Welcome to Smogon! Take a moment to read the Introduction to Smogon for a run-down on everything Smogon, and make sure you take some time to read the global rules.
3CC from here
2 MC, 1 EC, and 1 DC for Togepi, Porygon2, Deerling
3 MC for Munchlax (his EC and DC are full)
If below post is correct, 2 MC, 1 EC, 1 DC for Lickitung
Togepi's 2 KOC go to Ec
Porygon2's 2 KOC go to CC
Munchlax's KOC goes to MC http://www.smogon.com/forums/showthread.php?t=3462463&page=3
Franziska the Servine's KOC will go into her DC. With her 2 MC, she learns the LU moves Coil and Gastro Acid. She now looks like this:
EC: 4 -> 5
MC: 0 -> 2 -> 0
DC: 2 -> 4
+Coil, +Gastro Acid
Phoenix the Riolu purchases the BW TM move Focus Blast with his 2 MC. He now looks like this:
EC: 0 -> 1
MC: 0 -> 2 -> 0
DC: 0 -> 1
+Focus Blast
Victoria the Nidoran-F stockpiles her 2 MC. She now looks like this:
EC: 0 -> 1
MC: 0 -> 2
DC: 0 -> 1
This wasn't edited at all. Nope nope nope.
What do my 2 CC go into? A Barboach, of course!
Barboach (Steven Magnet) Male Nature: Brave (+Atk, -Spe, -10% evasion) Type: Water/Ground
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Abilities: Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate. Anticipation: (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2). Hydration (DW ability- LOCKED): (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
2 CC for Texas
1 EC, 2 MC, 1 DC for Haunter, Dragonair
3 MC for Gastrodon
1 KOC for Haunter, Dragonair
KOC to MC
Summaries
+2 Nevermeltice
+Water Gem
+12 CC
+10 MC for Emboar
+20 MC for Slowking
+16 MC for Steelix
+7 MC for Charizard
+3 MC for Gastrodon
+1 EC, 3 MC, 1 DC for Haunter and Dragonair
Gengar, Phantom, Male
Nature: Hasty (+15% Speed, +19% 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.
Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Shell Armour (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits. (Not yet Active)
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Rain Dish: (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Own Tempo (DW): (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage. (Not yet active)
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:
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).
Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).
Hustle (DW): (Can be Enabled) TThis 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. (Not yet active)
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.
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)
Iron Fist (DW): (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) (Not yet active)
POKEMON/ITEMS GAINS/LOSSES
+1 Klink
+1 Magneton
+1 Klang
+1 Registeel
+1 Snorunt
+1 Mamoswine
+1 Glaceon
+5 Aspear Berries
+1 Enigma Berry
+1 Brightpowder
+1 Kings Rock
+1 Leftovers
+1 Macho Brace
+1 Magnet
+2 Mental Herbs
+1 Rocky Helmet
+2 Steel Gems
+1 Iron Pearl
+1 Ice Sapphire
-2 Potions
-1 Super Potion
-20 Heal Balls
-1 Sport Ball
-2 Timer Balls
REF PAYOUT
Its_A_Random: 30 UC (5 from Lackeys, 1 from RP's, 5 from Nests, 3 from Rare Encounters, 6 from Guardians, 5 from Traps, 5 from Bosses)
That's all, thanks for playing! Hope you had fun, & I do hope you return soon!
TO THE PUBLIC, THIS TLR IS OFFICIALLY OVER. YOU MAY NOW FEEL FREE TO COMMENT IF YOU WISH.
Lombre puts its MC (these 2 and 1 stored) into Teeter Dance (Egg)
Poliwag puts its MC into Dig (TM)
Duosion puts its MC into Heal Block (Lv Up) and Future Sight (Lv Up) and unlocks its DW ability
Bellsprout evolves, then puts its MC into Venoshock (TM)
Flarelm put its MC into Rock Slide (TM)
Venonat puts its MC into Sleep Powder (Lv Up) and Signal Beam (Lv Up)
Tentacool puts its MC into Sludge Wave (Lv Up) and Hydro Pump (Lv Up)
Lileep puts its MC into Stockpile (Lv Up) and Swallow (Lv Up)
I add 1 of my stored UC to Tynamo's EC, which, with the 2 EC gained from this battle allows Tynamo to evolve and another 6 UC to bring its MC to 10 total .
Eelektrik then uses its MC to buy Thunderbolt (Lv), Crunch (Lv), Coil (Lv), Acid Spray (Lv), Hidden Power (Ice, 7) (TM), Acrobatics (TM) and Volt Switch (TM).
Dwebble puts its MC into Rock Slide (Lv) and X-Scissor (Lv)
Duosion- Florence (F) Nature: Quiet (SpA up by 1, Spe divided by 1.15; 10% flat increase to accuracy of opponent's attacks) Type: Psychic Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities: Overcoat: (Innate) 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). 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. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Regenerator (DW=Unlocked): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Calm Mind
Shadow Ball
Trick Room
Thunder Wave
Energy Ball
Total Moves: 22
Tentacool- Medea (F) Nature: Modest (+1 to SpA; -1 to Atk) Type: Water/Poison Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. 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: Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.) Liquid Ooze: (Innate) This Pokemon’s body is covered in a slimy poison that when drained by Leech Seed or another draining move, damages the opposing Pokemon for the amount that would have been healed. Rain Dish (DW): (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Poliwag- Nereid (F) Nature: Brave (Atk increased by 1, Spe decreased by 15%, flat 10% Evasion decrease Type: Water Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities: Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself. Damp: (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion. Swift Swim (DW): (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Attacks:
Water Sport
Bubble
Hypnosis
Water Gun
Doubleslap
Rain Dance
Body Slam
Bubblebeam
Encore
Mind Reader
Refresh
Ice Beam
Scald
Return
Dig
Total Moves: 15
Eelektrik- Shibimaru (M) Nature: Quiet (SpA increased, Speed decreased by 15%, Evasion decreased by flat 10%) Type: Electric Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, Thunder has perfect accuracy and 30% chance of breaking Protect during Rain. Superior senses in power plant environments.
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.
Dwebble- Ramses (M) Nature: Adamant (Atk up, SpA decreased) Type: Bug/Rock Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves. Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities: 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. Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits. Weak Armor (DW): (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.
Attacks:
Fury Cutter
Rock Blast
Withdraw
Sand-Attack
Faint Attack
Smack Down
Rock Polish
Bug Bite
Stealth Rock
Shell Smash
Rock Wrecker
Rock Slide
X-Scissor
Sand Tomb
Counter
Endure
Earthquake
Stone Edge
Hone Claws
Total moves: 19
Lileep- Marisol (F) Nature: Relaxed (+Def; 15% decrease to Speed; 10% flat increase to opponents' attacks) Type: Rock/Grass Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus. Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities: 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. Storm Drain (DW): (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. 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.
Attacks:
Astonish
Constrict
Acid
Ingrain
Confuse Ray
Stockpile
Swallow
Barrier
Mirror Coat
Recover
Toxic
Rock Slide
Energy Ball
Total Moves: 13
Venonat- Mothra (F) Nature: Timid (Speed increases by 15%; -Atk; Acc Increase) [Acc Boost=5%] Type: Bug/Poison 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.
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): (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.
Attacks:
Tackle
Disable
Foresight
Supersonic
Confusion
PoisonPowder
Leech Life
Stun Spore
Psybeam
Sleep Powder
Signal Beam
Giga Drain
Morning Sun
Toxic Spikes
Toxic
Venoshock
Psychic
Total Moves: 17
Weepinbell- Karas (M) Nature: Mild (+1 SpA; -1 Def) Type: Grass/Poison 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. 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.
Abilites: Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. Gluttony (DW): (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Solarbeam
Sludge Bomb
Hidden Power (Ground, 7)
Toxic
Venoshock
Total Moves: 15
Flarelm- Surt (M) Nature: Brave (Atk increased by 1; Spe decreased by 15% and Evasion decreased by a flat 10%) Type: Fire/Grass Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas. Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities: Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions. Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits. Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Fire Blast
Will-O-Wisp
Return
Flamethrower
Rock Slide
Total Moves: 17
Lombre- Marina (F) Nature: Quiet (SpA increased by 1; Spe decreased by 15% and evasion decreased by a flat 10%) Type: Water/Grass Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities: Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain. Rain Dish: (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action. Own Tempo (DW): (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
I have decided on how to spend my last 4CC. Here is my purchase!!
Heracross (Metabee) [Male] Nature: Jolly (-Sp.Atk, +Speed [+15% speed] +12.5 Acc) Type: Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves. Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
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) 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. Moxie(DW - Locked): (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.
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
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: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
Magnet Pull: (Can be Activated) This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions.
Analyctic (DW Locked): (Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Claiming my first successful Subway Run, bought time i finally made it through XD
Ragnarok the Gallade
12 MC +5 KOC Spent to learn Rain Dance (BWTM), Mean Look (Egg), Magic Coat (4Tutor), Sleep Talk (4Tutor), Low Sweep (BWTM), Return (BWTM), X-Scissor (BWTM)
Daezara the Cyclohm
3 MC +1 KOC spent to learn Light Screen (BWTM), and Hyper Beam (BWTM)
Also going to use 8 UC to teach Magnet Rise (Egg), Hail (BWTM), and Endure (4GenTM)
dropping me to 18 UC
Tortferngatr gets 2 CC and a win!
Frigid (Froslass) gets 4 MC (+1 from EXP. Share) and 1 KOC!
Buying:
-Past-gen TM Endure
-BW TM Torment
Because somehow, Froslass can't learn Will O' Wisp.
Additionally, I will be buying 42 Master Balls. This leaves me at 2-42i CC. The absolute value of this number is slightly over 42 CC, so I'll be buying a Mewtwo, a Necturine, and an Arceus with the cash, leaving me with 30 CC. I bribe the prize claim approvers to let me get away with not posting their profiles and giving me their reffing jobs, leaving me with 1 CC.
I will approve you all only if you successfully chop down a tree with a large trout.
Type: Dragon Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities: Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round. Marvel Scale (DW) [LOCKED]: (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Aqua Jet
Dragon Pulse
ExtremeSpeed
Ice Beam
Thunderbolt
Flamethrower
Nidoran♂ [Tyr] (M) Nature: Mild (+1 SpA, -1 Def)
Type: Poison 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: 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). Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen). 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.
Clamperl gets 1EC, 2MC, and a DC
Monohm gets ^
Poliwag gets ^
With the MC Clamperl buys Shell Smash (Level Up) and is left with 2/6EC, 1MC, 2/6DC
Monohm Buys Hurricane (Level Up) and Slack Off (Level Up) and 1/9EC, 0MC, 1/6DC
Poliwag buys Thief (TM) and looks like this, 1/9EC, 0MC, 1/5DC
which i shall not use to purchase unto myself one Colosshale!
Colosshale (THE UNDERMINER) (M)
Nature: Jolly (15% increase to speed, 1 stage decrease to SpA, 22% flat acc boost to attacks) Type: Dark/Water Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction. Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ice Moves have Energy Cost reduced by one (1).
Abilities: Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in. Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round. Flare Boost (DW): (Innate) This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks do two (2) more damage.