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

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Gible(Mighty)(Male)
Dragon/Ground

Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact 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

HP: 90
Atk: Rank 4(+)
Def: Rank 2
SpA: Rank 0(-)
SpD: Rank 2
Spe: 42

Adamant Nature: Add one to Atk, subtract one from SpA

EC 4/9
MC 4
DC 2/5

Moves
Level Up Moves

Tackle
Sand-Attack
Dragon Rage
SandStorm
Takedown
Sand Tomb
Slash
Dragon Claw


Egg Moves
Dragon Breath
Outrage
Iron Head

TM/HM Moves

Hone Claws
Earthquake
Protect

Abilites
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.

Rough Skin(DW)(Innate)-When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.

With 4 EC He evolves into Gabite
HP: 100
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 2
Spe: 82

he also gains the move Dual Chop and with 1 of his MC I want to teach him Dragon Rush(Level up)
 
MOAR rewards

http://www.smogon.com/forums/showthread.php?t=3448388

Claiming 2 RC. Earlier I forgot to mention, Beldum's KOC went into EC. Investing these 2 RC into EC as well, Beldum hits 4/9 EC, and evolves.

Spr_5b_375.png

IronWall(Metang)(Genderless)

Types
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.
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.

Stats:-
Quiet nature(Adds 1 Rank to SpA, 15% decrease in Spe)
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 3(+)
SpD: Rank 3
Spe: 43(-)

EC: 4/9
MC: 2
DC: 1/5

Abiltiies
Clear Body(Innate): This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Dream World Ability(Locked): Light Metal(Innate): The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Attacks
Take Down
Magnet Rise
Metal Claw
Confusion
Scary Face

Iron Head
Zen Headbutt
Iron Defense
 
Spending 3 of my 10 RC to teach Danse Macabre the Litwick the following:
Overheat (1 MC, BW Level Up)
Energy Ball (2 MC, BW TM)

RC: 10-->7
 
ok so, this is more of a heads up, but i bought an attack i had already for my togepi -.-

so i'm changing my second ancient power to safeguard because #capasb was fine with it???
 
Also spending 2 TC on this Piplup (bringing me down to 1 TC)
393.png

Piplup [Pengwin] (M)
Nature: Relaxed (Adds One (1) Rank to Defense; 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: Water
Water: Water STAB; Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Defiant(DW): (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 3
SpD: Rank 2
Spe: 34 (-) (Opponent's accuracy boost: 10%)

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

Attacks:
Pound
Growl
Bubble
Water Sport
Peck
Bide
Bubblebeam
Fury Attack

FeatherDance
Yawn
Mud Sport

Ice Beam
Dig
Scald
 
claiming from here. http://www.smogon.com/forums/showthread.php?t=3447573

Twinkletoes the Elekid will evolve. and im going to spend his 2 MC to teach him the TM Psychic and im going to put his 2 KO counters in my TC. This will bring my tc from 0 to 4

elekid.png


Elekid [Twinkletoes] (M) (*)

Nature: Naughty (Adds 1 Rank to Attack; Subtracts 1 Rank from Spdef)

Personality: Like the terrifying big brother you never wanted, He's the leader of the crew. He will play every cruel joke known to man on you, but he loves you. One of the "Twins" and extremely over-protective of Moar Hugs.

Type: Electric
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
Abilities:
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
[DW Locked] Vital Spirit: (inate) 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.

Stats:

HP: 90
Atk: Rank 4 (+ nature)
Def: Rank 2
Satk: Rank 3
Sdef: Rank 1 (- nature)
Spe: 95

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

Moves:
Quick attack
Leer
ThunderPunch
ThunderShock
Low Kick
Swift
Shock Wave
Light Screen
Screech

Cross chop
Fire punch
Ice punch
Counter

Substitute
Thunder
Rain dance

Into electabuzz

Electabuzz [Twinkletoes] (M) (*)

125-electabuzz.gif


Nature: Naughty (Adds 1 Rank to Attack; Subtracts 1 Rank from Spdef)

Personality: Like the terrifying big brother you never wanted, He's the leader of the crew. He will play every cruel joke known to man on you, but he loves you. One of the "Twins" and extremely over-protective of Moar Hugs.

Type: Electric
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
Abilities:
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
[DW Locked] Vital Spirit: (inate) 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.

Stats:

HP: 100
Atk: Rank 4 (+ nature)
Def: Rank 2
Satk: Rank 3
Sdef: Rank 2 (- nature)
Spe: 105

EC: 4/9
DC: 3/5
MC: 0

Moves:
Quick attack
Leer
ThunderPunch
ThunderShock
Low Kick
Swift
Shock Wave
Light Screen
Screech

Cross chop
Fire punch
Ice punch
Counter

Substitute
Thunder
Psychic
Rain dance

also My mantyke is going to use the two MC it gained to learn the level up move Aqua Ring.

Going to buy a kangaskhan with the 4 TC i get. bringing my tc down to 0

Kangaskhan [TFL] (M)

kanga.png


Nature:
Naive: 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. Minus one Special Defense.

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

Abilites
Early Bird: Type: Innate This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon
Scrappy: Type: Innate This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
[DW Locked] 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.

Stats
HP 110
Atk 3
Def 3
Satk 2
sdef 2 (-nature)
speed: 104 (+nature)

EC 0/0
DC 0/5
MC

Moves
Comet Punch
Leer
Fake Out
Tail whip
Bite
Double Hit
Rage
Mega Punch

Fire Blast
Tunder
Earthquake

Disable
Focus Punch
Uproar
 
Claiming my tokens from this: http://www.smogon.com/forums/showthread.php?t=3448426
DFrog > 2 Trainer Counters
Steve (Totodile) > 1 EC | 2 MCs | 1 DC
claiming the moves, superpower and aqua tail with the MC
and with the two TC i am claiming this prize:
Breezi (Buster) M
Nature: Bold
Type: Poison/Flying

Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:

HP: 90
Atk (-1): Rank 1
Def (+1): Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 85

Abilities:

Persistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
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.
Unburden(DW): (Innate) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.

Moves:
Gust*
Sand Attack*
Tailwind*
Encore*
Rapid Spin*
Knock Off*
Heal Pulse*
Copycat*
Whirlwind*
Razor Wind*
Entrainment*

Disable*
Earth Power*
Gastro Acid*

Energy Ball*
Toxic*
Shadow Ball*

EC: 0/6
DW: 0/5
MC: 0

Steve:
EC: 0/9 > 1/9
DW: 0/5 > 1/5
MC: 0
 
Claiming 2 RC from this which I am using on my Beldum to evolve it into Metang.

Claiming from this (my TC is now at 3):

Bringing my Beldum to this:
EC: 4/6 (7 RC-->9 RC-->7 RC again)
MC: 4
DC: 2/5

Spr_5b_375.png


Metang [Hephaestus] (Genderless)
Nature: Careful (+1 SpD, -1 SpA)

Type:
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.
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:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Stats:
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 2 (-)
SpD: Rank 4 (+)
Spe: 51

EC: 4/9
MC: 4-->0 (spending 1 MC on Bullet Punch, 3 on Event Move Refresh)
DC: 2/5

Attacks:
Take Down
Magnet Rise
Metal Claw
Confusion
Scary Face
Bullet Punch

Tutor:
Zen Headbutt
Iron Head
Iron Defense
Refresh (Event Move)


The event I refer to: http://bulbapedia.bulbagarden.net/wiki/List_of_Nintendo_event_Pokémon_in_2005#Rocks_Metang
 
http://www.smogon.com/forums/showthread.php?t=3448475

2 TC, pushing me to 6, keeping it.

Carvanha gets a KOC, which goes into EC. SO after the events of the game, it hits:-

EC: 3/6
MC: 4
DC: 2/5

http://www.smogon.com/forums/showthread.php?t=3448473

2 more TC, saving again, pushing me to 8. Metang, after the additions hits:-

EC: 5/9
MC: 4---->1
DC: 2/5

I will spend the MC on teaching it Meteor Mash(level up), Earthquake(TM) and I'll save the last MC, leaving it at 1.

EDIT: http://www.smogon.com/forums/showpost.php?p=3547624&postcount=35

I get 8 BT, which I shall proceed to spend graciously.

I shall invest 4 of the BT into the EC of Metang, pushing it to 9/9. THis of course, prompts evolution! The remaining MC from Metang would be invested into getting Metagross the level up move Psychic.

Spr_5b_376.png

IronWall(Metagross)(Genderless)

Types
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.
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.

Stats:-
Quiet nature(Adds 1 Rank to SpA, 15% decrease in Spe)
HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 4(+)
SpD: Rank 3
Spe: 60(-)

EC: 9/9
MC: 1
DC: 2/5

Abilities
Clear Body(Innate): This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Dream World Ability(Locked): Light Metal(Innate): The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Attacks
Take Down
Magnet Rise
Metal Claw
Confusion
Scary Face
Psychic
Meteor Mash

Earthquake

Iron Head
Zen Headbutt
Iron Defense

3 of the remaining 4 BT go into the EC of Carvanha, evolving it! I have 4 MC. 2 go into learning the BW TM Earthquake, 1 goes into learning BWLU Aqua Jet and the last is saved.

Spr_5b_319.png

BigJaws(Sharpedo)(Male)

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

Stats
Rash nature(adds 1 Rank to SpA, subtracts 1 Rank from SpD)
HP: 100
Atk: Rank 4
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 1(-)
Spe: 95

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

Abilities
Rough Skin(Innate): When struck with a contact attack, this Pokemon's abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.
Dream World(Locked): Speed Boost(Innate): Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).

Attacks
Feint
Bite
Leer
Rage
Focus Energy
Scary Face
Ice Fang
Screech
Swagger
Crunch
Aqua Jet

Hydro Pump
Thrash
Ancientpower

Waterfall
Ice Beam
Protect
Earthquake

With my last BT, I teach my Snorlax (link to trainer profile in sig) Crunch(BWLU).

EDIT2: http://www.smogon.com/forums/showthread.php?t=3448481

Claiming 2 RC. Investing it in Snorlax's MC, to teach it Fire Blast.
 
Claiming counters from this battle: Vs Levren (Ref: Lord Jesseus)

Aipom recieves 1EV, 2MC, 1DC, 1KoC (Moving to EC)
Spr_5b_190_f.png

Aipom (*) Libra (F)
Updated Counters
EC: 3/6
MC: 3
DC: 2/5

Spending 1MC on Level Up Double Hit
Spending 2MC on B/W TM Brick Break
MC now 0

Embirch recieves 1EV, 2MC, 1DC, 1KoC (Moving to EC)
embirch2.png

Embirch (*) Gordon (M)
Updated Counters
EC: 4/9
MC: 2
DC: 2/5

Spending 2MC on B/W TM Sunny Day
MC now 0

He now evolves into Flarelm
flarelm.png

Stats:
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 47 (55-15% rounded down)

The 2 TC from the battle brings me to 5.

Spending 2 TC on this Scraggy.
559.png

Scraggy, Muggsy (M)

Nature: Adamant (increases attack by one *, reduces special attack by one *)

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 of throwing/grappling moves. Superior reaction time in close quarters.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 48

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

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. This boost is maintained at the end of each round.
Intimidate (DW): (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.

Attacks:
Leer
Low Kick
Sand-Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback

Dragon Dance
Ice Punch
Zen Headbutt

Stone Edge
Bulk Up
Roar

Spending 2 TC on this Ralts
280.png

Ralts, Kathryn (F)

Nature: Modest (increases special attack by one *, reduces attack by one *)

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.

Stats:
HP: 90
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 40

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

Abilities:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Telepathy (DW): (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Attacks:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind

Confuse Ray
Will-O-Wisp
Encore

Psyshock
Thunderbolt
Shadow Ball

Bringing my TC down to 1.
 
Evolving Ralts upon release here.

281.png

Kirlia [Alexander] (M)
Nature: Adamant (Adds * to Attack, subtracts * from Special Attack)

Type:
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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:

HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2 (-)
SpD: Rank 2
Spe: 50

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

Abilities:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Telepathy (DW): (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Attacks:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Disable
Encore
Will-o-Wisp
Toxic
Taunt
Reflect
 
Claiming...
  • 2 TC --> saved.
  • Crumbles the RHYHORN:
    • 1 EC
    • 2 MC --> Sandstorm (BW TM)
    • 1 DC
    • 1 KOC --> EC

EDIT: Newer Claim
  • 2 TC, totalling 4 for me. Trading them in...
    embirch2.png

    Embirch Kitch (M)
    Nature: Sassy (Adds One (1) Rank to Special Defense; 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, Battle Armor

    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 (LOCKED): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

    Stats:

    HP: 90
    Atk: Rank 2
    Def: Rank 2
    SpA: Rank 3
    SpD: Rank 3 (+)
    Spe: 43 (50/1.15v) (-)

    Attacks:

    Pound(*)
    Bullet Seed(*)
    Sweet Scent(*)
    Growth(*)
    Ember(*)
    Leech Seed(*)
    Flame Wheel(*)
    Giga Drain(*)
    Fire Spin(*)

    Counter(*)
    Earth Power(*)
    Blaze Kick(*)

    Protect(*)
    Will-o-Wisp(*)
    Substitute(*)
    coloshale3.png

    Colosshale Sucker (M)
    Nature: Jolly (Multiples Base Speed by 1.15 and provides a flat 19.21% accuracy boost on all attacks. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Special Attack)
    Type: Dark/Water
    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.
    Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ice Moves have Energy Cost reduced by one (1).

    Abilities: Rebound, Storm Drain

    Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
    Storm Drain: (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. This boost is maintained at the end of each round.
    Flare Boost (LOCKED): (Innate) This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks do two (2) more damage.

    Stats:

    HP: 100
    Atk: Rank 2
    Def: Rank 2
    SpA: Rank 2(-)
    SpD: Rank 3
    Spe: 98 (85x1.15^) (+)

    Attacks:

    Leer(*)
    Tackle(*)
    Mud Shot(*)
    Bubblebeam(*)
    Rapid Spin (*)
    Mud Bomb(*)
    Pursuit(*)

    Fake Out(*)
    Sucker Punch(*)
    Aqua Tail(*)

    Taunt(*)
    Substitute(*)
    Earthquake(*)
  • Turvy the DEINO
    • 1 EC
    • 2 MC --> Dragon Pulse (LU), Outrage (LU)
    • 1 DC (irrelevant)
 
gk, TravelLog, DFrog (remove the stars from the moves of your Breezi since it's not one of your first though), DA8828, Atheno, Alch, and shadowbone66 are APPROVED Steatlh edit: and iiMK I'm sorry ;_;

Pikapwnd, single stage Pokemon cost an extra 3 TC if you don't buy them as a starting Pokemon, so Kangaskhan would cost 7 TC total. Everything else is APPROVED (just remember that Mantyke has 1 MC left since level-up moves only cost 1 MC), but you can't get Kangaskhan just yet.

TravelLog: TMs are gone, so APPROVED

D_W, give Sharpedo 95 speed instead of 65 and you are APPROVED

ShyGuy1221, 55/1.15 gives 47.8 which rounds down to 47, so that should be Flarelm's speed. Change that and and remove the stars from the moves of your new Pokemon and you are APPROVED

Korski, your changed to Rhyhorn and Deino are APPROVED but like I told Pikapwnd above single stage mons cost 3 TC extra when they aren't one of your starters, so Revenankh would be 7, not 4. You'll have to wait to get it I'm afraid.

That's 13, giving me a counter with 6 remaining. 5 counters total now, I should spend those soon...
 
overconfident_crux

Prizes:
Four RC: Athenodoros
Two TC: Crux, GoldenKnight
One EC, Two MC, One DC: Scraggy, Togepi, Noodles, Pawpa
One KO Counter: Scraggy, Togepi, Noodles
Scraggy is getting substitute
Counters:
EC: 4--> 6/6 evolution n.n
MC: 0
DC: 2--> 3/5

560.png

Scrafty[ionno yet] (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 any Dark-type attack regardless of Attraction.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:
HP: 100
Atk: Rank 4(+)
Def: Rank 4
SpA: Rank 1(-)
SpD: Rank 4
Spe: 58

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

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): (Innate) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing 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.

Attacks:
Leer
Low Kick
Sand Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Drain Punch
Ice Punch
Counter
Stone Edge
Taunt
Dragon Tail
Hi Jump Kick
Crunch
Facade
Focus Punch
Substitute

Togepi is getting Fly
Counters:
EC: 2---> 4/9 evolution n.n
MC: 0
DC: 1---> 2/5


176.png

Togetic [ionno yet] (F)
Nature: Modest

Type: Normal / Flying
Normal:
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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: 90
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 4
Spe: 40

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

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

Attacks:
Magical Leaf
Growl
Charm
Metrenome
Sweet Kiss
Yawn
Encore
Ancient Power
Follow Me
Bestow
Extrasensory
Morning Sun
Nasty Plot
Flamethrower
Thunder Wave
Psycho Shock
Ancient Power
Wish
Fly
 
Originally Posted by Fat Flamestrike
Korski, your changed to Rhyhorn and Deino are APPROVED but like I told Pikapwnd above single stage mons cost 3 TC extra when they aren't one of your starters, so Revenankh would be 7, not 4. You'll have to wait to get it I'm afraid.
Edited my post with new info regarding those TCs, awaiting approval.
 
What... Ting is evolving?!?

259.gif

Ting (M) Marshtomp (*)

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).

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.

Abilities:

Torrent (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)

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.

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

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)

HP: 100
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 43 (50/1.15=43)

Attacks

Tackle(*)
Growl(*)
Mud-Slap(*)
Water Gun(*)
Bide(*)
Foresight(*)
Mud-Sport(*)
Mud Bomb
Water Gun

Endeavor(*)
Aqua Tail(*)
Superpower(*)
Avalanche

Dig(*)
Double Team(*)
Ice Beam(*)
Toxic

he now gets mud bomb and water gun
 
Edited Sharpedo's speed.

http://www.smogon.com/forums/showpost.php?p=3548197&postcount=46

Gives me 14 BT(am I in the money or what ;)). RIght, time to get down to business with it.

Metagross possess an MC. I shall add to that with another MC, making it 2. THese 2 will be invested on the attack Grass Knot, leaving behind 12.

Next, I proceed to invest 4 into Nidoran-M's EC. Not evolving yet, because it needs a full battle EXP, leaving 8.

5 go into Shellder's EC, allowing it to hit 6/6. WHat does that mean? It means evolution woohoo!

Spr_5b_091.png

Link Gun (Cloyster)(M)

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

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:
Shell Armor(Innate): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Skill Link(Innate): This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).
Dream World(Locked): Overcoat(Innate): This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.

Naive Nature(x1.15 speed, subtracts * from SpD)
Stats
HP: 90
Atk: Rank 3
Def: Rank 7
SpA: Rank 3
SpD: Rank 1(-)
Spe: 81(+)
6.6% flat acc boost

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

Attacks
Toxic Spikes
Tackle
Withdraw
Supersonic
Icicle Spear
Protect
Leer
Aurora Beam
Clamp
Razor Shell
Ice Beam
Spike Cannon

Rock Blast
Bubblebeam
Water Pulse

Dive
Payback
Return

That leaves behind 4 BT. 1 goes into getting Stun Spore for Tangrowth, and the remaining 2 are saved.
 
From my battle subway challenge, Facilier the Honchkrow and Frollo the Medicham get some prizes.

Facilier the Honchkrow gets 1 DC, bringing his DC to 5/5 and unlocking his DW ability Moxie, and 6 MC and 1 KOC. The KOC is obviously going into his MC, bringing it to 7. I shall use the MC to buy the egg move Sky Attack, the 4th gen tutor move Superpower and the level up move Night Slash, bringing his MC to 0.

Frollo the Medicham gets 6 MC and 4 KOC, all of which go into his MC, bringing it to 10. I shall spend these on the 4th gen tutor moves Magic Coat and Zen Headbutt, the egg move Bullet Punch and the level up move Hi Jump Kick. This brings his MC back to 0.
 
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