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Pwnemon, D_W, Ragnarokalex, Wobbanaut, EspyOwner, MrL (goddamn event moves -_-), EspyOwner again, Appa (make sure to increase Necturine's DC as well), IAR, smashlloyd, King Serperior, waterwarrior (Blastoise's Speed should be 67, not 68; it always rounds down for -Speed natures), TRG, Complications (Starmie's Speed should be 133, not 132; it always rounds up for +Speed natures), Tort, typon, AOPSUser, SubwayJ, EndQuote, EspyOwner again, Lord Jesseus, deadfox081, Complications again (Ralts's Speed should be 34, not 35; it always rounds down for -Speed natures), TheWolfe, Yarnus, Appa again, Maxim, and Orcinus Duo are APPROVED
28 gives me 3 UC and puts me at 7
Oh and my own post somewhere in that mess is SELF-APPROVED.
Gonna toss 1 UC into Glacierstrike the Piloswine's EC to evolve it into a Mamoswine!
Mamoswine - Glacierstrike (M) Nature: Careful (+1 SpD, -1 SpA) Type: Ice/Ground Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas. 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: Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate. Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage. 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.)
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.
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. Overcoat (DW-Locked): (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).
Tackle
Growl
Twister
Dragon Rage
Charge
Thundershock
Rain Dance
Sonicboom
Hurricane
Slack Off
Weather Ball
Dragon Pulse
Double Hit
Bide
Tri Attack
Leer
Heal Bell
Hydro Pump
Power Gem
Flamethrower
Thunder
Substitute
Hail
So is PVZ!!
Plants vs Zombies (PVZ) the Necturna (F)
Nature: Quiet (+Sp Atk, -Speed)
Type: Grass/Ghost
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. 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:
Forewarn: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy. Telepathy (DW-LOCKED) (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Pikachu actually gets 3 MC (full EC and DC) and the 2 KOs bring it to 3+3+2 = 8 MC.
Numel [Camerupt] gets 4 MC actually as well as a KO so 0+5 = 5 MC.
Machop [Machoke] goes from 7/3/4 to 9/5/5 with KO in EC, which means it evolves !_!
Colosshale goes from 5/5/3 to 6/8/4, evolving as well.
Type: 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. Steadfast (Unlocked): (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.
Type: Dark / Ground
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.
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: 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. 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. Pressure (Unlocked): (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.
Ok, after counting up the prizes that I won, its time for more claiming!!
Tyrant the Nidorino: 2KOC -> EC -> 9EC
Nidoking [Tyrant] (Male)
Mild: (+1 Sp.Atk, -1 Def) 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. Ground: 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.
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). Sheer Force: (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.
Sludge Bomb(*) Thunderbolt(*) Ice Beam(*) Protect Water Pulse Dig Double Team Hone Claws
Move Number: 22
Upon evolvolution, Tyrant gains Chip Away and Thrash automatically.
Tyrant also has 8MC that I will now cash in: Earth Power (LU), Megahorn (LU), Ice Beam (BW TM), Flamethrower (BW TM), and Thunderbolt (BW TM).
Firestorm the Flarelm has 1KOC -> EC -> 8EC. I will save the MC when I get a Pyroark.
Bane the Gyarados has 4MC. I will now buy: Dragon Dance (LU), and Body Slam (Past gen Tutor).
I will be saving the MC of El Gigante the Slakoth for now.
Edit: In light of a new battle, I claim these prizes:
King Serperior receives 2 CC.
Goku the Lucario receives 3 MC.
Bane the Gyarados receives 3 MC and 1 KOC.
Metabee the Heracross receives 2 MC, 1 DC and 1 KOC.
Goku the Lucario has 3MC as of the above claim. This allows me to get Ice Punch (Past Gen Tutor).
Bane the Gyarados has 1KOC -> MC -> 4MC
I will use that 4MC to buy Taunt (BW TM) and Return (BW TM).
Metabee the Heracross has 1KOC -> MC -> 3MC
I will be using that to buy Megahorn (LU), Close Combat (LU), and Reversal (LU).
Edit3:
I have 5CC. Flarelm has 8EC as of the above claims. I will transfer 1CC to Firestorm the Flarelm's EC. This will give him 9EC and leave me with 4CC.
As such, Firestorm is now evolving:
Pyroark [Firestorm] (Male) Nature: Rash (+1 SpA, -1 SpD) Type: 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: 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. 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.
http://www.smogon.com/forums/showthread.php?t=3464757&page=2
I now have six total UC. I am using two on my Deerling's EC, bringing her to 6/6, and 1 on my Spearow's EC, bringing him to 6/6 too. Once they are evolved, I am using 1 UC to buy Sawsbuck Horn Leech, and 1 to buy Fearow Drill Run. I now have 1 UC, which I save.
Type: Normal/Grass
Normal: Summary: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Grass: Summary: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities:
Chlorophyll: Type: Innate During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Sap Sipper: Type: Innate This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Serene Grace: Type: Innate This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Moves:
Tackle
Camouflage
Growl
Sand-Attack
Double Kick
Leech Seed
Faint Attack
Take Down
Jump Kick
Aromtherapy
Nature Power
Energy Ball
Horn Leech
Mega Horn
Agility
Grass-Whistle
Synthesis
Odor Sleuth
Wild Charge
Solar Beam
Sunny Day
Shadow Ball
Light Screen
Safeguard
Fearow (Peck!) Male Nature: Naughty(+1 attack, -1 special defense) Type: Normal/Flying Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Keen Eye: Type: 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.
Sniper: Type: 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.
+13 UC. Fuck yeah.
Putting them all into my Alakazam's MC, and I purchase the Past-gen tutor move Counter and the BW TMs Hyper Beam, Double Team, Light Screen, Torment, and Thunder Wave, leaving him with 0 MC left.
Vanguard the Bosstiodon gets 3 MC. He will get Earth Power (Past Gen Tutor)
Locust the Shiftry gets 3 MC. With his 3 MC he already has, He will get Dark Pulse and Ominous Wind (3 MC stuff)
Wooly the Altaria gets 3 MC. With her 7 MC she already has, she will buy Tailwind (Past Gen Tutor), Fly (BW TM), Roar (BW TM), and Heal Bell (Past Gen Tutor).
Boggle the Toxicroak gets 3 MC. Apparently Toxicroak doesn't learn Magic Coat, so I will replace that with Gunk Shot (Another 3 MC move). With his 3 MC he already has, he will learn Snatch and Super Fang (both something that is 3 MC).
Siege the Rhyperior gets 4 MC (KOC). He will learn Rock Tomb and Shadow Claw (BW TMs).
Jet the Aerodactyl gets 2 MC and 1 DC. With his 3 stockpiled MC, he will get Fly (BW TM) and Double-Edge (Past Gen).
6 CC: Stored
Syclant: 7 MC (KO+MC+1 stored) used on Protect, Rain Dance, Solarbeam, Frost Breath (BW TM)
Heracross: 6 MC: Pursuit, Vaccum Wave (Egg, DPP Tutor)
Gardevoir: 3 MC, 1 KO: Shadow Ball, Rain Dance (BW TM)
Magikarp: EC goes up to 3/6, DC goes up to 3/5, MC goes up to 5 stored.
Nincada: Goes to 3/6 EC, 3/5 DC, and the MC are spent on Protect (BW TM)
Claiming from here. Saving the 2 CC, while Haxorus learns Roar (BW TM, 2 HC) and Protect (BW TM, 2 HC).
In addition to that, I need some quick training for Moradin the Metagross. He's gotta learn Pursuit (Level Up, 1 UC), Psychic (Level Up, 1 UC), Body Slam (3rd gen tutor, 3 UC), Double-edge (3rd gen tutor, 3 UC), Dynamicpunch (3rd gen tutor, 3 UC), Endure (3rd gen tutor, 3 UC), Icy Wind (3rd gen tutor, 3 UC), Mimic (3rd gen tutor, 3 UC), Selfdestruct (3rd gen tutor, 3 UC), Stealth Rock (4th gen TM, 3 UC), Aerial Ace (BW TM, 2 UC), Facade (BW TM, 2 UC), Explosion (BW TM, 2 UC), Bulldoze (BW TM, 2 UC), Rock Slide (BW TM, 2 UC), and Substitute (BW TM, 2 UC). In total, I spend 38 UC for him.
Hariyama (H): EC: 6/6
MC: 6 > 10 (1 KOC) > 0
DC: 5/5
Getting it Bulk Up (5th Gen TM), Heavy Slam (Level-Up), Body Slam (3rd Gen Tutor), Substitute (5th Gen TM), and Smack Down (5th Gen TM). That uses up all of its MC.
Lanturn (L): EC: 6/6
MC: 1 > 5 (1 KOC) > 2
DC: 5/5 Getting it Icy Wind (4th Gen TM). That uses up 3 of its MC, leaving it with 2.
Dodrio (D): EC: 6/6
MC: 0 > 5 (1 KOC) > 1
DC: 5/5 Getting it Acupressure (Level-Up) and Body Slam (3rd Gen Tutor). That uses up 4 of its MC, leaving it with 1.
Another gym match. I get 2 CC. Steelix gets 3 MC and 1 KOC, and also has 3 stored MC, which are all spent on Curse (1 MC), Block (3 MC) and Rollout (3 MC). Empoleon gets 3 MC and 2 KOC, which are spent on Aqua Jet (1 MC), Mud Sport (3 MC), and the last 1 is stored. Since I didn't send out a third mon, I'll pretend I also sent out Registeel, so it gets 3 MC and will use those to learn Mimic.
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. Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
ABILITIES Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced. Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage. Poison Heal (DW Unlocked): (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.
TYPE Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
ABILITIES Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping. 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. Sand Force (DW Unlocked): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.
EC: 6/6
MC: 0
DC: 5/5
ATTACKS (71/71) PHYSICAL
Body Slam
Bulldoze
Counter
Dig
Dive
Earthquake
Facade
Fissure
Frustration
Giga Impact
Headbutt
Natural Gift
Return
Rock Slide
Rock Smash
Rock Tomb
Secret Power
Stone Edge
Strength
Waterfall
SPECIAL
Ancientpower
Blizzard
Brine
Clear Smog
Earth Power
Hidden Power (Fire 7)
Hyper Beam
Ice Beam
Icy Wind
Mirror Coat
Mud Bomb
Mud-Slap
Muddy Water
Round
Scald
Sludge
Sludge Bomb
Sludge Wave
Snore
Spit Up
Surf
Trump Card
Water Pulse
Whirlpool
OTHER
Amnesia
Attract
Block
Captivate
Curse
Double Team
Endure
Flash
Hail
Harden
Memento
Mist
Mud Sport
Pain Split
Protect
Rain Dance
Recover
Rest
Sandstorm
Sleep Talk
Stockpile
String Shot
Substitute
Swagger
Swallow
Toxic
Yawn