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

Status
Not open for further replies.
Claiming the following from this match:

Trainer Counters
Current Trainer Counters: 0
After battle: 2

252.png

Treecko - Meliadoul (F)
EC: 1/9 + 2 from KOs = 3/9
MC: 2
DC: 1/5

Spending Move Counters on Hidden Power: Fire 7 (BW TM)

255.png

Torchic - Roy (M)
EC: 1/9 + 1 from KOs = 2/9
MC: 2
DC: 1/5

Spending Move Counters on Hidden Power: Ice 7 (BW TM)

258.png

Mudkip - Hype Dog (F)
EC: 1/9
MC: 2
DC: 1/5

Spending Move Counters on Hidden Power: Electric 7 (BW TM)
 
I have 4 TC so I'm going to buy a Mime Jr. & a Deerling​

4 -> 0 TC​

mime-jr.png


Mime jr [Murrow]

Nature: Timid (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Attack)

Type: Psychic

Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities

Filter: (innate) This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent’s super-effective attack by two (2).

Soundproof: (innate) Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell.. (Known sound moves: Ancient Song, Bark Out, Bug Buz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Sing a Round, Snore, Supersonic, Uproar.)

[DW Locked]Technician: (innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).

HP: 80
Atk: Rank 0 (-nature)
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 69 (+ nature)

EC: 0/6
DC: 0/5
MC

Attacks
Tickle
Barrier
Confusion
Copycat
Meditate
Encore
Doubleslap
Light screen
Reflect
Psybeam

Thunderbolt
Shadow ball
Hidden power fire 6

Icy wind
Nasty plot
Hypnosis

winter_deerling_spirite_by_bakalava-d3b34c8.gif


Deerling [Lily] (F)

Nature: Adamant add one point to attack, and subtract one from special attack.

Type: Normal/Grass

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

Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.​



Abilities

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


Sap Sipper: Type: Innate This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.​


[DW LOCKED] Serene Grace: Type: Innate This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt​


Stats
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 75​

EC: 0/6
DC: 0/5
MC:​

Moves:
Tackle
Camoflauge
Growl
Sand Attack
Double Kick
Leech seed
Faint attack
Takedown
Jump Kick​

Frustration
Thunder Wave
Protect​

Agility
Odor Slueth​
Worry Seed

http://www.smogon.com/forums/showthread.php?t=3448525

^ Claiming from this battle.

Queen 2MC, 1 EC, 1 DC, 2KOC turning the KOC into 1 MC and 1 EC
1MC -> 4
1EC -> 3
1DC -> 2

spending the 4 MC
Confuse ray (lvl up)
Wide Gaurd (egg move)

Bozzy 2MC 1 EC 1DC

0 -> 2 MC
0 -> 1 DC
0 -> 1 EC

Spending the 2 Two MC and also my 4 ref counters as MC to teach zubat

Snatch (previous gen move)
Heat Wave (previous gen move)

So i end this with 2 TC, and 0 RC
 
Claiming these two battles. Link Link
2TC each brings me to 5TC in total.

Libra (Aipom): 1EC, 2MC, 1DC
Total
EC:4/6
MC:2
DC:3/5

Gordon (Flarelm): 1EC, 2MC, 1DC, 1KOC going towards DC
Spending 1MC on Level Up Synthesis and 1MC on Level Up Energy Ball.
Total
EC:5/9
MC:0
DC:4/5
(Also do I need to use a MC to learn Leaf Blade since it is now a Heart Scale move, or since it is level 0 I get it automatically?)

Muggsy (Scraggy): 1EC, 2MC, 1DC, 1KOC going towards MC
Spending 2MC on BW TM Protect and 1MC on Level Up Hi Jump Kick
Total
EC:1/6
MC:0
DC:1/5

Kathryn (Ralts): 1EC, 2MC, 1DC
Spending 1MC on Level Up Psychic and 1MC on Level Up Hypnosis.
Total
EC:1/6
MC:0
DC:1/5
 
From subway Edward the toxicroak gets:

3 DC + 1 koc gets poison hand
3 mc to get bwegg counter
2 mc for hidden power [grass 7]
2 mc for BWTM protect
 
Using 2 TCs on Elekid. :D

Using 8 ref tokens (http://www.smogon.com/forums/showthread.php?t=102812) to get 3 ECs, Counter (past tutors: 3), and Psychic (BW TMs: 2).

Using 4 ref tokens (http://www.smogon.com/forums/showthr...01#post3503101) to buy Magnet Rise (past tutors: 3) and Thunder (level-up: 1).

Using 4 ref tokens (http://www.smogon.com/forums/showthr...83#post3492583) to buy DynamicPunch (past tutors: 3) and Thunderbolt (level-up: 1).
239.png



Elekid (Ixia) (F)
Nature: Hasty (+Spe | -Def | +30% Acc).

Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 110 (+)

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

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.
Vital Spirit (DW): (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

Attacks:
Quick Attack
Leer
ThunderPunch
Thundershock
Low Kick
Swift
Shock Wave
Light Screen
Thunderbolt
Thunder

Cross Chop
Fire Punch
Ice Punch

Double Team
Substitute
Focus Punch
Psychic

Counter
DynamicPunch
 
From here: http://www.smogon.com/forums/showthread.php?t=3448588

5 RC

Also: http://www.smogon.com/forums/showthread.php?t=3448562

TC += 2 => 13

131.png

Typhon the Lapras
Uses his KO Counter as a MC, adding to the three he already gets.
EC: Doesn't Evolve
MC: 7
DC: Unlocked

397.png

Hephaestus the Prinplup
Evolves and uses his KO Counter as a MC. Uses 2 MC to learn Hydro Cannon.
EC: Fully Evolved
MC: 1
DC: Unlocked
-Evolves
-Hydro Cannon

[PIMG]398[/PIMG]
Hephaestus the Empoleon (M)

Nature:
Rash - Adds * to Special Attack, and take * from Special Defence.

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).
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:
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 - (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.

HP: 100
Atk: ***
Def: ***
SpA: *****
SpD: ***
Spe: 60

EC: Fully Evolved
MC: 1
DC: Unlocked

Attacks:
-Pound
-Growl
-Bubble
-Water Sport
-Peck
-Bubblebeam
-Bide
-Fury Attack
-Hydro Pump
-Yawn
-Flail
-Ice Beam
-Grass Knot
-Substitute
-Bide
-Dig
-Brick Break
-Surf
-Signal Beam
-Hydro Cannon
 
Blaziken, rickheg, Venser, Rediamond, SoS, Banryu, Blaziken, Lyris, shadowbone, lkk, Master Bane, PCF, deadfox, elDino, TheWolfe, Pikapwnd, Shyguy, Rolf, Flora, Atheno approved.

That's another two AC, with 4 remaining.

Lord Jesseus - not approved. Please list Krill's nature.

I think I'll put three of the AC I've stored into Kirlia's EC.

281.png

Kirlia [Alexander] (M)
EC: 7/9
MC: 0
DC: 0/5
 
I'm just gonna claim a bunch of stuff right now, I'm tired of waiting for my 1v1 to end. I will make this like a before and after for my own convenience and probably the approver.

Before:

C$FP has 2 TC and 0 RC.
624.png

Pawniard * [Soul Edge] (Male)
Nature: Adamant (+ * to Attack; - * from Special Attack)
Type: Dark/Steel
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:
Ability 1: Defiant
Type: 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.

Ability 2: Inner Focus
Type: 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.

Ability 3 (DW): Pressure
Type: Innate
This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 60

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

Attacks:
Scratch *
Leer *
Fury Cutter *
Torment *
Faint Attack *
Scary Face *
Metal Claw *
Night Slash
Iron Head
Metal Burst

Psycho Cut *
Suckerpunch *
Stealth Rock *

Aerial Ace *
Swords Dance*
X-Scissor *
Brick Break
259.png

Marshtomp* [Swamp Thing] (Male)
Nature: Adamant (+ * to Attack, - * from Special Attack)
Type: Water/Ground
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Ability 1: Torrent
Type: 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)

Ability 2 (DW): Damp
Type: 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: 100
Atk: Rank 4 (+)
Def: Rank 3
SAtk: Rank 1 (-)
SDef: Rank 3
Spd: 50

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

Attacks:
Tackle *
Growl *
Mud-Slap *
Water Gun *
Bide *
Foresight *
Mudsport *
Superpower
Mud Shot
Mud Bomb
Earthquake
Protect

Avalanche *
Curse *
Yawn *

Dig *
Rock Slide *
Waterfall *
82.png

Magnemite* [Electro] (Genderless)
Nature: Modest (+ * to Special Attack, - * from Attack)
Type: Electric/Steel
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:
Ability 1: Magnet Pull
Type: Can Be Activated
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.
Command: (Ability: Magnet Pull (Attract) or Ability: Magnet Pull (Repulse) )
Ability 2: Sturdy
Type: 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.
Ability 3 (DW) [unlocked]: Analytic
Type: Can Be Enabled
If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SAtk: Rank 5 (+)
SDef: Rank 3
Spd: 70

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

Attacks:
Metal Sound *
Tackle *
Thundershock *
Supersonic *
Sonicboom *
Thunderwave *
Spark *
Magnet Bomb *
Discharge *
Magnet Rise *
Lock-On
Zap Cannon
Tri-Attack

Thunderbolt *
Explosion *
Flash Cannon *
Hidden Power (Water, 7)
Toxic

Alchemator vs. HD (2 RC)
rewindman vs. deadfox (4 RC)
Albinoloon vs. pimpgangster (2 RC)
Steampowered vs. Crux (2 RC)
I previously had 0 RC, I now have 10.
C$FP vs. The Shiny Umbreon I don't want to list out all of the counters, the approver can look for themselves.

I will put both of Soul Edge the Pawniard's KOC into his EC, bringing him to six and evolving him. By evolving, Bisharp automatically learns Meta Burst (level up under 25), and I will spend the 2 MC he already had on the BW TM Stone Edge. I will put 2 RC into his DC, unlocking Pressure. It now has full EC and DC, and 2 MC.

I will put Electro the Magnemite's (now Magneton) KOC into its EC, putting it at 7. I will also put 2 of my RC into its EC, evolving it into Magnezone. By evolving, it automatically learns Mirror Coat and Barrier (both level up under 25). I will spend its 2 MC on the BW TM Substitute. It now has full EC and DC, and no MC.

With the EC it gets from entering battle and 3 of my RC, I will evolve Swamp Thing the Marshtomp into Swampert. I will store bothe of its MC. It now has full EC, 2 MC, and 3 DC.

I (the trainer himself) get 2 TC, which I will hold onto for now. I also get those 10 RC, and I spent 7 of them here. I now have 4 TC and 3 RC.

After:

C$FP has 4 TC and 3 RC.
625.png

Bisharp* [Soul Edge] (Male)
Nature: Adamant (+ * to Attack; - * from Special Attack)
Type: Dark/Steel
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:
Ability 1: Defiant
Type: 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.

Ability 2: Inner Focus
Type: 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.

Ability 3 (DW) [unlocked]: Pressure
Type: Innate
This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Stats:

HP: 100
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 70

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

Attacks:
Scratch *
Leer *
Fury Cutter *
Torment *
Faint Attack *
Scary Face *
Metal Claw *
Night Slash
Iron Head
Metal Burst

Psycho Cut *
Suckerpunch *
Stealth Rock *

Aerial Ace *
Swords Dance*
X-Scissor *
Brick Break
Stone Edge
260.png

Swampert* [Swamp Thing] (Male)
Nature: Adamant (+ * to Attack, - * from Special Attack)
Type: Water/Ground
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Ability 1: Torrent
Type: 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)

Ability 2 (DW): Damp
Type: 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: 110
Atk: Rank 5 (+)
Def: Rank 3
SAtk: Rank 2 (-)
SDef: Rank 3
Spd: 60

EC: fully evolved
MC: 2
DC: 3/5

Attacks:
Tackle *
Growl *
Mud-Slap *
Water Gun *
Bide *
Foresight *
Mudsport *
Superpower
Mud Shot
Mud Bomb
Earthquake
Protect

Avalanche *
Curse *
Yawn *

Dig *
Rock Slide *
Waterfall *
462.png

Magnezone* [Electro] (Genderless)
Nature: Modest (+ * to Special Attack, - * from Attack)
Type: Electric/Steel
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:
Ability 1: Magnet Pull
Type: Can Be Activated
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.
Command: (Ability: Magnet Pull (Attract) or Ability: Magnet Pull (Repulse) )
Ability 2: Sturdy
Type: 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.
Ability 3 (DW) [unlocked]: Analytic
Type: Can Be Enabled
If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

Stats:

HP: 100
Atk: Rank 2 (-)
Def: Rank 4
SAtk: Rank 6 (+)
SDef: Rank 3
Spd: 60

EC: fully evolved
MC: 0
DC: unlocked

Attacks:
Metal Sound *
Tackle *
Thundershock *
Supersonic *
Sonicboom *
Thunderwave *
Spark *
Magnet Bomb *
Discharge *
Magnet Rise *
Lock-On
Zap Cannon
Tri-Attack
Mirror Coat
Barrier

Thunderbolt *
Explosion *
Flash Cannon *
Hidden Power (Water, 7)
Toxic
Substitute

This took me forever to do.
 
time for another addition! :D
using 2 of my 6TC to get:



plicowattsprite.png

Reginald the Pilcowatt!
Pilcowatt [Reginald] (male)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
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.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shed Skin (DW): (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.


Stats:
HP: 80
Atk: Rank 1(-)
Def: Rank 1
SpA: Rank 3(+)
SpD: Rank 1
Spe: 95


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

Attacks:
Bubble
Charge
Tackle
Thundershock
Detect

Counter
Mirror Coat
Metronome (:D)

Thunderbolt
Ice Beam
Scald

this makes my TC total now 4
 
Hey guys, big shopping day today haha, I managed to finish all my matches so now I'm going to use all those Counters I've acumulated

Blaziken is going to learn Acrobatics, Blaze Kick Quick Attack, Thunder Punch, Earthquake and Break Break with his 9 MC Plus one of my Ref counters

Gliscor is going to learn X-sissor, Roost, and Taunt with 5 MC

Plus I'm buying a new pokemon, Meet Psycho, the Ralts
280.png

Ralts, Psycho(F)
Nature: Modest (+ 1 SpA, -1 Att)
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. 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(-1)
Def: Rank 1
SpA: Rank 3(+)
SpD: Rank 2
Spe: 40

EC: 0/9
MC: 0
DW: 0/5

Attacks:
Level up moves
Growl
Confusion
Double team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse

Egg Moves
Confuse Ray
Disable
Will-o-wisp

TM/HM Moves
Toxic
Thunder Bolt
Grass Knot

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: Innate(DW) 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.
 
Ok, Claiming from these two battles: (Ignore my two previous unnaproved posts).

http://www.smogon.com/forums/showthread.php?t=3448292
Arcanite gets 2 TC
Fuma Shuriken gets 1 EC, 2 MC, 1 DC and 1 KOC
Cloud Strife gets 1 EC, 2 MC, 1 DC and 1 KOC
http://www.smogon.com/forums/showthread.php?p=3541278&posted=1#post3541278
Fuma Shuriken gets 1 EC, 2 MC, 1 DC
Cloud Strife gets 1 EC, 2 MC, 1 DC and 1 KOC
I get 4 TC

I get 6 TC total added to my pool.

First: (Starmie)
Fuma's 5 MC (4 MC +1 KO) go towards:
BW TM Thunder Wave
BW TM Psyshock
The Other one will be saved.

Also, with the addition of 2 DC, Fuma's DW ability analyze is unlocked!

Spr_5b_121.png

Starmie (*) Fuma Shuriken

Nature:
Modest
: (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)

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

  • Illuminate: (Can be Activated) at any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.
  • Natural Cure: (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
  • Analytic (DW): (Can be enabled) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power. (Active)

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 85

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

Attacks:
Tackle
Harden
Water Gun
Rapid Spin
Recover
Camouflage
Swift
Power Gem
Cosmic Power
Hydro Pump
Light Screen

Thunder
Thunderbolt
Psychic
Ice Beam
Reflect
Scald
Psyshock
Thunder Wave

Secondly: (Monohm>Duclohm)

The Two KO Counters go into EC, Making Monohm evolve into Duclohm, automatically learning double hit via level up!

The 4 MC are used to purchase:
Gen 4 TM Dragon Pulse
Level Up Discharge

The 2 DC are added to the pool

Duohm.png

Duclohm (M) Cloud Strife

Nature:
Modest: (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)

Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfact accuracy and 30% chance of Protect breaking Thunder during Rain.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:

  • Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
  • Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
  • Sheer Force (DW): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect. (Not yet active)
Stats:

HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 60

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

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


DragonBreath
Hydro Pump
Power Gem

Flamethrower
Taunt
Ice Beam
Dragon Pulse
 
time to purchase some moves!

I have 2 RC, and I will use those to teach Gorebyss the move Psychic, a BW TM.

My Cyclohm already has 26 moves and 4 MC, so I seriously don't know what to teach it at this point. I guess I'll teach it Substitute and Thunder Wave, both BW TMs.

edit: Also I have 3 MC on Lairon so I want Magnet Rise
 
OK, Claiming from this and this

So, Dratini gets 1 EC / 2 MC / 1 DC bring its MC total up to 4. I will spend the KO counter on a EC for Teddiursa. I will use the MC to teach Dratini ThunderBolt and Ice Beam, both of which are BW TMs.

Teddiursa gets 1 EC / 2 MC / 1 DC which also brings its MC total up to 4. I will use the MC to teach Teddiursa Earthquake and Rock Slide, both BW Tms.

Pawniard gets 1 EC / 2 MC / 1 DC. I will use the MC to get Poison Jab, a BW TM.

I now have 6 TC. I will use these TC to purchase Sickle the Scyther.

123.png

Scyther [Sickle] (male)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)
Type:
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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.


Abilities:
Swarm: 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, X-Scissor from 8 to 10)

Technician: This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2).

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. This speed boost is maintained at the end of each round.


Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 105


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

Attacks:
Vacuum Wave
Quick Attack
Leer
Focus Energy
Double Team
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter



Bug Bite
Swords Dance
Counter

Thief
Rock Smash
Headbutt
 
Spending some Ref Tokens.

- Shieldon learns Toxic = 2 Ref Tokens
- Bayleef unlocks ability Leaf Guard = 1 Ref Token
- Vibrava learns Tailwind = 3 Ref Tokens
- Kecleon learns Sucker Punch and Substitute = 2 Ref Tokens
8 total spent
 
Char is Approved
Arcanite: Not Approved until you update your Starmie's stats.
Crux: Not Approved. Your ASB Profile doesn't have any indication of you having TC to buy Scyther, or MC for Teddiursa. So, unless you can show your previous prize posts, you can't be approved.
Banryu: Not Approved. Vibrava doesn't learn Tailwind. Don't update your profile until it's been approved.

That gives me my sixth AC, with 3 remaining.
 
Spending some Ref Tokens.

- Shieldon learns Toxic = 2 Ref Tokens
- Bayleef unlocks ability Leaf Guard = 1 Ref Token
- Kecleon learns Sucker Punch and Substitute = 2 Ref Tokens
5 total spent
Bleck. In that case, let's just forget Tailwind.
 
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