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

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Claiming from this Hall challenge that finally ended: http://www.smogon.com/forums/showthread.php?t=3449158

11 TC + 22 KOC for Duskull

Of those KOC, 5 go into EC, evolving Duskull into Dusclops. He picks up Bind, Fire Punch, Ice Punch, ThunderPunch, and Gravity on evolution. The other 17 go into MC, which I'll spend right away as indicated below.

17 MC
Dusclops:

Counter (ADV Tutor) [3 MC]
Trick Room (BW TM) [2 MC]
Telekinesis (BW TM) [2 MC]
DynamicPunch (ADV Tutor) [3 MC]
Blizzard (BW TM) [2 MC]
Focus Blast (BW TM) [2 MC]
Trick (DPP Tutor) [3 MC]

He then looks like this:

Dusclops (M)

Nature: Quiet
+1 SpA, -10% Evasion, -15% Speed

Type: Ghost
Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:
Pressure:
(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: 3
Def: 5
SpA+: 3
SpD: 5
Spe-: 21

EC: 8/9
MC: 0

Attacks:
Leer-
Night Shade-
Disable-
Foresight-
Astonish-
Confuse Ray-
Shadow Sneak-
Pursuit-
Will-O-Wisp
Hex
Bind
Fire Punch
Ice Punch
ThunderPunch
Gravity

Destiny Bond-
Pain Split-
Imprison-

Counter
DynamicPunch
Trick

Ice Beam-
Shadow Ball-
Toxic-
Charge Beam
Trick Room
Telekinesis
Blizzard
Focus Blast

I will then spend 2 TC on the last member of my team: Budew.

Budew (F)


Nature: Timid
+15% Speed, +14% Accuracy, -1 Atk

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

Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
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.

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 attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

Leaf Guard (DW):
(Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.

Stats:
HP: 90
Atk-: 1
Def: 2
SpA: 2
SpD: 3
Spe+: 63

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

Attacks:
Absorb-
Growth-
Water Sport-
Stun Spore-
Mega Drain-
Worry Seed-

Leaf Storm-
Sleep Powder-
Spikes-

Energy Ball-
Venoshock-
Sludge Bomb-
 
LEETHOOF CLAIMS SOMEWHAT ON TIME

http://www.smogon.com/forums/showthread.php?t=3450660

Boggle (Toxicroak) uses his 3 MC from the battle plus 1 leftover to get Rain Dance (BW TM) and Stone Edge (BW TM). I put his 2 KO counters into TC.

Vanguard (Bastiodon) uses his 3 MC from the battle to purchase Wide Guard (Egg Move).

I get two TC.




EDIT2: Using the 6 TC I have (4 from this post), I purchase 2 Shieldons. Incoming Bastiodon Wall. I also get Maglev the Magnemite with my other 2 TC


Shieldon (Frontier) (F)
Nature: Quiet (Adds * to Sp.Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)

Type:
<Rock>: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
<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:
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.

Soundproof (DW) Locked: 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 Buzz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Sing a Round, Snore, Supersonic, Uproar.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 4
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 26 (30/1.15 = 26)

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

Attacks:
Tackle
Protect
Taunt
Metal Sound
Take Down
Iron Defense
Swagger

Flash Cannon
Thunderbolt
Stone Edge

Curse
Counter
Rock Blast



Shieldon (Warden) (M)
Nature: Quiet (Adds * to Sp.Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)

Type:
<Rock>: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
<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:
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.

Soundproof (DW) Locked: 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 Buzz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Sing a Round, Snore, Supersonic, Uproar.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 4
SpA: Rank 3 (+)
SpD: Rank 4
Spe: 26 (30/1.15 = 26)

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

Attacks:
Tackle
Protect
Taunt
Metal Sound
Take Down
Iron Defense
Swagger

Sandstorm
Rock Slide
Toxic

Scary Face
Counter
Body Slam




And one magnemite to rule(pull) them.



Magnemite (Maglev) (M)
Nature: Modest (Adds * to Sp.Attack; Subtracts * from Attack)

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.
<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:
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.
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. Steel types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Analytic (DW) Locked: 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
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 45

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

Attacks:
Metal Sound
Tackle
Thundershock
Supersonic
Sonic Boom
Thunder Wave
Spark

Magnet Rise
Discharge
Lock-On

Thunderbolt
Light Screen
Flash Cannon
 
Claiming 2 TC from this battle

Karma (Shelgon) gets 1 EC (8/9), 2 MC (7), 1 DC (7/5?) and 1 KO (+1 MC = 8)
*Spend 5 MC and 3 RC in Draco Meteor (2), Outrage (3) and Hidden Power Ice [7] (2) leaving her at 3 MC

Éponine (Togetic) gets 1 EC (7/9), 2 MC (2), 1 DC (6/5) and 1 KO (+1 MC = 3)
*Spend 3 MC and 3 RC in Protect (2), Sunny Day (2) and Hidden Power Ice [7] (2) leaving her at 0 and leaving me with 30 RC
 
claiming counter from this battle

ToastTyrant13: 2 TC, and a shiny new win for your registration post

Aqualos: 1 EC, 2 MC, 1 DC
Chlora: 1 EC, 2 MC, 1 DC, 2 KOC
Chlora
EC: 1/6 ---> 4 / 6 (1 EC+2 KOC)
MC: 0 ---> 2 MC --->0 MC
DC: 1/5 ----> 2 /5

Using 2 MC to buy Poison Jab (TM)



Aqualos
EC: 3/6 -> 4/6
MC: 2 -> 4
DC: 1/5 -> 2/5

Also using 2 TC to purchase Therma, the Charmader.
Charmander(*)
Therma (F)

Nature: Mild (+1 Rank to Special Attack, -1 Rank to Defense)
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.

Abilities: Blaze
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 - LOCKED) (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).

Stats:

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

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

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

Sunny Day
Dig
Hidden Power Water

Counter
Dragon Pulse
Dragon Dance


Making my TC 0
 
Claiming 4 TC from this battle and this battle

And with that, I shall take...

Miles the Yanma!



Yanma [Miles] (M)

Nature: Naive (+15% Speed, +28% Accuracy, -1 SpD)


Type: Bug / Flying

Bug: Bug STAB; More obility 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:

Speed Boost: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).

Tinted Lens: When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).

Frisk (DW): The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-1)
Spe: 109 (Add 15%, rounded to 109)

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

Attacks:

Tackle
Foresight
Quick Attack
Double Team
Sonicboom
Detect
Supersonic
Hypnosis

Shadow Ball
Hidden Power Fire (7)
Psychic

Signal Beam
Secret Power
Whirlwind


So I got 1 TC left.


Also, MagicBacon gets 1 KOC, 2 EC, 4 MC, and 2 DC, Sparky gets 1 EC, 2 MC, 1 DC, Trunks gets 1 EC, 2 MC, 1 DC

So, MagicBacon gets Psychic.
 
Using 2 of my 5 TC. Using 2 extra RT of my 9 RT to give it Perish Song and Shadowstrike.


Nohface [Big Poe] (Male)
Nature: Jolly (+15% Speed, +5% Accuracy (minimum), -1 Special Attack)
Type: Steel/Ghost
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Levitate (DW): (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.

Stats:

HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 0 (-)
SpD: Rank 3
Spe: 12 (10*1.15=11.5)


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

Attacks:

Scratch
Tackle
Iron Defense
Lick
Leer
Odor Sleuth
Faint Attack
Shadow Sneak
Curse
Shadowstrike
Perish Song

Yawn
Meteor Mash
Foul Play

Toxic
Will-o-Wisp
Gyro Ball
 
....and here we go again!

Limewire (don't edit your profile before you are approved), Korski (Colosshale can actually learn Dig by level-up, so you can keep one MC), DFrog (don't forget to claim for Desmond as well), IAR, AlphaJolt (you should put the species name of the Pokemon alongside the nickname so we don't have to check your profile/battle for it), D_W, Engineer, Kaxtar, Korski, Terrador (don't edit your profile before you're approved), TheWolfe (Combusken's accuracy boost should be 8% thanks to the new divisors), D_W again, pimpgangmaster (you never used your KOC, you should do so), C$FP, and Nightmare jigglypuff are APPROVED

S_O_S, Lapras doesn't learn Scald by TM and you can add Perish Song to its level-up movepool. Also, you have Detect listed as a TM move for Plicowatt when he learns it by level-up (and it's not even a TM lol), I'm guessing you meant either Protect or some other TM. NOT APPROVED until you get those things sorted out.

lkk, you were in this approval. Thanks for the appreciation though ^_^

XVICaliber, there's no real point in bumping your prize posts; we start from the last approval done and work our way through the thread, so all bumping does is potentially make us approve you twice for no real reason. The only reasons to ever bump a prize post is if it gets missed or if it's an approver who does approvals and needs a different approver to approve his own stuff. Thanks for trying to help, but it's not particularly helpful.

Fire Blast, according to your profile and the battle you're claiming from Haunter only had 5/9 EC. You'll have to show me where you got the other 3 EC before I can approve the evolution. Add Aerial Ace to Tomohawk's movepool, and Blaziken has 0 MC left, not 1. Everything bar Haunter's evolution is APPROVED, but until you show me where you got the extra EC Haunter's evolution is NOT APPROVED.

Banryu, the rule has been changed recently, now the entire Pokemon has to be posted, just like as if you were buying a new Pokemon (really, evolving is like buying a new Pokemon, just that you have something convenient to c/p from). Anyway, that's fine and your new stuff is APPROVED.

Arcanite, Dragonite should have Inner Focus as an ability instead of Shed Skin and shouldn't have any MC left. More importantly though, Duclohm doesn't have any KOC, so it doesn't have enough MC to learn both moves. NOT APPROVED until you figure out what you want to do.

So close, but I completely forgot to ref my tourney match (first priority and all that), so the rest will have to wait till after that. It'll be done tonight, promise!

19 more makes 2 more AC with 3 left
 

a fairy

is a Tournament Directoris a Site Content Manageris a Community Leaderis a Community Contributoris a Smogon Discord Contributoris a Contributor to Smogonis a Top Smogon Media Contributoris a Dedicated Tournament Hostis a Social Media Contributor Alumnus
Community Leader
Pokemon Team:


Bagon [Hirome] (Male)
Nature:
Adamant (Adds * to Attack, Subtracts * from SpA)
Type:
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1).

Stats:

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

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

Abilities:
Rock head:
Type: 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):
Type: 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.

Attacks:
Rage (*)
Bite (*)
Leer (*)
Headbutt (*)
Focus Energy (*)
Ember (*)
Dragon Rush(*)
Fire Fang (*)
Dragon Dance (*)
Dragon Claw (*)
Shadow Claw (*)
Substitute (*)



Taillow [Aerial] (Female)
Nature:
Jolly (15% increase in Speed and +5% Acc; Subtracts * from SpA)
Type:
Normal/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). 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: 98 (+)

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

Abilities:
Ability 1: Guts:

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.
Ability 2: Scrappy (DW)
This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.

Attacks:
Peck (*)
Growl (*)
Focus Energy (*)
Quick Attack (*)
Wing Attack (*)
Double Team (*)
Brave Bird (*)
Roost (*)
Whirlwind (*)
Fly (*)
Toxic (*)
Protect (*)

Progressive (Machop) (M)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

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.
No Guard: (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.
Steadfast (DW): (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35

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

Attacks:
Low Kick
Leer
Focus Energy
Karate Chop
Foresight
Low Sweep
Seismic Toss
Revenge
Vital Throw

Earthquake
Retaliate
Smack Down

Close Combat
Encore
Bullet Punch



Tepig(*) [Van Pig] (M)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)

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: 100
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 45

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

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)
Thick Fat (DW): (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Attacks:
Tackle
Tail Whip
Ember
Odor Sleuth
Defense Curl
Nitro Charge
Smog
Rollout
Take Down
Roar
Flare Blitz

Double Team
Wild Charge
Sunny Day

Endeavor
Yawn
Magnitude


Lady Salamence's mons: 1 EC, 2 MC, 1 DC, Machop and Taillow get 1 KOC each
Lady Salamence: 2 TC
Pokemon Team:


Bagon [Hirome] (Male)
Nature:
Adamant (Adds * to Attack, Subtracts * from SpA)
Type:
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1).

Stats:

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

EC: 5/9
MC: 6
DC: 5/5

Abilities:
Rock head:
Type: 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):
Type: 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.

Attacks:
Rage (*)
Bite (*)
Leer (*)
Headbutt (*)
Focus Energy (*)
Ember (*)
Dragon Rush(*)
Fire Fang (*)
Dragon Dance (*)
Dragon Claw (*)
Shadow Claw (*)
Substitute (*)



Taillow [Aerial] (Female)
Nature:
Jolly (15% increase in Speed and +5% Acc; Subtracts * from SpA)
Type:
Normal/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). 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: 98 (+)

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

Abilities:
Ability 1: Guts:

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.
Ability 2: Scrappy (DW)
This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.

Attacks:
Peck (*)
Growl (*)
Focus Energy (*)
Quick Attack (*)
Wing Attack (*)
Double Team (*)
Brave Bird (*)
Roost (*)
Whirlwind (*)
Fly (*)
Toxic (*)
Protect (*)

Progressive (Machop) (M)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

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.
No Guard: (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.
Steadfast (DW): (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35

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

Attacks:
Low Kick
Leer
Focus Energy
Karate Chop
Foresight
Low Sweep
Seismic Toss
Revenge
Vital Throw

Earthquake
Retaliate
Smack Down

Close Combat
Encore
Bullet Punch



Tepig(*) [Van Pig] (M)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)

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: 100
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 45

EC: 2/9
MC: 3
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)
Thick Fat (DW): (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Attacks:
Tackle
Tail Whip
Ember
Odor Sleuth
Defense Curl
Nitro Charge
Smog
Rollout
Take Down
Roar
Flare Blitz

Double Team
Wild Charge
Sunny Day

Endeavor
Yawn
Magnitude


The two KOC counters went into the EC of Tailow and Machop.

The two TC will remain unused.
 

elDino

Deal With It.
is a Contributor Alumnusis a Battle Simulator Moderator Alumnus
Claiming from this Subway Challenge. Haxed again... (stupid Stone Edge crits :S)

I get 3BP, making my total 5.
Doom gets 9 MC and 2 KOC, which also go into MC, making a total of 11 MC.

He spends them on:

Counter (3MC) 8 remaining
Ancient Power (3MC) 5 remaining
Swords Dance (2MC) 3 remaining
Dragon Tail (2MC) 1 remaining
Flash Cannon (1MC) 0 remaining
 
Finally over...

Metal Bagon, Gerard, Atheno (sorry for the trouble, I thought it was 2 BP per battle regardless of format), IceBug, Leethoof, Objection, Gerard (the moves you're buying for Shelgon add up to 7 MC, so you can keep an extra MC/RC), XVICaliber, pimpgangmaster, ToastTyrant (make sure to tell us what kind of Pokemon you're claiming for, also Charmander's nature should be Mild, not Rash and you can add Leer, Metal Claw, and Rage to Charmander's level-up moves), Paradoxus (in the Naive nature summary you should put that Yanma gets a 28% accuracy boost, and Yanma's speed rounds up to 110 because Speed+ natures always round up. Finally, you can add Hypnosis to Yanma's level-up movepool), C$FP, Lady Salamence (you don't need to post all of your team, just the Pokemon that are affected), and elDino are APPROVED

R_D, Dusclops doesn't learn Focus Blast, only Dusknoir does. Also, Budew gets 64 speed (Speed+ nature always rounds up), making the accuracy boost 15% (again, always rounds up). Finally, Budew's starting moves don't need to be marked since it's not a starting Pokemon. APPROVED regardless, just make sure to fix these things.

15 more gives me a final AC with 8 left.

Now then, if another approver could approve this and this I'd greatly appreciate it.
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
Okay so here's this guy:

Combusken Yonderwear (M)

Type: Fire/Fighting
  • 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.
  • Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities: Blaze
  • 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).
  • Speed Boost (LOCKED): (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).
Nature: Rash (+1 SpA, -1 SpD)

Stats:

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 1 (-)
Spe: 55

EC: 8/9
MC: 0
DC: 3/5

Attacks:

Scratch
Growl
Focus Energy
Ember
Double Kick
Peck
Sand-Attack
Fire Spin
Quick Attack
Mirror Move
Sky Uppercut
Flare Blitz

Counter
Baton Pass
Rock Slide

Protect
Will-o-Wisp
Flamethrower
Substitute

Look at that. I've got 6 RC to do some good things with this little chicken.
  • 1 RC --> EC --> 9/9 (evolution)
  • 2 RC --> DC --> 5/5 (unlocks Speed Boost)
  • 3 RC --> MC --> Magic Coat (past. gen. Tutor)
I will also use Yonderwear's nature change to change its nature to Mild.

Yonderwear the BLAZIKEN:

Blaziken Yonderwear (M)

Type: Fire/Fighting
  • 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.
  • Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities: Blaze, Speed Boost
  • 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).
  • Speed Boost (DW): (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).
Nature: Mild (+1 SpA, -1 Def)

Stats:

HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80

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

Attacks:

Fire Punch
Hi Jump Kick
Scratch
Growl
Focus Energy
Ember
Double Kick
Peck
Sand-Attack
Fire Spin
Quick Attack
Mirror Move
Sky Uppercut
Flare Blitz

Counter
Baton Pass
Rock Slide

Magic Coat

Protect
Will-o-Wisp
Flamethrower
Substitute

EDIT: Two claims of 2 RC each (4 total) which I will add to Turvy the HYDREIGON's 1 MC for a total of 5. I will trade them in for Thunder Fang (Egg) and Acrobatics (BW TM).

EDIT 2: I'll also trade in 3 of my 6 TC for an Onix because I want to maintain a steady presence of 5 NFE Pokemon on my team and Yonderwear evolved, so...

Onix Edgar Stalwart, Jr. (M)

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.
Abilities: Rock Head, Sturdy
  • 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.
  • 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 (LOCKED): (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.
Nature: Adamant (+1 Atk, -1 SpA)

Stats:

HP: 90
Atk: Rank 3 (+)
Def: Rank 6
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 70

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

Attacks:

Mud Sport
Tackle
Harden
Bind
Screech
Rock Throw
Rage
Rock Tomb
Smack Down
Sandstorm
Slam

Defense Curl
Heavy Slam
Rollout

Taunt
Protect
Dig
 
QuantumDerp: 2 TC
All Pokemon get 1 EC, 2 MC, 1 DC, and 1 KO counter each.
Stockpiling the TC

Rhyhorn will spend KOC as EC allowing him to evolve and become Stampede the Rhydon, giving him 3 MC to spend which he will use on Swords Dance and Stone Edge


Rhydon(*) Stampede (M)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)
Type: Ground/Rock
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.
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities: Lightningrod, Rock Head

Lightningrod: (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. Self-targeted attacks do not maintain boosts.
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.
Reckless (LOCKED): (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.

Stats:

HP: 110
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 1 (+)
SpD: Rank 2
Spe: 40

EC: 4/9
MC: 0
DC: 3/6

Attacks:

Horn Attack(*)
Stomp(*)
Tail Whip(*)
Fury Attack(*)
Scary Face(*)
Rock Blast(*)
Earthquake
Megahorn
Stone Edge

Roar(*)
Substitute(*)
Rock Polish(*)
Rock Slide
Swords Dance

Crunch(*)
Crush Claw(*)
Dragon Rush(*)


Murkrow will spend his KOC as MC allowing him to learn Shadow Ball & Sucker Punch


Murkrow Russell (M)
Nature: Lonely (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Defense)
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.

Abilities: Insomnia, Super Luck

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.
Prankster: (Locked) (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Stats

HP: 90
Atk: Rank 4 (+)
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 91

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

Attacks

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

Calm Mind(*)
Taunt(*)
Thunder Wave(*)
Shadow Ball

Brave Bird(*)
Roost(*)
Whirlwind(*)
 
Flamestrike said:
R_D, Dusclops doesn't learn Focus Blast, only Dusknoir does. Also, Budew gets 64 speed (Speed+ nature always rounds up), making the accuracy boost 15% (again, always rounds up). Finally, Budew's starting moves don't need to be marked since it's not a starting Pokemon. APPROVED regardless, just make sure to fix these things.
Stupid Dusclops, I'll replace Focus Blast with Earthquake for now then. Anyway, +Spe nature accuracy boosts don't always round up, not since the new denominators were implemented. They round normally now. (I asked Deck!)
 

elDino

Deal With It.
is a Contributor Alumnusis a Battle Simulator Moderator Alumnus
Claiming from the same thread as Engineer above.
I get 1 TC, making my total 2; and 1 BP, making my total 6.
Dingbat obtains 2HC, one of which goes into its EC, making it 6/6, and one of which goes into its DWC, making it 1/5.

Plicowatt is evolving!!!


Krillowatt Dingbat (Male)
Nature: Timid 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)
Accuracy Boost: 13

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

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

Stats:

HP: 125
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 121 (+)


EC 6/6
MC 0
DW 1/5

Moves:

Bubble
Charge
Tackle
Thundershock
Detect
Ice Shard
Confuse Ray
Aqua Jet
Imprison

Counter
Mirror Coat
Me First

Scald
Thunderbolt
Ice Beam


EDIT: Also claiming from here.

elDino and IceBug get: 2 TC
Disabler gets: 1 EC, 2 MC, 1 DC, 1 KOC
My TC goes to 4, and Monohm (Disabler) puts the KOC into his EC. He becomes 2/9, and the MCs are spent on Hurricane and Slack Off. Finally, his DWC counter goes to 1/5.
 
So many weaknesses/resistances...!

Oki the Shelmet receives 1 EC, 2 MC, 1 DC.

EC: 1/6 -> 2/6
MC: 2 -> 4
DC: 1/5 -> 2/5

Neru the Karrablast receives 1 EC, 2 MC, 1 DC.

EC: 2/6 -> 3/6
MC: 2 -> 4
DC: 1/5 -> 2/5

Fossilus the Anorith receives 1 EC, 2 MC, 1 DC, and 1 KO counter. Then, I'll throw 3 of my 10 Ref Counters into his EC and evolve him into an Armaldo! And...I'll be spending all of his MCs on Fury Cutter (Level-up), Rock Blast (Level-up), and Earthquake (Gen V TM).


Fossilus Armaldo (M)
Nature: Adamant (Adds * to Attack, Subtracts * from Special Attack)

Type: Rock/Bug
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.


Stats:

HP: 100
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 45

EC: 6/6
MC: 2 -> 4 -> 0
DC: 2/5

Abilities:
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Swift Swim: (DW) (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain

Attacks:

Scratch
Harden
Mud Sport
Water Gun
Metal Claw
Protect
Fury Cutter
Rock Blast

Cross Poison
Screech
Iron Defense

X-Scissor
Rock Slide
Brick Break
Earthquake


And finally, spending the 2 TCs from this battle (so no change to TC count) on a Chingling (first on ASB, YEAH!):


Chingling Trill (F)
Nature: Calm (+1 SpD, -1 Atk)

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 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 3 (+)
Spe: 45

EC: 0/6
MC: 0

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Attacks:

Wrap
Growl
Astonish
Confusion
Uproar
Last Resort
Entrainment

Disable
Hypnosis
Recover

Taunt
Reflect
Light Screen


EDIT: Because this match was short, I'll go ahead and claim for that, too! 2 TCs (total is now 7), and...

Oki gains an additional 1 EC, 2 MCs, and 1 DC. And, because the only reason I didn't evolve Neru was because Oki wasn't ready (and it felt wrong not to do it at the same time), I'll spill 6 more Ref Counters into their ECs (one remaining), and evolve them into Accelgor and Escavalier! And, again, dropping all of their MCs! Oki (Accelgor) will be getting Bug Buzz (Level-up), Focus Blast (Gen V TM), and Spikes (Egg Move). And Neru (Escavalier) will be getting Iron Head (Level-up) and Counter (Egg Move).


Oki Accelgor (M)
Nature: Timid (+15% Speed, +30% Accuracy, -1 Atk)

Type: Bug
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Stats:

HP: 100
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 167 (145*1.15)

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

Abilities:
Hydration: (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
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.

Attacks:

Leech Life
Acid
Bide
Curse
Acid Spray
Double Team
Quick Attack
Struggle Bug
Mega Drain
Swift
Bug Buzz

Guard Split
Encore
Feint
Spikes

Rain Dance
Protect
Energy Ball
Focus Blast



Neru Escavalier (F)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)

Type: Bug/Steel
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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.

Stats:

HP: 100
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 2
SpD: Rank 4
Spe: 17 (20/1.15)

EC: 6/6
MC: 2 -> 4 -> 0
DC: 2/5

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, X-Scissor from 8 to 10)
Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Overcoat: (DW) (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.


Attacks:

Peck
Leer
Endure
Fury Cutter
Quick Guard
Twineedle
Fury Attack
Headbutt
False Swipe
Iron Head

Megahorn
Faint Attack
Screech
Counter

Rain Dance
Poison Jab
Substitute
 
Claiming from the same link as Alex
Blaziken receives 2 TC
Steelface receives 1 EC, 2 MC, 1 DC, 1 KOC
Cloudy receives 1 EC, 2 MC, 1 DC, 1 KOC
Fafnir receives 1 EC, 2 MC, 1 DC, 1 KOC



Duoclohm (Cloudy) (Female)

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

HP: 100
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 90(+)

Nature: Timid (+15% Speed, +14% Accuracy, -1 Atk)
EC 4/9
MC 0
DC 2/5

Level Up Moves
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom
Double Hit
Hurricane
Slack Off

Egg Moves
Hydro Pump
Power Gem
Dragon Breath

HM/TM
Taunt
Flamethrower
Substitute
Thunder
Surf

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.


He'll be recieving Surf (HM) and Slack off (Level up) bringing him to zero MC

Monohm's KOC goes into MC just because

Shelgon likes to evolve too, which I totally overlooked Fml

Shelgon [Fafnir] (Male)
Type:
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 2(-)
SpA: Rank 4
SpD: Rank 3
Spe: 150(+)

Nature: Hasty (+15% Speed, +26 Acc, -1 Defence)


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

Attacks:
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Fire Fang
Thunder Fang
Zen Headbutt
Crunch
Fly

Hydro Pump
Dragon Rush
Dragon Pulse

Draco Meteor

Flamethrower
Dragon Claw
Rock Slide
Abilities:
Intimidate:
Type: 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 as an Action, and will affect all opponents.

Moxie:
Type: 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.

His KOC goes into his DC

and his 3 MC will be going into teaching him Zen Headbutt, Crunch and Fly all level up moves

Nohface likes his KOC in EC because the next claim will evolve him too, yayyyyy
Nohface
EC: 5/6
MC:2
DC: 3/5


Also claiming from this http://www.smogon.com/forums/showthread.php?t=3450969
Nohface gets 1 EC, 2MC, and 1DC, I get 2TC

Nohface evolves, yay


Nohface( SteelFace) (Male)
Typing: Steel/Ghost

Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

HP: 100
Atk: Rank 5(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 3
Spe: 110


Nature: Adamant (+Att, -SpA)
EC 6/6
MC 0
DW 3/5

Level Up Moves
Scratch
Tackle
Iron Defense
Lick
Leer
Odor Sleuth
Faint Attack
Shadow Sneak
Curse
Shadow Strike
Metal Burst
Fake-Out
Iron Head
Ice Fang
Thunder Fang
Perish Song

Egg Moves
Yawn
Metor Mash
Psycho Shift

TM/HM Moves
Taunt
Shadow Ball
Energy Ball
Sucker Punch

Ability
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.


He'll use his MC to learn Sucker Punch (4th Gen TM) and Perish Song (Lvl up move)



Guess what? I'm claiming from my sorta nonsucky Battle Hall challenge too http://www.smogon.com/forums/showthread.php?t=3449803&page=3
I get 4TC Woot!
Tepig gets 8HC which I guess are like KOC and I'll put 3 into his evolvtion, 3 into his MC and 2 into his DC so he looks like this

Tepig
EC:3/9
MC: 1
DC: 2/5

Going to teach him Assurence (Lvl up) and Fire Blitz (Lvl up) bringing him to 1 MC

MY LAST CLAIM I PROMISE
http://www.smogon.com/forums/showthread.php?t=3450970

Blaziken gets 3 MC and I get 2TC
 
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