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

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Zara approved.

This brings me to 60 since I last approved, when I was at 6, giving me 6 AC and 6.

I'm still not approved from last page.
 
Atheno is approved. 1.

Now to make a titanic prize claim! I have 37 CC currently, and will use 18 of them to buy these 9,2 CC Pokémon.

NOTE: This is a WIP. I'll indicate when I'm done.

NOTE 2: Done!

48.png

Venonat [Vladimir] (M)

  • Nature: Mild (Adds one (1) Rank to Special Attack, Subtracts one (1) Rank from Defense.)
Type:

  • [Bug]: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
  • [Poison]: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 45
Size Class: 2
Weight Class: 3
Base Rank Total: 12

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

Abilities:

  • Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
  • Tinted Lens: (Innate) 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).
  • Run Away (DW LOCKED): This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.

Attacks (15):
Tackle
Disable
Foresight
Supersonic
Confusion
PoisonPowder
Leech Life
Stun Spore
Psybeam
Agility
Giga Drain
Toxic Spikes
Double Team
Sludge Bomb
Substitute
328.png

Trapinch [Flora] (F)

  • Nature: Naive (Multiplies 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. [+5% Acc.], subtracts one (1) Rank from Special Defense.)

Type:

  • Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Stats:

HP: 90
Atk: Rank 4
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 12 (10*1.15^)
Size Class: 1
Weight Class: 2
Base Rank Total: 13

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

Abilities:

  • Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
  • Arena Trap: (Innate) This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.
  • Sheer Force (DW LOCKED): (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 (10):
Bite
Sand-Attack
Faint Attack
Sand Tomb
Endure
Flail
Quick Attack
SolarBeam
Bulldoze
Rock Slide
261.png

Poochyena [Monty] (M)

  • Nature: Adamant (Adds one (1) Rank to Attack, subtracts one (1) Rank from Special Attack.)
Type:

  • Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Stats:

HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
Size Class: 1
Weight Class: 2
Base Rank Total: 12

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

Abilities:

  • Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
  • Quick Feet: (Innate) This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the Speed drop.
  • Rattled (DW LOCKED): (Innate) These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types.

Attacks (13):
Tackle
Howl
Sand-Attack
Bite
Odor Sleuth
Roar
Swagger
Fire Fang
Snatch
Yawn
Dig
Torment
Facade
223.png

Remoraid [Fatecrashers] (M)

  • Nature: Quiet (Adds a 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) to opponent's attacks directed at this Pokemon.)

Type:

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

Stats:

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 56 (65/1.15v)
Size Class: 1
Weight Class: 2
Base Rank Total: 15

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

Abilities:

  • Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
  • 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.
  • Moody (DW LOCKED): 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.

Attacks (12):
Water Gun
Lock-On
Psybeam
Aurora Beam
BubbleBeam
Focus Energy
Acid Spray
Rock Blast
Water Spout
Ice Beam
Fire Blast
Scald
498.png

Tepig [Edwin] (M)

  • Nature: Sassy (Adds one (1) Rank to Special Defense, Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)

Type:

  • Fire: Fire STAB; immune to burn, 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 2
SpD: Rank 3 (+)
Spe: 39 (45/1.15v)
Size Class: 1
Weight Class: 1
Base Rank Total: 14

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

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 LOCKED): (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 (15):
Tackle
Tail Whip
Ember
Odor Sleuth
Defense Curl
Flame Charge
Smog
Rollout
Take Down
Endeavour
Superpower
Yawn
Taunt
SolarBeam
Fire Blast
540.png

Sewaddle [Mercutio] (M)

  • Nature: Naughty (Adds one (1) Rank to Attack, subtracts one (1) Rank from Special Defense.)

Type:

  • [Bug]: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
  • [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.

Stats:

HP: 90
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 42
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

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).
  • Chlorophyll: During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
  • Overcoat (DW LOCKED): This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Attacks (11):
Tackle
String Shot
Bug Bite
Razor Leaf
Struggle Bug
Agility
Air Slash
Me First
Light Screen
SolarBeam
Payback
172.png

Pichu [Rafael] (M)

  • Nature: Hasty (Multiplies 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. [+16% Acc.], subtracts one (1) Rank from Defense.)

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: 80
Atk: Rank 2
Def: Rank 0 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 69 (60*1.15^)
Size Class: 1
Weight Class: 1
Base Rank Total: 10

EC: 0/9
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.
  • Lightningrod (DW LOCKED): These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. 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. If a Pokemon has a type immunity to Electric attacks, Lightning Rod will not activate.

Attacks (12):
Thundershock
Charm
Tail Whip
Thunder Wave
Sweet Kiss
Nasty Plot
Encore
Endure
Fake Out
Light Screen
Volt Switch
Grass Knot
622.png

Golett [Gareth] (N/A)

  • Nature: Quiet (Adds a 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) to opponent's attacks directed at this Pokemon.)

Type:

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

Stats:

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 30 (35/1.15v)
Size Class: 2
Weight Class: 4
Base Rank Total: 13

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


Abilities:

  • Iron Fist: (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch).
  • Klutz: (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.
  • No Guard (DW LOCKED): (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an 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 benefited by No Guard; they will have their normal accuracy.

Attacks (15):
Pound
Astonish
Defense Curl
Mud-Slap
Rollout
Shadow Punch
Iron Defense
Mega Punch
Magnitude
Earthquake
Hammer Arm
Focus Punch
Ice Beam
Rock Slide
Grass Knot
440.png

Happiny [Belinda] (F)

  • Nature: Modest (Adds one (1) Rank to Special Attack, subtracts one (1) Rank from Attack.)

Type:

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

Stats:

HP: 110
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 2 (+)
SpD: Rank 3
Spe: 30
Size Class: 1
Weight Class: 2
Base Rank Total: 11

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

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.
  • Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects (E.G. paralysis from Thunderbolt).
  • Friend Guard (DW LOCKED): (Innate) The Pokemon's body emits an aura of joy that reduces the Base Attack Power of all opponents' attacks in multiple battles by two (2).

Attacks (11):
Pound
Charm
Copycat
Refresh
Sweet Kiss
Aromatherapy
Counter
Endure
SolarBeam
Shadow Ball
Flamethrower


I will then spend 14 to buy these 2, 7 CC Pokémon.

132.png

Ditto [Darwin] (N/A)

  • Nature: Timid (Multiplies 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. [+5% Acc.], subtracts one (1) Rank from Attack.)

Type:

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

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 56 (48*1.15)
Size Class: 1
Weight Class: 1
Base Rank Total: 12

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

Abilities:

  • Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
  • Imposter (DW LOCKED): (Innate) This Pokemon transforms into an opponent specified by the trainer immediately upon entry into battle.

Attacks (1):
Transform

313.png

Volbeat [Valentine] (M)

  • Nature: Quiet (Adds a 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) to opponent's attacks directed at this Pokemon.)

Type:

  • Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 73 (85/1.15v)
Size Class: 1
Weight Class: 2
Base Rank Total: 16

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

Abilities:

  • Illuminate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents.
  • 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).
  • Prankster (DW LOCKED): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Attacks (14):
Flash
Tackle
Confuse Ray
Double Team
Moonlight
Quick Attack
Tail Glow
Signal Beam
Baton Pass
Encore
Seismic Toss
Thunderbolt
Shadow Ball
Brick Break

That comes to a total of 32, leaving me with 5 CC remaining.
 
Claming from my successful SDHM raid with Kaxtar

I get 4 CC plus my 15 CC achievement reward for it being the first time I've cleared it (feel free to check with Zarator on that, he just told me to claim it, proof that I am supposed to get it is here), and the four Pokemon involved all get 3 MC, plus I have 16 KOC to spend on them. Let's see here...

Shellstrike the Carracosta:
-Aqua Tail (level-up, 3 MC left (using 1 that was stocked)
-Surf (BW TM, 1 MC left which is stocked)
Shadowstrike the Golurk:
-Shadow Ball (BW TM, 1 MC left which is stocked)
Seedstrike the Torterra:
-Stealth Rock (past gen TM, 0 MC left)
-Body Slam (egg move, 13 KOC left)
-Double-Edge (egg move, 10 KOC left)
-Earth Power (egg move, 7 KOC left)
-Worry Seed (egg move, 4 KOC left)
-Mud-Slap (move tutor, 1 KOC left)
Thornstrike the Ferrothorn:
-Stealth Rock (egg move, 0 MC left)

The last KOC will also go into my CC.
 
OK, I've got a few UC, 23 to be exact, and I'm gonna spend a few

3 go into Electabuzz's EC, evolving it into Electivire
2 go into is MC, putting it at 4, and I'm teaching him Magnet Rise (Tutor) and Discharge (Level)
466.png

Electabuzz(*) Big Boy (M)
Nature: Hasty (+Spe, +14% Acc, -Def)
Type: Electric
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

Abilities:
Motor Drive: (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. 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.

Vital Spirit (DW): (Locked) 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 and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.


Stats:

HP: 100
Atk: Rank 5
Def: Rank 2(-)
SpA: Rank 3
SpD: Rank 3
Spe: 110 (+)
Rank Total: 20
Size: Class 3
Weight: Class 5

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

Attacks:
Quick Attack (*)
Leer (*)
Thunderpunch (*)
Thundershock(*)
Low Kick (*)
Swift (*)
Shock Wave (*)
Light Screen (*)
Discharge
Thunder

Cross Chop (*)
Fire Punch (*)
Ice Punch (*)

Magnet Rise

Psychic (*)
Volt Switch (*)
Charge Beam (*)
Wild Charge
Substitute
Brick Break

Moves Known: 18
1 goes into Volcarona's MC, to teach it Heat Wave (Level)

4 go into Mienshao's MC, teaching it Rock Slide(TM), Drain Punch(Level), and Wide Guard(Level)

That puts me at 13UC, I'll spend another 8 on an Electrizer, leaving me at 5.
 
Claiming from here.

I get 2CC, stockpiling

Chain Chomp gets 1EC, 2MC, 1DC, and 1KOC which is now EC
EC: 6/9
MC: 4
DC: 3/5

Vestal gets 2MC and 1DC, and I'll use the MC to teach her Hidden Power (Rock, 7)
EC: 6/6
MC: 0
DC: 3/5

Big Boy gets 2MC and 1DC, and I'll use the MC to teach him Earthquake
EC: 9/9
MC: 0
DC: 3/5
 
From this completed reffing, I claim 3 UC.
I'd like to buy Attract (BW TM) for Smudge, my Swalot.
I'll use the last to buy Safeguard (LU) for Joy, my Togepi.

Thanks!
 
Alch, Galladiator, jayjinde (1st post), Terrador, jayjinde (2nd post), and EndQuote are APPROVED

6 more puts me at 14, which gives me a UC with 4 left
 
Claiming from here: http://www.smogon.com/forums/showthread.php?t=3457998

UllarWarlord: 2CC
Huggable the Voodoll: 1EC, 2MC, 1DC
Floros the Bulbasaur: 1EC, 2MC, 1DC

I will keep the CC for now. Hugable would like Dark Pulse and Frustration. Floros wants Grass Pledge and Synthesis. All four of these are level-up moves (except for Grass Pledge, which costs the same).
 
Claiming from a victory (for once)

(Still feeling guilty about that Taunt)

Finley the Mudkip gets 1 EC, 2 MC, 1 DC, and 1 KOC (going into EC). He'll spend his MC on Take Down and Protect, both Level Up moves.

I get 2 CC, banking them for now.
 
Seconding.

Our rewards (I think):
Lou: 2CC
Anonymous: 1EC, 2MC, 1DC, 1KOC
Ambrocious: 1EC, 2MC, 1DC, 1KOC

Me: 2CC
Chain Chomp: 1EC, 2MC, 1DC, 1KOC
Vestal: 2MC, 1DC (She evolved)
Big Boy: 2MC, 1DC (So did he)

I think Box gets 2 UC I think...

Ambrocious also evolved and unlocked his DW ability, so he gets 3 MC. I think Box gets 3 UC.

Everything else seems correct.

Addendum: Zorua doesn't accumulate DC.

Anonymous will put her KOC into her EC, putting her at 3 total. She will spend her 2 MC on the level-up moves Agility and Torment.
[a]Zorua[/a]
570.gif

Zorua ♀ - Anonymous
Nature: Lonely (Atk: +1, Def: -1)
Type: Dark
Dark Type - 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:
Illusion - (Innate) Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 65

Height Class: 1
Weight Class: 2
BRT: 15

EC: 2 / 6
MC: 2

18 moves known. Moves are sorted by type and then alphabetized.

Physical Moves - Counter, Faint Attack, Fury Swipes, Payback, Punishment, Pursuit, Scratch,
Special Moves - Dark Pulse, Grass Knot
Status Moves - Agility, Fake Tears, Leer, Nasty Plot, Scary Face, Snatch, Taunt, Torment, Toxic

Found alone, in a bin on the side of the road; Anonymous seems to have led a sad life up until now. Often pining for the attention of others, she makes displays of her illusion abilities to win their amusement. Seemingly lacking in self-esteem, she prefers the guises of others to her own.

Ambrocious puts his KOC into MC. He spends his 4 MC on Gen V TMsSolarBeam and Taunt.[a]Houndoom[/a]
229.gif

Houndoom ♂ - Ambrocious
Nature: Hasty (Spe +15, Accuracy +14%, Def: -1)
Type: Dark / Fire
Dark Type - 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.
Fire Type - 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:
Early Bird - (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
Flash Fire - (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
(DW) Unnerve - (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 110 (+)

Height Class: 3
Weight Class: 3
BRT: 18

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

21 moves known. Moves are sorted by type and then alphabetized.

Physical Moves - Beat Up, Bite, Counter, Thief, Thunder Fang, Reversal, Sucker Punch
Special Moves - Ember, Fire Blast, Flamethrower, Smog, SolarBeam
Status Moves - Howl, Leer, Magic Coat, Odor Sleuth, Roar, Sunny Day, Swagger, Taunt, Will-O-Wisp

Quick to action without forethought, Ambrocious instictually acts as a pack alpha, regardless of whether or not others listen. Percieved threats to his "pack" are dealt with as such, and he battles with an animalistic bent that lends him nigh-primal reflexes.
 
CC 11 -> 9
UC 35 -> 25 (Italics for moves purchased through UC)

iaza18423780777200.gif

Chingling [Notredame] (M)
Nature: Modest (+1 SpA, -1 Atk)

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.

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 45
Size Class: 1
Weight Class: 1
Base Rank Total: 13

Abilities:
Levitate (Trait): This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a flying type. Otherwise Dig and Dive will miss. 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.

EC: 0/6
MC: 0
DC: N/A

Attacks:
Wrap
Growl
Astonish
Confusion
Uproar
Last Resort
Entrainment

Hypnosis
Dream Eater
Recover

Light Screen
Shadow Ball
Taunt
Snatch
Torment
Thunder Wave

Signal Beam


Total Moves: 17

Above 3 Approved (7)
 
http://www.smogon.com/forums/group.php?do=discuss&discussionid=5615&pp=10&page=4

Zara said:
Each of your participating Pokémon get 1 EC, 2 MC, and 1 DC (or 3 MC if they don't need EC/DC). You also get 4 KO counters to distribute freely among your participating Pokémon.

Each of you get also 2 CC, 1 VC, and the glyph of Fiery Dance.


I stockpile the CC, VC and glyph. Pert and Carracosta both get 3 MC, and Pert gets all of the KO Counters. This means he learns Whirlpool (1 MC), Wide Guard (3 MC) and Stealth Rock (3 MC). Carra gets Flail (3 MC).
 
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