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.
Retriarch the Argalis:
1 EC up to 5
3 MC +1 UC Spent to learn Ice Beam and Icy Wind
1 DC up to 5, unlocking illusion
Clarwyn the Clefairy
1 EC up to 6
3 MC +3 UC +2 MC previously stockpiled spent to learn Heal Bell, Helping Hand, Reflect, and Stealth Rock
1 DC up to 3
Snorlax: MC: 0->5->0. Will use them to get Fissure (-3MC, Egg) and Icy Wind (-2MC, Tutor).
Ludicolo: MC: 0->3->0. Will use them to get Mimic (-3MC, Past Gen Tutor)
Rotom: has full movepool so I get FLOOR(52/15) = 3CC+1KOC = 4CC
CC: 46->50
Also, I have 7 UC, which will be spent on Colossoil to get it the following moves:
- Endure (-3MC, Past Gen TM)
- Rock Slide (-2MC, BWTM)
- Quash (-2MC, BWTM)
http://www.smogon.com/forums/showthread.php?t=3482654&page=3
Reaping the rewards of getting my ass kicked again. 2CC+2CC(already had it)=4CC so I have that much
Eevee:Using 2 mc for the gen 5 tutor move iron tail. Also using its one KOC towards its EC.
Chimchar: using its 2mc for the gen 5 TM move brick break.
Mienfoo - 2 MC, 1 EC, 1 DC and 1 KOC
Ralts - 2 MC, 1 EC, 1 DC, 1 KOC and 1 extra EC or DC
Empoleon - 4 MC
Budew - 2 MC, 1 EC and 1 DC
Cupra - 2 MC, 1 EC, 1 DC and 2 KOC
All KOC goes into that respective mon's MC, any evolutions are withheld, Ralt's Lucky Egg bonus goes into EC, stockpile.
4 CC for me
Slakoth -2 MC, 1 EC and 1 KOC
Buneary -2 MC, 1 EC, 1 DC and 2 KOC
Minccino -2 MC, 1 EC, 1 DC and 1 KOC
Starly -2 MC, 1 EC and 1 DC
Castform -4 MC and 1 KOC
Itsumo the Spiritomb gains 5 MC from the battle (with Exp. Share and KOC). He has 1 MC stored, bringing his total to 6 MC. He'll spend all 6 on the BW TMs Torment, Attract, and Round.
Itsumo the Spiritomb:
MC: 0 (Gains Torment, Attract, and Round)
DC: 5/5
Myself, I gain 1 CC, making a total of 10 CC. Going to be spending 2 of that on this Poke'mon...
Kanbatsu (Male Cacnea) Quirky Nature Type: 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: Sand Veil: Type: 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. Water Absorb (Dream World: LOCKED!): Type: 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.
I'll be using 2 UC to purchase Elikiteru (26 UC remaining).
Elikiteru (Male) Nature: Modest (+1 SpA, -1 Atk) Type: Normal / Electric
Normal: Normal-types are the vanilla of Pokemon, but don't be fooled by their lack of super effective STAB attacks. Normal STAB brings with it a broad array of boosting moves and powerful, accurate attacks as well as unparalleled attack diversity. Normal-types are ubiquitous because they are survivalists and generalists. Normal-types share a feud with Ghost-types, having complete immunity to their supernatural damaging attacks while being unable to harm them with their fists, teeth, or claws without energizing them first. Nonetheless, if the attack is basic enough, Normal-types can pick it up with ease.
Electric: These little power plants are uncommon in most parts, but gather around strong sources of electromagnetic activity. Generally speaking these spark-plugs are less likely to get paralyzed from electricity, whether they can absorb it or not. Other methods of paralyzation, such as the bio-warfare Grass-types engage in and the ki techniques or brute force of Fighting- and Normal-types respectively are still effective, however. During Rain, Thunder has a 30% chance of breaking through Protect through sheer power and has perfect accuracy, able to be boosted with a launch from any portion of the sky.
Abilities:
Pick Up (Innate): This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occurring hold items in arenas.
Unaware (Innate): When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
Static (Innate) (DW) (Locked): 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.
Claiming from this http://www.smogon.com/forums/showthread.php?t=3482878&page=2
maserato: 1 CC
-Scratchet: 1 EC/2 MC/1 DC + 1 KOC
-Rebble: 1 EC/2 MC/1 DC + 1 KOC
I stockpile the CC
Scratchet spends the MC on drain punch (BW2 tutor) and puts the KOC into EC bringing him to 4
Rebble puts KOC to MC and spends the MC on Ancientpower (Level up) and substitute (BW2 TM)
What? Rebble is Evolving!
Bolderdash
Type: Rock
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:
Levitate: (Innate) 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.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Mold Breaker (DW): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Moves
Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem
Paleo wave
Metal sound
Rock polish
Head smash
Double edge
Tutor moves (no egg moves)
Heat Wave
Giga Drain
Earth Power
Stealth rock
Trick
Tm/HM moves
Calm Mind
Fire blast
Flash cannon
Shadow ball
Volt Switch
Toxic
Rocky II learns Vaccum wave from evolution
I use 2 CC to purchase Free hugs the Ralts
Ralts
Ralts (M)
Abilities:
Trace:
Type: Can be Activated
When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.
Synchronize:
Type: Innate
Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
(DW)Telepathy:
Type: Innate
This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.
Nature=Impish
HP: 90
Atk: Rank 1
Def: Rank 2+
SpA: Rank 1-
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 10
EC:0/9
MC 0
DC 0/5
Moves
Growl
Confusion
Double team
Teleport
Lucky chant
Magical leaf
Calm mind
Heal pulse
Confuse ray
Destiny bond
Disable
Encore
Will o wisp
Type: Normal/Fighting Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. 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.
Abilities: Scrappy: (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out. Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Vital Spirit (DW Locked): (Innate) 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/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
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 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: Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner. Trace: (Can Be Activated) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.
Command: (Ability: Trace (Target Ability) ) Telepathy (DW Locked): (Innate) This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.
Type: Dark/Ground 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. 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.
Abilities: Rebound: (Can Be Activated) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition. 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 (DW 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.
Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities: Immunity: (Innate) This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage; however, it will continue to grow more severe. 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.) Gluttony (DW Unlocked): (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
EC: 2 ---> 3 MC: 0 ---> 3 (KOC) ---> 0
Spent on Mach Punch, Waterfall and Taint (all BW lvl up), Also he didnt have Chip Away (BW pre-25) so I'm adding that to his repetoire DC: 2 ---> 3
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves. 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.
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 occurs at the end of each round (stats other than Speed are still affected). Tinted Lens: (Innate)When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resistance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral). Frisk (DW): (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
Sonicboom
Hypnosis
Detect
Supersonic
Bug Buzz
Air Slash
U-Turn
Ancient Power
Pursuit
Feint
Whirlwind
Secret Power
Signal Beam
Giga Drain
Toxic
Substitute
Psychic
Shadow Ball
Yanmega gets the following moves automatically: Night Slash and Bug Bite
Yanmega has 3MC, I will spend it on the following: Roost (BW2 TM/HM).
This leaves Yanmega with 1MC.
EDIT1:
By my count, I have a total of 18CC. I will use 15CC to buy 2 sets of Cherish Balls and 1 set of Heal Balls. This gives me +10 Cherish Balls, +5 Heal Balls, and leaves me with 3CC remaining.
+2UC
Spending it on my Gengar to buy it Giga Drain (BW Tutor) hall
Banking my CC
Using 5 KOC for Evolution! The remaining one will be used for Volt Switch (LU)
Krilowatt [Thor] (M)
Nature: Modest (+1 Rank to SpA, -1 Rank to Atk)
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: Type: Cam 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: Type: 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. Shell Armor (DW LOCKED): Type: Innate
This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
AOPSUser, scratchet gets focus energy via level up, so choose a different egg move (dnot get it twice). fix and approved.
Subwayj, Kingmitus, Matezoide, Unoriginal Name, Yarnus of Bethany, Houndoomsday, Eternal Drifter, Maserato, Pimpgangster (Its taunt, not taint), Complications, Frosty, King Serperior, and Yoshinite are APPROVED.
Birkal is not approved. That's not a real pokemon -_____-
[box]Vullaby: 2 EC / 2 DC / 8 MC [3 KOC]
Scratchet: 1 EC / 1 DC / 4 MC [1 KOC]
Cherubi: 1 EC / 5 MC [2 KOC]
Exeggcute: 1 EC / 1 DC / 3 MC
Combee: 1 EC / 1 DC / 3 MC [1 KOC]
Duosion: 1 EC / 1 DC / 2 MC
Seadra: 1 EC / 1 DC / 2 MC[/box]
Vullaby goes to 2/6 EC, 2/5 DC, and 8 MC. Spending the 8 MC on Punishment, Defog, Tailwind, Air Slash, Dark Pulse, Embargo, Whirlwind & Brave Bird, all through level.
Scratchet goes to 1/6 EC, 1/5 DC and 4 MC. Spending the 4 MC on Rest, Hyper Voice, Work Up and Bulk Up, all through level.
Cherubi will go to 4/6 EC, and 8 MC. Purchasing Lucky Chant, Take Down, and Worry Seed by Level, Giga Drain by BW2 Tutor, and Endure By Gen IV TM.
Exeggcute will go to 4/6 EC, 5 MC and 3/5 DC. I'll pick up Endure for 3 MC, storing the last 2.
Combee moves to 2/6 EC, 2/5 DC and 3 MC. 2 of the 3 MC are spent on Snore, giving Combee a temporarily maxxed movepool, storing 1 MC for when Combee evolves.
Duosion moves to 7/9 EC, 2 MC and 3/5 DC. Storing the 2 MC.
Seadra [Who I will repost the profile for below to account for the mid-match evolution] goes to 4/9 EC, 5 MC and 3/5 DC.
Harold (M)
Nature: Modest
+1 SpA, -1 Atk
Type: Water Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities: Poison Point / Sniper / Damp [DW] 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).
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.
Damp (Innate) [DW]:
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent's ability to use Selfdestruct or Explosion.
Attacks [15]:
Agility
Brine
Bubble
BubbleBeam
Focus Energy
Hydro Pump
Leer
SmokeScreen
Water Gun
Disable
Flail
Razor Wind
Dragon Pulse
Ice Beam
Surf
Finally, using 7 CC [139 CC] to purchase an Alomomola.
Aphrodite (F)
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: Healer / Hydration / Regenerator [DW] Healer (Innate):
This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed.
Hydraition (Innate):
This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
Regenerator (Innate) [DW]:
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.
Subreffingaccording to the formula, after reffing 5/11 rounds, I receive 2 UC. Another Reffing 4 UC
Spending all 6 UC as MC on Eelektross to learn Flamethrower (BW TM/HM), Grass Knot (BW TM/HM), and ThunderPunch (BW Tutor).
Also spending 8 of my 13 stockpiled CC to purchase 1 Thunderstone (for Eelektross, of course!).