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* Please note Isis EC & MC had been already filled by the time of the battle
Yue (Darmanitan) gets 3 MC (3) & 1 KO (+1 MC = 4) * Using 4 MC to learn Attract (2) & Fling (2) leaving her at 0
Kirot (Metagross) gets 3 MC (3) & 3 KO (+3 MC = 6) * Using 6 MC to learn Facade (2), Psych Up (2), & Frustration (2) leaving him at 0
Wilde (Gallade) gets 3 MC (6) * Using 6 MC to learn Wonder Room (2), Bulk Up (2) & Facade (2) leaving him at 0
Vogue (Starmie) gets 7 MC (11) * Using 11 MC to learn Water Pulse (3), Attract (3), Avalanche (3) & Snore (2) leaving her at 0
Isis (Meowth) gets 3 MC & 1 KO (10) * Using 10 MC to learn Gunk Shot (2), Foul Play (2), Swagger (2), Iron Tail (2) & Facade (2) leaving her at 0
Monet (Karrablast) gets 2 EC (2/6), 6 MC (6), 2 DC (2/5) & 1 KO (+1 EC = 3/6) * Using 6 MC to learn X-Scissor (1), Double Edge (1), Flail (1), Scary Face (1), Swords Dance (1) & Bug Buzz (1) leaving her at 0
Louise (Wooper) gets 1 EC (1/6), 3 MC (3), 1 DC (1/5) & 1 KO (+1 MC = 4) * Using 4 MC to learn Earthquake (1), Muddy Water (1), Yawn (1) & Rain Dance (1) leaving her at 0
And finally using 2 CC (10) & boosting her EC with 3 UC (3/9)
Bug:Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
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.)
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.
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. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Naive Nature (+15% Speed, +19% Accuracy, -1 SpD) 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 bushfire areas. Egg Group: Monster/Dragon 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) Solar Power (Innate) (Locked): When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2). Stats: HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 1 (-) Spe: 75 (+) [+19 ACC] Size Class: 1 Weight Class: 1 Base Rank Total: 13
EC: 0/9 MC: 0 DC: 0/5
Attacks: Level Up
Scratch
Growl
Ember
Leer
Metal Claw
SmokeScreen
Rage
Dragon Rage
Scary Face
Fire Fang Egg
AncientPower
Beat Up
Counter
Dragon Pulse
Focus Punch TM/HM
Fire Blast
Hidden Power (Type: Ground; BAP: 7)
Incinerate
Rock Tomb
Toxic
Spending 2 UC as MC on Archeops to buy Dig (BW TM/HM).
Matezoide vs LupusAter 2 UC
Which is promptly spent on Archeops as MC to purchase Bounce (BW Tutor).
Type: Water Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities: Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14) Defiant: (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round. (DW) Inactive
Attacks: Aqua Ring | Other | Egg Bide | Physical | Level Up Blizzard | Special | Technical Machine Bubble | Special | Level Up Featherdance | Other | Egg Fury Attack | Physical | Level Up Growl | Other | Level Up Hydro Pump | Special | Level Up Icy Wind | Special | Egg Metal Claw | Physical | Level Up Peck | Physical | Level Up Pound | Physical | Level Up Protect | Other | Technical Machine Scald | Special | Technical Machine Sing | Other | Event Surf | Special | Technical Machine Swagger | Other | Level Up Swords Dance | Other | Level Up Water Sport | Other | Level Up Whirlpool | Special | Level Up
Total Moves: 20
Also gets Swagger and Swords Dance as pre-level 25 moves.
now going mon by mon:
camerupt: 3 mc and 3 koc in total, koc into mc, brings it to 21 MC, buying:
iron head (bw2 tutor), ancientpower (egg), body slam (past gen tutor), mimic (past gen tutor), solarbeam (bw tm), double team (bw tm), stone edge (bw tm), flash cannon (bw tm), rock smash (bw tm)
this spends 1*2+1*3+2*3+5*2=21 MC, leaving me at 0
Dragonair: 1 ec, 3 mc, bringing me to 7 ec and 6 mc and im spending 2 UC to evolve ( :o ) (automagically gets fire punch, thunderpunch, roost (pre25) spending the 6 mc on hurricane (level), fly (tm), and endure (past tm))
Dragonite "Snake" (F) Nature: Rash (+Satk, -Sdef)
Type:
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash 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:
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. Multiscale (DW): (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon by attacks with BAP during the round will be halved.
Hippowdon: 3 mc, buying revenge (egg), leaving me at 0 mc
Electabuzz, 1 ec 3 mc, 1 dc, 1 koc. The koc goes into ec, leaving me at 7 ec and 2 dc, stockpiling the mc
Venonat: 1 EC, 3 MC, 1 DC, 1 KOC. koc into ec, stockpiling the mc
Cupra: 1 EC, 3 MC, 1 DC, 1 KOC. koc into ec, stockpiling the mc
now time to claim from some of my other mons:
colossoil has 22 mc, buying:
endure (past gen tm), bulldoze (gen v tm), Poison jab (gen v tm), double team (gen v tm), smack down (gen v tm), roar (gen v tm), toxic (gen v tm), foul play (gen v tutor), knock off (gen v tutor), brick break (gen v tm) leaving it with 1 mc.
Lucario has 9 mc, buying:
cross chop (egg), circle throw (egg), follow me (egg) leaving it with 0 mc
Golurk has 19 mc, buying:
Stealth rock (bw2 tutor), ice beam (tm), Hidden power (fire, 7) (tm), focus blast (tm), brick break (tm), Rock polish (tm), Charge beam (tm), Solarbeam (tm), protect (tm) (how did i not already have protect o.0) leaving it at 1 mc
That's 2 Halls completed to ease up the queue. And Leet's gym test match too, which nets me 5, 5, and 12 UC to 124 UC stockpiled. And then I'll spend 2 CC to have Happy the Bagon on board.
CC: 33-2 = 31 UC: 102+5+5+12 = 124
Bagon - Happy (M)
flavour lore here after approval
Nature: Impish (+1 Def, -1 SpA)
Type: Dragon Type: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities:
Ability 1: Rock Head
Type: Innate
Happy's cheer and surprisingly tough constitution prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Ability 2: Sheer Force
Type: Can be Enabled
Happy can energize all its attacks with secondary effect chances that are less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), sans the secondary effect.
Scraggy gets 1 EC, 1 DC, and 2 MC, which I'll spend on Rest, a TM move.
Dewott gets, 2 EC (1 KOC), 1 DC, and 2 MC, which I'll spend on Taunt, a TM move.
Type: Ice/Ghost 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. 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: Snow Cloak: Type: 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. Cursed Body (DW LOCKED): Type: Innate
When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
20 CC—>21 CC
Ferrothorn gets 4 MC, which I will use to buy the moves Rest (BW TM, 2MC) and Sleep Talk (BW Tutor, 2MC), leaving me with 0 MC.
Empoleon gets 4 MC and a KOC, which I will use as MC, bringing my total to 5. I woul like to buy the moves Whirlpool (Level-Up, 1 MC), Flash Cannon (BW TM, 2MC), and Signal Beam (BW Tutor, 2MC), leaving me with 0 MC.
21 CC—>22 CC
Empoleon gets 4 MC which I will use to buy the moves Roar (BW TM, 2MC) and Blizzard (BW TM, 2 MC), leaving me with 0 MC.
Turns out that in my last post, I bought Wide Guard for Kippy the Swampert, which I also did here. Spending those 3 MC, as well as the 1 MC Kippy has stockpiled, to buy the BW TMs Sludge Wave and Rock Tomb
LupusAter, WaterWarrior, Complications, Inanimate Blob, Zhenngtann, Imanalt, Unoriginal Name, Akela, Gerard, and Subwayj are APPROVED
Yoshinite: Froslass has a -def stat, so her rank should be 2def, not 3def. Fixed and you're approved
Son of Shadoo: you get 2UC back because bw tutor moves cost 2MC. APPROVED
Spending 3 UC as EC on Tynamo, increasing its EC from 0/9 to 3/9.
Spending the remaining 5 UC as MC on Exploud, purchasing Synchronoise (Level Up), Focus Blast (BW TM/HM), SolarBeam (BW TM/HM).
22 CC—>24 CC
Baal the Nohface gets 1 EC, 3 MC, a DC, and a KOC, which I will use as MC and stockpile, bringing my total to 6 (2 previous+4).
Lightningbolt Zolt the Magnemite gets 2 EC (Lucky Egg), 2 MC, 1 DC, and a KOC, which I will use as MC, bringing my total to 3. The EC brings my total to 4 EC, allowing me to evolve Zolt into Magneton:
Magneton (Lightningbolt Zolt) (M)
Nature: Calm (+Sdef, -Atk)
Type:
Electric:*Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities:
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. Steel-types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
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.
Analytic (DW Locked)
Innate
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Thunderbolt (*)
Volt Switch (*)
Hidden Power Ice (7) (*)
Light Screen
Reflect
Magneton learns Tri Attack upon evolution. Using his MC, I would like to buy the moves Flash Cannon, Discharge, and Zap Cannon (BW Level-Up, 1 MC), leaving me with 0 MC.
Using 6 CC I would like to buy a Light Clay, leaving me with 18 CC.