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Hmm. Before I engage my 12v4+4+4 Triples, I'll put 1 RC into my Monohm's MC to give it levelup Hurricane, and another in my Drilbur's MC to give it levelup Rock Slide. This leaves me with no RC left.
EDIT: Zarator approved via IRC. This adds however many approvals 2 move approvals does to his total.
15:05 Tortferngatr BTW Zarator
15:05 Zarator yes?
15:05 Tortferngatr can you please briefly IRC approve two move purchases?
15:06 Zarator umm
15:06 Tortferngatr Hurricane for Monohm, Rock Slide for Drilbur
15:06 Zarator once I'm done with raids
15:06 Zarator oh
15:06 Tortferngatr 1 RC for each, leaving me with 0 RC left
15:06 Zarator mm
15:06 Tortferngatr since I had 2 RC before
15:06 Zarator You have 2 RC?
15:06 Tortferngatr yes.
15:06 Zarator kk
15:06 Zarator I approve
Monohm (Kumo) (F) Nature: Modest (Special Attack increased by *, Attack decreased by *)
Type: Dragon / Electric
Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
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: 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.
Duclohm (Kumo) (F) Nature: Modest (Special Attack increased by *, Attack decreased by *)
Type: Dragon / Electric
Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
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: 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.
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.
Attacks:
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-O-Wisp
Hex
Fire Punch
Ice Punch
Thunderpunch
Gravity
Bind
Shadow Punch
Payback
Picking up Metal Burst via prevo level up and Protect via BW TM.
Also claiming from this match. TC goes to 26 (24-->26). Using 20 of those TC to buy an Expert Belt. Bringing my TC to 6.
TC: 24-->26-->6
Bisharp gets 2 MC, 1 DC, and 2 KOC, both of which go to MC, which is then used to pick up X-Scissor and Snarl both BW TMs.
Ferrothorn gets 3 MC, picking up Stealth Rock via Egg Move
Riolu gets 2 EC (+KOC) so it can evolve (which I will post once I can reach a computer), 2 MC, and 1 DC.
He gets Dark Pulse, Metal Claw, Bone Rush, Detect and Metal Sound by pre-25 level up.
Using the MC on BW LUs Aura Sphere and Dragon Pulse.
Type: Fighting/Steel Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. 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: Steadfast: (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. 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. Justified(DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.
Attacks:
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech
Copycat
Nasty Plot
Final Gambit
Dark Pulse
Detect
Metal Claw
Metal Sound
Bone Rush
Dragon Pulse
Aura Sphere
Blaze Kick
Crunch
Hi Jump Kick
Magic Coat
Dig
Hidden Power (Ice 7)
Shadow Claw
Edit @5:56 PST: claiming 6 RC from reffing this match. This brings my RC total to 8
RC: 2-->8
Pyroak gets the usual and finally unlocks his DW Ability, Chlorophyll!, using the 2 MC to pick up BW LUs Incinerate and Flash Cannon.
MC: 0-->2-->0
Pengwin the Prinplup (Empoleon actually, but the evolution was from another battle) gets 3 MC and KOC, which all go to his MC, bringing MC to 6.
Using the MC to buy HGSS Tutor Signal Beam (3 MC), BW TM Rest (2 MC) and BW LU Whirlpool (1 MC), taking his MC back to zero.
Vercingetorix the Riolu (Lucario actually, for same reason as above), gets the usual counters and 1 KOC, which goes to MC, bringing his MC to 3. His DW Ability, Justified, is also unlocked. The 3 MC go toward BW LUs Extremespeed, Me First, and Quick Guard. This brings his MC back to zero.
Also buying a Tynamo, putting my TC back at 7.
Tynamo [Taranis] (M) Nature: Quiet (Adds One (1) Rank to Special Attack; 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)
Typing: 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:
Levitate: (Trait) TThis 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.
Both EC cause my Pokemon to evolve. They actually evolved in the match, but whatever. I'm also going to tap into 14 BT and 4 RC now to help them out with some moves.
These last 4 BT get dumped into Roselia's EC, putting her at 8/9.
0 BT, 0 RC
Dusknoir (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.
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.
Something I should have done already lol. Spending 2 RC on Fiyero the Voodoll's EC, putting him at 6/6. SHABAM.
Voodoom (Fiyero) (M)
Nature: Rash - adds rank to special attack, subtracts rank from special defense.
Type: Fighting/Dark
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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.
Abilities:
Volt Absorb: (Innate) This Pokemon absorbs all electrical attacks and instead of taking damage, recover HP. Thunder Wave has no effect on the Pokemon.
Lightning Rod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
Motor Drive (DW): (Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. This boost is maintained at the end of each round.
Infernape gets 3 MC, and I just realised I spent 3 MC on a move I already had here (the BW Egg ThunderPunch), can I exchange them for 3 new MC? If so, the 6 are spent on:
Calm Mind (1, BW Level Up)
Fake Out (3, BW Egg)
Earthquake (2, BW TM)
After putting the KOC in DC, Tyranitar goes to:
EC: 9/9
MC: 2
DC: 5/5
Unlocking Unnerve. The MC go to Crunch and Earthquake (both BW Level Up).
After putting the KOC in MC, Heracross goes to 4 MC. I'll use 3 on Vacuum Wave and save the other.
I get 2 BT, which are used on Torterra's DC, taking it to 4/5.
Metang gets 4 HC, 3 of which are used in EC, taking it to 9/9 and evolving it into Metagross.
Metagross [Majora] (U) Nature: Quiet (+Spa, -Spe) Type: Steel/Psychic 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 Locked): (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.)
Moves:
Magnet Rise
Take Down
Metal Claw
Confusion
Scary Face
Headbutt
Iron Head
Zen Headbutt
Pursuit
Agility
Meteor Mash
Psychic
Psyshock
The other HC goes into MC.
I also get 2 TC, taking me to 4 in total. Three of these are spent on a Yanma.
Yanma [Locust] (M) Nature: Modest (+Spa, -Atk) Type: Bug/Flying 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:
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).
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Frisk (DW Locked): (Innate) 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.
Moves:
Tackle
Foresight
Quick Attack
Double Team
Sonic Boom
Hypnosis
Detect
Supersonic
Ratcliffe the Empoleon gets 3 MC and 1 KOC (going into his MC), bringing his MC to 4. I will also invest 1 of my spare 14 RC into his MC (bringing my RC to 13 and his MC to 5). I'll use the 5 MC to buy the 4th gen TM Water Pulse (3 MC) and the BW tutor move Hydro Cannon (2 MC), bringing his MC to 0.
Oogie Boogie the Dusknoir also gets 3 MC and 1 KOC which goes into his MC, bringing his MC to 4. Again, I will use a spare RC to increase his MC to 5 (and my RC at this point is 12). The 5 MC will be used on the egg move Dark Pulse (3 MC) and the BW TM Earthquake (2 MC), bringing his MC to 0.
Tremaine the Jynx doesn't get 3 MC, but she does get 2 MC, 1 DC and 1 KOC that's going into her MC. Her DC is now 4/5 and her MC is now 3. Again, I add 1 RC to that, bringing my RC to 11 and her MC to 4, and then with the 4 MC I buy the BW TMs Reflect and Light Screen, bringing her MC to 0.
EDIT: From this hall challenge I claim 6 TC, bringing my TC total to 12, and Pete the Makuhita gets 12 HC (equivalent to KOC). 6 go into his EC, evolving him to Hariyama. 5 go into his DC, unlocking his DW ability Sheer Force. The remaining 1 goes into MC, and I will use another spare RC to increase his MC to 2 (and reduce my RC to 10), and those 2 MC go to the BW TM Payback. He also gets Brine upon evolving.
Abilities:
Thick Fat: (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.)
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.
Sheer Force (DW UNLOCKED): (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:
Tackle
Focus Energy
Sand-Attack
Arm Thrust
Vital Throw
Fake Out
Whirlwind
Knock Off
SmellingSalt
Belly Drum
Brine
Counter
Focus Punch
Foresight
Revenge
Protect
Rock Slide
Substitute
Payback
Fire Punch
Ice Punch
Magic Coat
ThunderPunch
And I will use 10 of my 12 TC to buy a Flame Orb, bringing my TC total to 2.
EDIT: And I am changing my mons' sprites to static ones now.
EDIT: Forgot I also get 6 BP from that hall challenge, bringing my BP to 11.
Because I've desperatley been wanting to, I'm going to buy Vaccum Wave (3MC, Egg Moce). This makes my unfortunatley-unprepared-for the Battle Hall-Vennon the Croagunk...
Texas Cloverleaf:
3 TC;
Zoan, Leia, Behemoth, and Sharky each get 1 EC, 2 MC, and 1 DC. If any of these Pokemon have become fully evolved with full DC outside of this match, they just get 3 MC .
Zoan and Leia each get 1 KOC.
Charmeleon, Zoan, Male Nature: Lonely 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. Blaze: Type: 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) (DW) Solar Power: Type: 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).
Charmeleon
HP: 90
Atk: Rank 4 (+)
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 80
EC: 5/9
MC: 4
DC: 3/5
Moves:
Scratch
Growl
Ember
Smokescreen
Dragon Rage
Scary Face
Fire Fang
Dragon Dance
Flare Blitz
Crunch
Flamethrower
Rock Slide
Dragon Claw
Substitute
Gabite spends 4 MC to get Shadow Claw and Protect, current total, 0 MC
Feebas spends 3 MC to get the 4th Gen TM move Water Pulse, current total 0 MC
Charmeleom spends 4 MC to get the TM's Swords Dance and Protect, current total 0 MC
Duclohm spends 4 MC to get Protect and Torment, current total, 0 MC
Spending 4 TC to buy Gastly and Beldum, TC goes to 5.
Beldum, Rocky Nature: Brave (+1 Atk, -15% Speed, -10% Evasion) Type: Steel/Psychic 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.)
Gastly, Phantom, Male Nature: Hasty (+15% Speed, +29% Accuracy, -1 Def) Type: Ghost/Poison 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. 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.
Abilities: Levitate: (Trait) 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.
Octillery [Henry] (Male) Nature: Quiet: (+1 SpA, -15% Speed, -10% Evasion) Type: Water Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities: Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks. Suction Cups: (Innate) This Pokemon has sticky suction cups that anchor down to prevent it from being moved or scared away by Roar or Whirlwind. It will hold its ground against Dragon Tail and Overhead Throw and will not be forced out in a switch battle. Moody (DW): (Innate) This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.
After putting the KOC in EC, Nocturne the Eevee goes to:
EC: 4/6
MC: 3
DC: 2/5
I'll use 2 of the MC on the BW TM Protect and save the other.
Deino goes to:
EC: 2/9
MC: 2
The MC are saved.
After putting the KOC in EC, Togetic goes to:
EC: 6/9
MC: 2
DC: 4/5
The MC are used on Hidden Power Ground 7.
My TCs go to 3, so I'll buy a Plicowatt:
Plicowatt [Leviathan] (M) Nature: Rash (+Spa, -SpD) Type: Electric/Water 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.
Shed Skin (DW Locked): (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.
An urge to do get me something beautiful overcomes me; I'mma buy me a Baltoy. =]
Baltoy (SandGiant) Nature: Relaxed (Add 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) to opponent's attacks directed at this Pokemon.) Type: Ground/Psychic 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. 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: Levitate: (Trait) 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.
I finally get my two BT from this thing. Will make my total token count 44, which will be spent in a second.
---
My Pawniard is now at 6/6 EC, so I will choose to evolve it. I am also changing its nature to Careful:
Bisharp [Shank] (M) Nature: Careful (Adds a rank to Special Defense. Subtracts a rank 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 more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1). Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Abilities: 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. 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. Pressure (DW): (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.
Attacks:
Metal Burst
Scratch (*)
Leer (*)
Fury Cutter (*)
Torment (*)
Faint Attack (*)
Scary Face (*)
Metal Claw (*)
Night Slash
Iron Head
Swords Dance
Sucker Punch (*)
Psycho Cut (*)
Pursuit (*)
Brick Break (*)
Taunt (*)
Dig (*)
---
Using 7 of my now 13 TC, I will be buying this guy for my Dark team:
Sableye [Bling] (M) Nature: Relaxed (Adds a rank to Defense. Subtracts 15% from Speed.)
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. 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: Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy. Stall: (Innate) This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after Sableye, that attack will fail. Against another Sableye, the trainer who issues attacks first has precedence and the opponent's attack will fail. Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Attacks:
Leer
Scratch
Foresight
Night Shade
Astonish
Fury Swipes
Fake Out
Detect
Shadow Sneak
Metal Burst
Recover
Sucker Punch
Toxic
Taunt
Psychic
---
Using my 44 RC/AC/BT to spend on moves for my Dark team. Here we go:
Shank the Bisharp Current MC: 1 Iron Defense (Level) (MC)
Thunder Wave (TM)
Stone Edge (TM)
Protect (TM)
Torment (TM)
Toxic (TM) TOTAL TOKENS USED: 10
Shawty the Scrafty
Current MC: 2
Hi-Jump Kick (Level) (MC)
Crunch (Level) (MC)
Counter (Egg)
Rock Slide (TM)
Dragon Tail (TM)
Torment (TM)
Dig (TM)
3 RC to DC -> INTIMIDATE UNLOCKED TOTAL TOKENS USED: 14
Bosskrow the Honchkrow Current MC: 0 Dark Pulse (Level)
Tailwind (Level)
Sucker Punch (Level)
Torment (Level)
Snarl (TM)
Fly (TM)
Snatch (4th Gen TM) TOTAL TOKENS USED: 11
Splinter the Drapion
Current MC: 0 Bulldoze (TM)
Substitute (TM) TOTAL TOKENS USED: 4
Midnight the Absol Current MC: 0 Bounce (Tutor)
Torment (TM) TOTAL TOKENS USED: 5