

Earthquake (*)
Rock Slide (*)
Bulldoze (*)

Crunch (*)
Ice Fang (*)
Dragon Rush (*)

Bringing my TC back down to 0.
 
http://www.smogon.com/forums/showthread.php?t=103624
Claiming 7 RC from the above.

With that, 2 goes into TC, putting me at 14. The remaining five goes into Skorupi's DC, putting him at 5.

With my 14 TC, I claim:

336.png

Seviper [VonKarma] (M)
Nature: Brave (+*Att, -15% speed)

Type: 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

Stats:
HP: 100
Atk: *****(+)
Def: **
SpA: ****
SpD: **
Spe: 56 (-)

MC: 0
DC: 0/5

Abilities:
Shed Skin: 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. (Innate)
Infiltrator: Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks. (Innate) [DreamLocked]

Attacks:
Wrap
Lick
Poison Tail
Screech
Glare

Night Slash
Iron Tail
Body Slam

Earthquake
Flamethrower
Iron Tail

211.png

Qwilfish [DeKiller] (M)
Nature: Careful (+*SpDef, -SpAtt)

Type: 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
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats:
HP: 100
Atk: ***
Def: ***
SpA: *(-)
SpD: ***(+)
Spe: 85

MC: 0
DC: 0/5

Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Poison Point: (Can be Disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's Poison-type attacks will inflict Toxic level poison.
Intimidate: (Can be activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again. [DreamLocked]

Attacks:
Spikes
Tackle
Poison Sting
Harden
Minimize
Water Gun
Rollout
Toxic Spikes
Pin Missile
Stockpile
Spit Up
Revenge

Supersonic
Aqua Jet
Astonish

Explosion
Poison Jab
Return
 
From this battle I claim a metric shitton of prizes.

First, I get 3 TC, bringing my total to 8. I will use 7 to get this pokemon, bringing my TC to 1:

227.gif

Skarmory [Shan Yu] (M)
Nature: Careful (+ Special Defence, - Special Attack)

Type: Steel/Flying
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.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 70

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

Abilities:
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Weak Armor (DW): (Can be enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.

Attacks:
Leer
Peck
Sand-Attack
Swift
Agility
Fury Attack
Feint
Air Cutter

Guard Swap
Sky Attack
Whirlwind

Toxic
Swords Dance
Substitute

Next, Facilier the Murkrow gets 1 EC, 2 MC, 1 DC and 1 KOC. I'm putting the KOC into his MC, bringing the counters to 6/6, 3 and 4/5 respectively. I'm using all 3 MC to teach him the egg move Roost, bringing it back to 0. This also means that Facilier the Murkrow evolves into Facilier the Henchkrow and learns Swagger upon evolving.

430.gif

Honchkrow (*) [Facilier] (M)
Nature: Naive (+Speed, -Special Defence)

Type: Dark/Flying
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.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:
HP: 110
Atk: Rank 5
Def: Rank 2
SpA: Rank 4
SpD: Rank 1 (-)
Spe: 82 (+) (Accuracy boost: 7%)

EC: 6/6
MC: 0
DC: 4/5

Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Moxie (DW): (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.

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

Confuse Ray (*)
Faint Attack (*)
Whirlwind (*)
Roost

Taunt (*)
Aerial Ace (*)
Snarl (*)

Heat Wave

Next, Ursula the Frillish gains 1 EC, 2 MC, 1 DC and 3 (yes 3) KOC. I'm putting 2 of the KOC into her EC and the other 1 into her MC, bringing those counters to 6/6, 3 and 3/5 respectively. I'm using the 3 MC on the level up move Rain Dance and the B/W TM move Energy Ball, bringing that back to 0. This also means that Ursula the Frillish evolves into Ursula the Jellicent. It doesn't learn any other moves upon evolution.

593f.gif

Jellicent [Ursula] (F)
Nature: Modest (+Special Attack, -Attack)

Type: Water/Ghost
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 60

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

Abilities:
Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recover HP equal to what the damage would have done.
Cursed Body: (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.
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.

Attacks:
Bubble
Water Sport
Absorb
Night Shade
BubbleBeam
Recover
Water Pulse
Water Spout
Rain Dance

Acid Armor
Confuse Ray
Pain Split

Ice Beam
Shadow Ball
Surf
Scald
Energy Ball

Next, Jafar the Gligar gets 1 EC, 2 MC and 1 DC, bringing his counters to 2/6, 4 and 2/5 respectively. This of course means he doesn't evolve. I am spending 3 of his MC on the 4th gen TM Roost and 1 on the level up move Swords Dance, bringing his MC to 0 again.

Finally, Hades the Charmander gets 1 EC, 2 MC and 1 DC, bringing his counters to 4/9, 3 and 2/5 respectively. And guess what that means. Yes, Hades the Charmander evolves into Hades the Charmeleon. He learns Leer upon evolving and I'm using the 3 MC on the tutor move ThunderPunch, bringing his MC back to 0.

005.gif

Charmeleon [Hades] (M)
Nature: Lonely (+Attack, -Defence)

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.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 80

EC: 4/9
MC: 0
DC: 2/5

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).

Attacks:
Scratch
Growl
Ember
Leer
Smokescreen
Dragon Rage
Scary Face
Fire Fang

Flare Blitz
Rock Slide
Swords Dance

Dig
Brick Break
Will-o-Wisp

ThunderPunch
 
Claiming two ref counters from the battle above ^
Both of the counters go into Embirch's EC

EDIT: Also claiming from this battle

I get two TC, which I'll keep for now...

Gastly gets 1 MC, 1 DC, and 1 EC. This brings his totals up to 2/9 EC, 2 MC, and 2/5 DW. One of the MCs is used to get Shadow Ball, leaving Gastly with 1 remaining MC.

Gible gets 1 MC, 1 DC, 1 EC, and 1 KO Counter. The KO goes into EC and his counters become 3/9 EC, 2 MC and 2/5 DW. Gible uses both of his MCs to learn Earthquake, leaving him with an MC total of 0

Riolu gets 1 MC, 1 DC, 1 EC and 1 KO counter. The KO goes into MC and his counters become 6/6 EC, 2 MC and 3/5 DW.

WHAT???!!!! Riolu is evolving!
Dun dun dun dun dun dun dun daah dun dun!!!!

Riolu evolved into Lucario! :P Yes!

I am also using the MC to give Aura Sphere and Extremespeed, so his MCs drop back to 0

NJjn51K+g2DHqOvlZUAxesAWJB8N+39fua0B1seBTrmuc87oEXXfftvykPgD4eiefBwM+MCx8aWfbg69aHvsC2073lqmyZamukwqAQQmwNF8DJc17m5vQft3T3t9eowAoh54lZZzcBzQNdN1mRyDRcByxTA9C1qzjmrJNCF73b4qT+4BNQW4aJJszPwuWNNzOiq7g88zJZ0ATqE2XVc0+ZkXOZ0WbZlL6LwQKgUKgECgECoFCoBAoBAqBQqAQKAQKgUKgECgECoFCoBAoBAqBzRP4F4LpX43PL5tmAAAAAElFTkSuQmCC
448.png

Lucario * (Male)
Nature: Naughty (Adds * to Attack; Subtracts * From Special Defense)

Typing:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Steel:

Abilities:
Steadfast: If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.
Inner Focus: 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.
Prankster: (DW)The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. (DW)

Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 90

EC 6/6
MC 0
DW 3/5

Moves:

Dark Pulse
Quick Attack*
Foresight*
Detect
Metal Claw
Endure*
Counter*
Force Palm*
Feint*
Bone Rush
Metal Sound
Reversal*
Screech*
Aura Sphere
Extremespeed

Hi Jump Kick*
Crunch*
Agility*

Swords Dance*
Shadow Claw*
Dig*
Nasty Plot
 
ok soooooo

GoldenKnight gets 2 TC
All 3 pokemon (Xerxes the Axew, Nimda the Porygon2, and Tezcatlipoca the Larvesta) get 1 MC, 1 DC, 1 EC, and 1 KO Counter
TC: 7-->9-->7

610.png
--->
611.png

EC: 4/9
MC: 0
DC: 2/5

Getting Taunt

233.png

EC: 8/9
MC: 1
DC: 5/5 <---- Analytic unlocked

Getting Discharge

636.png
--->
637.png

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

Got Quiver Dance and Heat Wave

ok i'm getting a larvitar too

246.png

Larvitar- ionno yet (M)

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

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 41

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

Abilities:
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.

Attacks:
Bite
Leer
Sandstorm
Screech
Chip Away
Rock Slide
Scary Face
AncientPower
Stealth Rock
Iron Defense
Dig
Toxic
Protect
 
Okay, after a lot of checking and looking through, the above 15 people are approved.

NOTE: Flora and Objection
, your Pokemon cost 7 TC, not 8. You actually keep one extra TC. :)

That makes my count 23. which gives me 2 AC and back down to 3.
 
^

Gastly and Colosshale got 1 EC, MC, DC, and KO counter.

Gastly's stuff (using KO Counter on MC and the 2 MC on TM Explosion):

EC: 2/9 (had 1 to start with)
MC: 0
DC: 1/5

Colosshale's stuff (using KO Counter on EC and the 1 MC on level-up move Dig)

EC: 2/6
MC: 0
DC: 1/5

For the 2 Trainer Counters, I'll just save them for now.
 
Claiming from this battle.

Krabby goes to:
EC: 6/6
MC: 3
DC: 3/5

Evolving into Kingler and learning Wide Guard. The two KOC go into DC, unlocking Sheer Force, and the 3 MC go into Flail and Swagger, 1 and 2 respectively, taking Kingler to:
EC: 6/6
MC: 0
DC: 5/5

Gothitelle goes to:
EC: 9/9
MC: 2
DC: 5/5

Using the 2 MC on Toxic.

Emboar goes to:
EC: 9/9
MC: 2
DC: 5/5

Using the KOC on MC, taking it to 3, and using 2 of those of on Solarbeam.

Mienfoo goes to:
EC: 5/6
MC: 2
DC: 4/5

Using the 2 MC on Rock Slide.

And I'll save the 3 TC for now.
 
Using up my two TCs to get this:


NJjn51K+g2DHqOvlZUAxesAWJB8N+39fua0B1seBTrmuc87oEXXfftvykPgD4eiefBwM+MCx8aWfbg69aHvsC2073lqmyZamukwqAQQmwNF8DJc17m5vQft3T3t9eowAoh54lZZzcBzQNdN1mRyDRcByxTA9C1qzjmrJNCF73b4qT+4BNQW4aJJszPwuWNNzOiq7g88zJZ0ATqE2XVc0+ZkXOZ0WbZlL6LwQKgUKgECgECoFCoBAoBAqBQqAQKAQKgUKgECgECoFCoBAoBAqBzRP4F4LpX43PL5tmAAAAAElFTkSuQmCC
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Magnemite (Genderless)
Nature: Modest (Adds * to Special Attack; Subtracts * from Attack)

Typing:
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.
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:

Magnet Pull: This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions.

Sturdy: This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

Analytic: (DW) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
(DW)

Stats:

HP: 80
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 45

EC 0/6
MC 0
DW 0/5

Moves:

Metal Sound*
Tackle*
ThunderShock*
Supersonic*
SonicBoom*
Thunder Wave*
Spark*
Screech*
Discharge*
Magnet Rise*

Thunderbolt*
Flash Cannon*
Toxic*
 
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