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Ragnarok the Gallade
3 MC spent to learn Dream Eater and Trick
Kormahs the Hydreigon
3 MC +1 UC spent to learn Aqua Tail and Superpower
Azavel the Togekiss
3 + 1 UC MC spent to learn Signal Beam and Trick
Aerza the Lucario
4 MC spent to learn Low Sweep and Stone Edge
Armstrong the Golurk
4 MC + 1 KOC + 1 stockpiled MC spent to learn Thunder Punch, Zen Headbutt, and Fly
Garakesh the Pyroak
1 EC up to 9
3 MC + 1 KOC spent to learn Double Team and Earthquake
1 DC up to 5
he evolved into Pyroak during the match, his stats for said evolution here:
*Thanks to Toast Tyrant for the sprite*(When i find it again.....) Pyroak (Garakesh) Male
Nature: Brave
Type: 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. 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: Leaf Guard:
Type: 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.
Omanyte gets 1 EC, 3 MC, 1 DC, increasing its EC from 5/6 to 6/6 and DC from 4/5 to 5/5, unlocking its Dream World Ability, Weak Armor.
6/6 EC? You know what that means! Also using the 3 MC to purchase Toxic Spikes (Egg)
Quiet Nature (+1 SpA, -15% Speed, -10% Evasion) Types: Rock/Water
Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Egg Group: Water 1/Water 3 Abilities: Swift Swim (Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain. Shell Armor (Innate): This Pokemon’s thick armor prevents it from taking critical hits. Weak Armor (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. Stats: HP: 100 Atk: Rank 2 Def: Rank 5 SpA: Rank 5 (+) SpD: Rank 3 Spe: 47 (-) Size Class: 2 Weight Class: 3 Base Rank Total: 19
EC: 6/6 MC: 0 DC: 5/5
Attacks: Physical
Bide
Bite
Constrict
Horn Attack
Rollout Special
AncientPower
Blizzard
Hydro Pump
Mud Shot
Scald
Surf
Water Gun
Water Pulse
Wring Out Other
Hail
Leer
Spikes
Toxic Spikes (See Above)
Withdraw
Tynamo receives 1 EC, 2 MC, and 1 KOC, increasing its EC from 3/9 to 4/9.
4/9 EC? You know what that means! Eelektrik learns Headbutt, Bind, and Acid (Pre 26). Converting the 1 KOC to MC and buying Super Fang (Tutor), Giga Drain (Tutor), Bounce (Tutor), Gastro Acid (Level Up), Coil (Level Up), Acid Spray (Level Up), Thunderbolt (Level Up), Flash Cannon (BW TM).
Quiet Nature (+1 SpA, -15% Speed, -10% Evasion) 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. Egg Group: Amorphous Ability: 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. Stats: HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 4 (+) SpD: Rank 3 Spe: 34 (-) Size Class: 2 Weight Class: 2 Base Rank Total: 17
EC: 3/9 MC: 0 (9)
Attacks: Physical
Bind (See Above)
Bounce (See Above)
Headbutt (See Above)
Spark
Super Fang (See Above)
Tackle Special
Acid (See Above)
Acid Spray (See Above)
Charge Beam
Flash Cannon (See Above)
Giga Drain (See Above)
Thunderbolt (See Above) Other
Coil (See Above)
Gastro Acid (See Above)
Magnet Rise
Thunder Wave
Rebble receives 1 EC, 2 MC, 1 DC, and 1 KOC (KOing Numel), increasing its EC from 3/9 to 4/9 and DC from 0/5 to 1/5.
4/9 EC? You know what that means! Learns Vacuum Wave (Pre 26) and spending the 1 KOC as MC to learn Paleo Wave (Level Up) and 2 of the MC to learn Snore (BW Tutor).
Hasty Nature (+15% Speed, +28% Accuracy, -1 Def) Type: 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. Egg Group: Undiscovered 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. 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. 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 (Innate) (Locked): 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.) Stats: HP: 90 Atk: Rank 2 Def: Rank 1 (-) SpA: Rank 4 SpD: Rank 2 Spe: 127 (+) [+28 ACC] Size Class: 1 Weight Class: 3 Base Rank Total: 16
EC: 4/9 MC: 0 DC: 1/5
Attacks: Physical
Aerial Ace
Rock Blast
Rollout
Tackle Special
AncientPower
Earth Power
Giga Drain
Heat Wave
Mud Shot
Paleo Wave (See Above)
Power Gem
Snore (See Above)
Vacuum Wave (See Above)
Volt Switch Other
Acupressure
Defense Curl
Disable
Flash
From here I gain 2CC bringing my total to 7.
Grimer gains 1EC,2MC, and 1DC. He also has 1KOC which i will turn into MC.
Grimer will be buying Thunderbolt which is (BW2 TM) leaving him with 1MC.
Type: Psychic / Flying
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.
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 Wonder Skin (Innate): The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It changes the accuracy of all non-damaging attacks to 50% before applying any other modifiers. Magic Guard (Innate): This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated. Tinted Lens (DW LOCKED, 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).
40 UC are spent on Primeape, to teach him the following (mostly useless) moves:
Attract, Toxic, Bulk Up, Hidden Power (Water, 7 BAP), Rain Dance, Giga Impact, Hyper Beam, Frustation, Thunderbolt, Thunder, Rock Tomb, Facade, Aerial Ace, Thief, Round, Focus Blast, Retaliate, Work Up, Poison Jab and Strength (All B/W TMs)
24 UC are spent on Crawdaunt, to teach him the following moves:
Swift, Night Slash (Level Up), Hail, Hidden Power (Fire, 7 BAP), Blizzard, Hyper Beam, Giga Impact, Frustation, Return, Scald, Sludge Wave, Sludge Bomb, Facade and Sleep Talk (All B/W TMs/Tutors).
7 CC are spent to change Crawdaun's nature to Brave.
This is what he looks like now (Without the new moves)
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
About: Rob was the first pokemon ever caught by Matt ,using it's Double-Team and Trump-Card techniches, he slowy gained an advantage against Steve and was about to easily defeat him, until being caught off-guard by an extremely powerfull Reversal combo, weakning him enough to be captured. Being prety much powerless against the lobster pokemon, Steve grew determined to become stronger.
Similary to the others, he cares deeply about his friends, and is willing to risk his life for them if necessary.....he is also a huge nerd.
Abilities:
Hyper Cutter (Innate): This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Shell Armor (Innate): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Adaptability (DW UNLOCKED, Innate): The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Rebble 1: 3 MC, 1 DC, 1 EC and 1 KOC
Numel: 2 MC, 1 DC, 1 EC and 1 KOC (It evolved and maxed DC on the meantime, so it should be 3MC)
Rufflet: 2 MC, 1 DC, 1 EC and 1 KOC
Ralts (now Kirlia) earns 2 MC, 1 EC, and 1 DC. Using the MC to buy Stored Power (1 MC) and Imprison (1 MC).
Combusken earns 3 MC, 1 EC, and 1 KOC that goes to EC. Evolving to Blaziken. Buying Endure (3 MC), Fire Punch (free) and Hi Jump Kick (free).
Deino earns 3 MC, 1 EC, and 1 KOC that goes to MC. Evolving to Zweilous. Buying Double Hit (free), Zen Headbutt (2 MC), and Draco Meteor (2 MC).
Cupra earns 4 MC, 2 EC, and 2 DC. Buying AncientPower (1 MC), Wish (1 MC), Zen Headbutt (1 MC), and Struggle Bug (1 MC).
I get 6 CC, which is used to buy a Lucky Egg.
Blaziken (F)
Naughty nature (+1 Atk, -1 SpD) Type: Fire/Fighting 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. 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: 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) Speed Boost (DW): (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).
Attacks:
Hi Jump Kick
Fire Punch
Scratch
Growl
Focus Energy
Ember
Peck
Double Kick
Sand-Attack
Fire Spin
Bulk Up
Quick Attack
Flamethrower
Sky Uppercut
Flare Blitz
Baton Pass
Night Slash
Reversal
Protect
Fire Blast
Shadow Claw
Swords Dance
Endure
Substitute
Dual Chop
Fire Pledge
Thunderpunch
Zweilous (F)
Naive nature (+15% Spe, +7% Acc, -1 SpD) Type: Dark/Dragon 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. Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
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.
Bulby (Bulbasaur): 1 EC, 1 DC, 2 MC, 1 KOC
First, Bulby evolves and gets these stats:
Bulbasaur [Bulby] (Female)
Nature: Modest (+SpA, -Att)
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.
Abilities:
Overgrow: When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2)
Chlorophyll (DW): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed
Type: Dark/Ghost
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.
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: 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. Stall: (Innate) This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after Sableye, that attack will fail. Against another Sableye, the trainer who issues attacks first has precedence and the opponent's attack will fail. 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.
Camerupt [Vesuvius] (M)
Nature: Brave
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.
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:
Magma Armor (Innate):
This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).
Solid Rock (Innate):
This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Anger Point (Innate)(DW, unlocked):
When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0). Critical hits from self-targeting moves do not activate Anger Point.
Attacks:
Amnesia
Dig
Earthquake
Earth Power
Ember
Eruption
Flame Burst
Flamethrower
Focus Energy
Growl
Heat Wave
Iron Head
Lava Plume
Magnitude
SolarBeam
Stealth Rock
Tackle
Take Down
Yawn
Seadra [King] (M)
Nature: Hasty
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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).
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, locked):
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Attacks:
Agility
Bubble
BubbleBeam
Clear Smog
Disable
Dragon Pulse
Focus Energy
Hidden Power (Fire, 7)
Hydro Pump
Ice Beam
Icy Wind
Leer
Signal Beam
SmokeScreen
Surf
Water Gun
Monferno [Mischief] (M)
Nature: Lonely
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.
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:
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 (Innate) (DW, locked):
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: 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)
OK, so i guess im the one doing approvals now, have em up in like 30 minutes
Matezoide: Approved+.1 however your sigilyph has 2 Size class when it is sposed to be 3, and only after you take spelling lessons.
yarnus: Approved+.1
Lad: Approved+.1
Frosty: Approved+.1
Canis: Approved+.1
Maxim: Approved+.1
SubwayJ: Approved+.1
Geodude: Approved+.1
Aops: Approved+.1
Houndoomsday: Not Approved+.1 Sorry guy, but you need to completely repost your mons updated profile when you evolve it, so i have to see the rest of it too, also not a big deal, but your sableye needs to have a + and - next to the stats that are being affected by its nature, edit those into your post and shoot me a VM and ill get ya approvedGood to go!
Someoneelse: Approved+.1
yoshinite: Approved+.1
texas: Approved+.1
Unitas: Approved+.1
I gain 4CC bringing total to 11. Grimer gets 4HC which will all go to MC bringing his MC to 5. (I had one left over). I will be buying Ice Punch (BW Tutor), Gunk Shot (BW Level Up) and Thunderpunch (BW Tutor).
I gain 2CC bringing me up to 13. Grimer gets 1EC, 2MC, 1DC, and 1KOC. The KOC will go to DC unlocking his Dream World Ability. With the 2MC I will get Fling and Acid Armor.
I will buy Murkrow.
Murkrow [Oprah] (Female) Nature: Serious (No change) Type: Dark/Flying 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. 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: Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's 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 Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.
Super Luck: (Innate) This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.
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.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 91
Size Class: 1
Weight Class: 1
Base Rank Total: 15
Another Hall Loss. I need to stop making mistakes 4 CC
Stockpiling the 4 CC
Spending 3 KOC as EC on Larvitar, increasing its EC from 0/9 to 3/9. Spending the last KOC as MC to purchase Earthquake (Level Up).
Ice Punch - Gen V Tutor - 2 MC
ThunderPunch - Gen V Tutor - 2 MC
Rock Slide - Gen V TM - 2 MC
Low Sweep - Gen V TM - 2 MC
+8 CC
Gonna use 7 CC to buy Revenankh.
Revenankh (Male) Nature: Adamant (+Atk, -SpA)
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. Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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.
Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Mummy (DW): (Innate) This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.
I'm claiming from my first battle, which will be my first win as well here
I gained:
2CC which I'll store for now
Deino gained:
1EC
2MC
1DC
1KOC which I'll convert into 1MC
Purchasing the following: Dragon Pulse(Lvl Up), Work Up(Lvl Up), Outrage(Lvl Up)
Cupra gains the following:
1EC
2MC
1DC
1KOC which I'll again be converting to 1 MC
Purchasing: Ancient Power(level up), Struggle Bug(Level up), Zen Headbutt(Level Up)
Galladiator: Approved+.1
Akela: Approved+.1
Birkal: Not Approved+.1 revenankh had its DW ability switched to Infiltraitor, so that needs to get updated, and it needs its size/weight class noted.
IssacCross: Approved+.1