Data Battle Tower (For all your Match-Seeking Needs!)

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Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
I want a battle.

6v6 Singles
2 Day DQ
2 Chills/5 Recoveries
I will obviously use FE Grounds...
Arena: Terra Cage
Field Type: Ground
Complexity: Moderate
Format: All

Restrictions: All Weather moves bar Sandstorm will fail, No Water Source, no Natural Grass, Limited ceiling

Description: Terra Cage is a rough, indoor, desolate place that despite its hard, rocky surface, can be dug into. It is about 50x50m in length & width, & it is 30m high. The main mechanic here that gives Ground Types an advantage here is that when Sandstorm is used, it randomly fuses itself with the mud that can be found in some places around the arena, & the Sandstorm turns into a Mudstorm.
During a Mudstorm, at the end of every action, anything that isn't a Ground Type takes 3 Damage, +/- 1 for each time they are weak to/resist Ground (Flying & Levitiate is considered Neutral, Pokemon with Overcoat/Magic Guard don't take any damage). In addition, all non-Ground Type moves used by non-Ground Type Pokemon have a flat 15% reduction in Accuracy. Any Ground-Type Pokemon that would benefit from Sandstorm through Typing, Abilities, etc. Will receive the same benefits in a Mudstorm.

Summary: Anything mentioned in the Restrictions, plus Sandstorm will turn into a Mudstorm when used.
Accepting IAR. Also, strongmons, NFE's, or FE's that are fairly weak?
Strongmons, as I did say what I was going to be using...Also, what's the conditions of the match (Switch, yadda yadda yadda)?

Once Rediamond clarfies conditions, we will need a ref.
 

jas61292

used substitute
is a Community Contributoris a Top CAP Contributoris a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnus
As for me:
OPEN CHALLENGE!
3 vs 3 singles
NFE or FE with BRT equal to or less than sixteen.
3 day DQ
2 chills, 5 recovers
Arena: Indiana Scout Camp

Welcome to Indiana, land of troll weather. Here, weather is brief but insanely powerful.

Rain: lasts three rounds, Creates a Thunderstorm with a 25% chance of striking a Pokemon at the end of a round. It will do the following damage based on what it strikes and it's weakness to electric attacks:
Immune: zero
4x resist: 5 damage
2x resist: 10 damage
Neutral: 15 damage
2x weak: 20 damage
4x weak: 25 damage
8x weak (theoretically possible): 30 damage

Sun: Outside of fire types, the heat will exhaust quickly. Every attack will use three more energy, and chills only restore half as much. Only lasts three rounds.

Sand: Lasts three rounds. Blocks out sight enough that all non-sand immune Pokemon have a 20% accuracy reduction.

Hail: Lasts three rounds. All non-Ice Types move at one half the speed.

Tailwind's effect is doubled and it's duration halved.

Permanent weather is still permanent.

The only other thing to note is that the field is full of dense brush that will slightly restrict movement for those unused to dealing with it.

I don't believe anyone has take this yet, so I will. I have plenty of NFEs and low BRT FEs to train.

switch = ko
All Abilities
No Items
 
Issuing a training battle open challenge.

1v1
NFE
2 Day DQ
5 chills, 5 recovers
Arena: Deserted Ruins
Deserted Ruins
The remnants of some ancient desert dwelling society. In the center of the ruins, there is an altar. Spiritual waves can be felt emanating from this altar, and will boost the BAP of all Psychic and Dragon type moves by 2. A sandstorm is raging, and cannot be stopped. The only other weather effect that can ever come into play is sun, and if sun is summoned, the sandstorm rages simultaneously with the sun. There are 4 pillars surrounding the altar which cannot fall. The pillars are arranged in the shape of a square, with the altar in the center of the square. There are cacti around the altar, moderately far apart. There is no water in the arena, other than what can be found in the cacti. Drinking the juice from a cactus will restore 10 energy and 5 health, but touching the exterior of the cactus will deal damage equivalent to that of a typeless Pin Missile attack if direct contact is made.

TL;DR
BAP of Dragon and Psychic moves goes up 2.
Eternal Sandstorm; Sun can be summoned over top the sandstorm, and they will run concurrently.
No water.
Seismic Activity and Digging are allowed.
Plenty of Rocks.
No plants other than cacti; contact with cacti deals a typeless Pin Missile attack (complete with multiple hits) to the Pokemon making contact; cactus juice can be drank to recover 10 energy and 5 health.
 
BREAKING NEWS

A shortage of refs has left the battling population rather confused, and for the most part, battleless. We are working on this problem by trying to coax the frightened refs out so we can befriend and make use of our lovely ref population.

Its ok. We wont bite. :)

Me and Albinoloon still need a ref though :o
c'mon guys
ref plz
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
I want a battle.

6v6 Singles
2 Day DQ
2 Chills/5 Recoveries
I will obviously use FE Grounds...
Arena: Terra Cage
Field Type: Ground
Complexity: Moderate
Format: All

Restrictions: All Weather moves bar Sandstorm will fail, No Water Source, no Natural Grass, Limited ceiling

Description: Terra Cage is a rough, indoor, desolate place that despite its hard, rocky surface, can be dug into. It is about 50x50m in length & width, & it is 30m high. The main mechanic here that gives Ground Types an advantage here is that when Sandstorm is used, it randomly fuses itself with the mud that can be found in some places around the arena, & the Sandstorm turns into a Mudstorm.
During a Mudstorm, at the end of every action, anything that isn't a Ground Type takes 3 Damage, +/- 1 for each time they are weak to/resist Ground (Flying & Levitiate is considered Neutral, Pokemon with Overcoat/Magic Guard don't take any damage). In addition, all non-Ground Type moves used by non-Ground Type Pokemon have a flat 15% reduction in Accuracy. Any Ground-Type Pokemon that would benefit from Sandstorm through Typing, Abilities, etc. Will receive the same benefits in a Mudstorm.

Summary: Anything mentioned in the Restrictions, plus Sandstorm will turn into a Mudstorm when used.
Switch=OK
Items=off
All abilities
We need a ref for this monster of a battle!
 
I want a battle.

6v6 Singles
2 Day DQ
2 Chills/5 Recoveries
I will obviously use FE Grounds.
Arena: Terra Cage
Field Type: Ground
Complexity: Moderate
Format: All

Restrictions: All Weather moves bar Sandstorm will fail, No Water Source, no Natural Grass, Limited ceiling

Description: Terra Cage is a rough, indoor, desolate place that despite its hard, rocky surface, can be dug into. It is about 50x50m in length & width, & it is 30m high. The main mechanic here that gives Ground Types an advantage here is that when Sandstorm is used, it randomly fuses itself with the mud that can be found in some places around the arena, & the Sandstorm turns into a Mudstorm.
During a Mudstorm, at the end of every action, anything that isn't a Ground Type takes 3 Damage, +/- 1 for each time they are weak to/resist Ground (Flying & Levitiate is considered Neutral, Pokemon with Overcoat/Magic Guard don't take any damage). In addition, all non-Ground Type moves used by non-Ground Type Pokemon have a flat 15% reduction in Accuracy. Any Ground-Type Pokemon that would benefit from Sandstorm through Typing, Abilities, etc. Will receive the same benefits in a Mudstorm.

Summary: Anything mentioned in the Restrictions, plus Sandstorm will turn into a Mudstorm when used.


Anyone?
Sorry, forgot...
Switch=OK
Items=off
All abilities
OK, I'll take this one. PM me please good folks.
 
ok 2 things. 1, i revoke my challenge between me and metal bagon, and 2.

i want a battle now.
1v1 singles
begginer battle
3 day DQ
10 chills/0 recovery
all abilities
switch=my unicorn drowned
items=what items?
 
Challenge anyone apart from Box
2v2 doubles
2 day DQ
PM the ref two pokemon
No recoveries/No chills
Unown Soup
Anything I've missed the accpeter can choose however may I request that training items are on.
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus
Let's go, MB!

All abilities.
Items = Training
I don't know what else. Keep it standard.
 
ok 2 things. 1, i revoke my challenge between me and metal bagon, and 2.

i want a battle now.
1v1 singles
begginer battle
3 day DQ
10 chills/0 recovery
all abilities
switch=my unicorn drowned
items=what items?
accepting, also, shouldn't I be picking the abilities and whatnot?

oh well, bring it on... and pick an arena

ref needed
 
<challenge>

I think it's about time I had one last crack at this guy, since he was the first person I ever battled. Therefore:

Challenging danmantincan

3v3 FE Singles
2 day DQ
2 Recover / 5 Chill

Arena: Sienna City Gym

Arena: Sienna City Gym
Field Type: Fire
Complexity: Intense
Format: Singles / Doubles
Restrictions:
-No Weather
-No Digging
-No Seismic Moves
-No Water Source

Description:

Located in Sienna City just south of Route 9001, the Sienna City Gym focuses on the Fire-type above all else. The battlefield itself is found deep underground in a conveniently placed volcanic chamber. The field is roughly 20' x 20', and is suspended 15 feet over a magma pit by tempered steel girders. While the steel is fairly sturdy, using moves such as Magnitude and Earthquake will severely damage the structure, which means that those moves, as well as all like them, are banned for safety's sake. The main platform is also made of tempered steel, so Digging is impossible. Rock moves are usable, but as the only rocks around are molten, moves using them require 3 more energy to keep the rocks from melting. If a Pokemon is knocked into / falls into the lava, they lose 15 HP and have a 50% chance of being burned (unless they are Fire-type, in which case they only lose 10 HP, or the Pokemon has Flash Fire, in which case they suffer no damage but do not get the Flash Fire boost; in neither case can the Pokemon in question be burned). If the Pokemon has wings / can Fly or Teleport (not including Pokemon such as the Gliscor line or other Pokemon that cannot actually "fly"), they take no damage, but must use their next action to return to the platform, using 2/3 of the move's usual Energy cost. If this occurs after the last action of the round, the Pokemon will still return to the platform, but cannot move for the first action next round. At the end of each round, a jet of fire may erupt from underneath one of the Pokemon; this happens roughly 30% of the time. The damage done to the Pokemon will be given as follows:

If the Pokemon in question resists Fire 4x, they lose 3 HP.

If they resist 2x, they lose 5 HP.

If they are neutral to Fire, they lose 10 HP.

If they are 2x weak to Fire, they lose 15 HP.

If they are 4x weak to fire, they lose 20 HP.



If the Pokemon has the ability Flash Fire, they lose no HP, but do not gain the Flash Fire bonus.

And that's about it.


</challenge>
 
Time to get me in an actual battle for the first time in a long while. (Also stealing a relatively cool if complex arena from the compendium thread)

6 vs. 6 Fully Evolved Singles
2 Day DQ
2 Recoveries/5 Chills

Arena: Pokemon Stadium
Base Field Type: Neutral
Complexity: Intense
Format: Singles/Doubles/Melee (4 Pokemon on the field max)
Restrictions: The starting field is a floor of linoleum and sod. It cannot be dug through and provides no rocky materials for rock-based field attacks, nor any external supply of water for water-based field attacks. Camouflage and Nature Power treat the base field as Normal-type or neutral.

Description: At the end of every round, the arena changes to one of 8 elemental fields (non-repeating). This type-based field lasts for two full rounds before returning to normal. The field will always remain in the normal state for one full round (including the beginning of the match) before changing again. The field is scaled to about double the size of the stage in Super Smash Bros Brawl/Melee. Layout of the fields is identical to what's shown in the pictures for each stage, however, any floating platforms not attached to part of the stage should be treated as nonexistent. Additionally, the stage is treated as a flat floor that is contiguous with the ground, rather than an elevated platform; any Pokemon knocked out of the arena can return without further penalty. The elemental fields featured in this stage do not repeat until all 8 have been brought up. Each trainer will be given the option to switch Pokemon when the stage shifts; this will proceed in the same turn order as it would if the trainers were attacking, and it does NOT take up a turn in the round. After both trainers decide whether or not to switch, attack orders proceed normally.
Each elemental field brought up in this stage has its own layout that's separate from the base field, which are as follows:


Field Type: Rock
Description: Easily enables the use of Rock-based moves such as Rock Slide and Rock Tomb, reducing the energy cost of all Rock-type moves by one (1). The movement and maneuverability of Flying or airborne Pokemon is greatly reduced by the towering rock masses, lowering their evasion by 50% and adding three (3) extra energy for any flying-related commands. The cacti around the outside of the arena mimic the effects of Spikes, causing damage to any Pokemon that comes in contact with them (acts as a field/movement hazard, NOT an entry hazard).


Field Type: Grass
Description: Grass-type and Bug-type Pokemon feel very at home in this forested environment. Grass-type attacks have their base damage boosted by two (2) and their energy cost reduced by two (2), while Bug-type Pokemon have the energy cost of all commands reduced by one (1).


Field Type: Water
Description: Allows unlimited use of all Water-moves. Environmental moves such as Surf are enabled, and the energy cost of Water-type moves is reduced by two (2). Swift Swim is active for all Pokemon that reside in the pond at one end of the stage. Electric-type attacks aimed at Pokemon in the water have perfect accuracy (akin to Aura Sphere or Swift). Any interaction with the water or the fountains causes a great deal of splashiness to take place, causing the effects of Water Sport to come into effect for as long as this field is up.


Field Type: Fire
Description: The arena blazes with intense heat; If a Pokemon uses a Fire-type attack in this arena it will pick up additional heat, increasing its Base Attack Power by two (2). Pokemon cannot be frozen while this field is active. If a Pokemon uses a Water-type attack in this field some of it will evaporate, reducing its Base Attack Power by two (2). The increase in Firepower and the decrease in effectiveness of Water moves does NOT stack with the effects of Sunny Day. Attacking moves that inflict burns have their chance of doing so raised by 10% (flat).


Field Type: Electric
Description: The spinning turbines in the arena cause a lot of static electricity buildup in the area, boosting the damage output of all Electric-type moves by two (2) damage flat. Additionally, any Pokemon attempting to remain on the treadmill running laterally across the stage must spend three (3) energy per turn to stay in place or to move across the stage, but being on the treadmill doubles the static electricity buildup, boosting the chance of paralysis for all Electricity-based paralyzing moves by 10% flat. Furthermore, the ground is made of Metal and cannot be dug through with an attack stat lower than rank five (5).


Field Type: Flying
Description: Fans blow upward from underneath the stage, reducing gravity for all Pokemon present. The energy penalty for remaining airborne with Fly is eliminated altogether, and the Jump command can be used to avoid Ground-based attacks like Earthquake and Magnitude (effectiveness depends on the user's weight). The energy cost of all wind-based attacks is reduced by one (1). Digging restrictions apply here same as they do on the Electric stage.


Field Type: Ground
Description: The ground is extremely soft and malleable here, reducing Ground-type attacks' energy cost by one (1), and lowering the energy cost for consecutive Digging by two (2). Electric-type attacks have their power greatly reduced here, as if Mud Sport were in effect. The bones and fossils littered throughout the stage can be used as weapons by the Pokemon, supplying them with objects that can be picked up or used with Fling-- including items such as Rare Bones, Thick Clubs, Hard Stones, and more.


Field Type: Ice
Description: Ice-type moves become more powerful due to the frosty air. All Ice-type moves have their base damage boosted by two (2), and the Freeze chance of all moves is boosted by a flat 5%. All effects of burns are neutralized, though not eliminated, while this stage is in effect, though the burn will flame up again when this stage is no longer active. (In other words, the Pokemon is still afflicted with a burn, but it is temporarily treated as if it is not. This also applies to the effects of Facade, etc.) Additionally, the ground is very slippery, and any commands that require dodging or traveling will have a 30% chance of resulting in the Pokemon slipping and falling on the icy floor. Ice-type Pokemon can travel more easily on the ground and are exempt from slipping.

NOTE: Format and Complexity are the same for all fields featured in this Arena, so these sections are left off of the 8 elemental fields.


I request Switch be on for this battle and am also well stocked enough for items to be used, but both are ultimately up to he who accepts.
 
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