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

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Challenging C$FP to an epic battle of epicness!

6v6 Singles
2 Day DQ
2 recovers/5 chills per mon
Items = off
All Abilities

C$FP will pick the rest
 
Challenging C$FP to an epic battle of epicness!

6v6 Singles
2 Day DQ
2 recovers/5 chills per mon
Items = off
All Abilities

C$FP will pick the rest
Preemptive reffing go!

EDIT:
Open challenge!
1v1 lc singles or 2v2 babysitter doubles (accepter chooses)
0 recovers or chills
all abilities
items=training
whoever accepts chooses arena (something interesting would be cool)
I'll take this, 1v1 LC singles! Can someone please VM me when it gets accepted? Thanks! :)
MINE!
 
Challenging C$FP to an epic battle of epicness!

6v6 Singles
2 Day DQ
2 recovers/5 chills per mon
Items = off
All Abilities

C$FP will pick the rest
2 substitutions, switch=OK, Stargazer Colosseum for the arena:

Field Type: Dragon/Psychic
Complexity: Moderate
Restrictions: Psychic and Dragon moves get +2 BAP, all legendaries and pseudo-legendaries get +1 to their SpA and Atk, no Digging.

This colosseum is the real deal. If you have reached this point, you know you're good. You can even feel the legend in the air. This arena is a dome with stars projected on it to make it look like a night sky. There is a circular arena designed in the titanium in the floor. This arena is too intense for any Pokemon that can still evolve. Any weather the Pokemon try to make will be simulated through certain resources to not be unfair to Pokemon with certain strategies. For the same reason, a pool of water is next to the arena and will be refilled instantly after water is taken from it. Seismic activity is allowed, but the crowd has heavily padded seats in case an Earthquake takes place. The one thing not allowed is digging, because the floor is solid titanium. All pseudo-legendaries and real legendaries get one extra rank added to their Attack and Special Attack stats (this is not a "boost" like Work Up, but like actually increasing their stats). Psychic and Dragon type moves get two added to their base attack power because of the legend in the air.

List of pseudo-legendaries and legendaries that get a boost (PM/VM me if this list should be changed at all): Articuno, Moltres, Zapdos, Dragonite, Mewtwo, Raikou, Entei, Suicune, Tyranitar, Lugia, Ho-oh, Celebi, Salamence, Metagross, Regirock, Regice, Registeel, Latias, Latios, Kyogre, Groudon, Rayquaza, Jirachi, Deoxys, Garchomp, Uxie, Mesprit, Azelf, Dialga, Palkia, Heatran, Regigigas, Giratina (both forms), Cresselia, Phione, Manaphy, Darkrai, Shaymin (both forms), Arceus (all forms), Victini, Hydreigon, Cobalion, Terrakion, Virizion, Tornadus, Thundurus, Reshiram, Zekrom, Landorus, Kyurem, Keldeo, Meloetta (both forms), Genesect
 
I need to lumber up for my next tourney battle.

Open Challenge
2 vs. 2 Doubles
Training Items
All Abilities
1 Sub per mon
ASB Arena
Switch=Ermadergg

Lol I still need to claim prizes for two battles from about a month ago... I need to get back in ASB in general :S
 

LouisCyphre

heralds disaster.
is a Forum Moderatoris a Community Contributor
Moderator
Well, might get these started now...Goodbye Battle #1

Challenging LouisCyphre
4v4 Strongmon Doubles
2 Substitutions
3 Day DQ
Arena:
Field Type = Neutral
Complexity = Moderate
Format = Eh, whatever
No Restrictions on anything

Here at the magical type shop, Mr.Heefloot sells many strange and mystical devices. Within these seemingly ordinary devices, a great power is contained, so great that it is even capable of changing the types of Pokemon! For a meager price of less than nothing, Mr.Heefloot is glad to rent these items out to budding trainers for the duration of a battle in his yard. He just loves seeing small creatures crushed by Shieldons! His yard is rather regular, covered in grass and with a small pond nearby, so there are no move restrictions.

The arena is nothing special, but Mr.Heefloot will gladly give one of his precious seventeen items away to a Pokemon at the start of a battle, adding an additional type to them! For example, if the Fairy Wings are given to a Shieldon, then it would be counted for purposes of STAB, type resistances, etc. as a Rock/Steel/Flying type! Just to clear some stuff up, Mr.Heefloot says a Rock/Steel/Dark type is considered 8x weak to Fighting attacks (for an ASB modifier of 3.0), and a Water/Ice/Fire type is 8x resistant to Ice attacks (for an ASB modifier of .29). In addition, a Pokemon may take an item of a type they already are. For example Conkeldurr can go ahead and grab a Super Karate Black Belt to gain double the STAB bonus on fighting-attacks, but also doubling his weaknesses! Only one of each item can be attached per battle, and they do not take up the regular hold item a Pokemon usually has. Here is the list of items, have fun incorporating them into your flavor refs!

Exceptionally Ordinary Something-or-other: This something-or-other has a habit of somewhat normalizing the Pokemon that somehow manages to wear or use it or something like that. Nobody really knows, its just kind of really ordinary and regular and stuff.
Super Karate Black Belt: This black belt is extremely empowering, and instantly gives any Pokemon that wears it the fighting prowess of Jet Lee, Chuck Norris, Yip-man, and Sawk combined! "Be wary of flying feet and fists," it says on the genuine label.
Fairy Wings: Though these wings may just look like they were ripped off of some five-year old's Halloween costume, they are genuine fairy wings. Easily super-glued on to even the most resistant of Pokemon, it grants them the ability to soar around like the average flying-type.
Hive Mind: A small and insectoid brain in a jar, the trainer applies this item by deftly lobotomizing their Pokemon and replacing their frontal lobes with this. The Pokemon is then conquered by a strange alien hive race, and begins acting far more buggy than usual.
Rotten Flower: With on whiff of this disgusting flower, any Pokemon becomes capable of spewing out toxic, poisonous goop like no other. It really is that disgusting. Trainers are suggested to wear gas masks around this item.
Prickly Rose: To apply the powers of this item, the trainer simply slaps their Pokemon silly with it. Eventually, the thorny flower will cause a puncture wound, and its grassy juices with enter the Pokemon's bloodstream. Often, the Pokemon will have a habit of lying around inactively in the sun shortly after being Roseified. Studies are inconclusive on whether this is due to photosynthesis or blood loss.
Scuba Flippers: Just stick these finely-crafted flippers onto any Pokemon's feet, and they'll be swiftly swimming through any drizzle! Instantly gain access to water sources like never before! Note: not proven to work on Pokemon without feet; Mr.Heefloot suggests jamming the flippers on the Pokemon's head.
Torch: Light up your favorite pal, and voila! Instant fire-type!
Mad Scientist Goggles: Equip these stereotypical goggles to a Pokemon, and watch as their fur/hair/scales/shield-faces becomes instantly frazzled by electricity! Soon, they'll be conducting dangerous experiments with Frankensteins and Tesla coils! They grow up so fast...
Refrigerator: Often used in haikus, fridges apparently have another use! Stick this smaller version on top of a Pokemon's head, and they'll be calling Blizzards down upon the battle. It's a wonder what a little bit of chilled ice can do for someone!
Bastiodon Skeleton: Unfortunately, not all Bastiodon fossils were in a good enough condition to resurrect. So, Mr.Heefloot hoarded them, and will gladly preform a rough full skeleton transplant with any brave Pokemon. The sturdy bones of the tough Bastiodon imbue the the patient with rock-hard skin.
Model Train (1:2 scale): When a Pokemon conducts this half-size train, they barely even need their own powers anymore! Honestly, do they really need to use wimpy Pokemon moves when they can just crush their opponent beneath a steel train?
Shovel: As Diglett and Dugtrio show, all you need to be a ground-type is live halfway underground! The shovel makes this unusually tough change much easier.
Gypsy Tent: A Pokemon walks into this gypsy tent a simple Pokemon, and out comes a mystical psychic mind-reader, fully equipped with spoons, crystal globes, and tarot reading skills.
Rusty Ghostbuster: Even Mr.Heefloot doesn't know he managed to acquire this antique, but he does know how it works. Just give it a little kick, and out comes a wicked ghost, eager to posses the nearest Pokemon!
Ominous Hood: When hiding behind this dark, shrouded hood, a Pokemon seems to become evil and wicked, no matter how nice it usually is. It just seems to bring out the worst in everyone. Extended exposure is not suggested.
Master Ball: Everybody knows that legendary dragons belong in Master Balls! So, Mr.Heefloot will gladly allow your Pokemon to sit in this legendary pokeball for a couple minutes, giving them the power of the dragons that used to call it home! Note: Mr.Heefloot does not guarantee the release of your Pokemon, especially if they are a well-trained strongmon.

You are on. Let's go!
 
Challenging zarator
If zarator declines the challenge, then it will become open to everyone.

XvX singles (X > 1; X < 7 - to be decided by the acceptor)
Either strongmons or weakmons - to be decided by the acceptor
3-day DQ
2 recoveries/5 chills
2 substitutions
Arena: Move Research Center I

Overview

The pokemon are battling inside a laboratory. The lab does not provide sufficient rocks, grass or water for moves requiring such external sources, nor does it allow weather to function unless the pokemon trying to cause weather has the appropriate rock equipped. What this lab does provide, however, are several machines and many research notes pertaining to energy manipulation. The machines are currently active and this allows the pokemon to change the way their moves are executed. However, the research is still in the early stages so this process will typically be somewhat exhausting for the pokemon, if not outright impossible in some cases.

When a pokemon chooses to change the way a move works, this is called a modification. A pokemon may use as many modifications as it wants in the round, but each move, command or combo may only have one modification applied to it at a time, with the exception of Major Transmit and Minor Transmit, which can both be applied to the same move, command or combo at the same time, and the Conjure modification, which can be applied in conjunction with another modification to a move, command or combo.

List of modifications

  • Effect: The move is usable despite lack of the required external source.
  • Can be applied to: Any move, command or combo that requires an external water source, external grass or external rocks.
  • Energy cost: 3
  • Effect: The move's priority is lowered by 2, or by 1 if it is already -6. The priority of the move's evasive component (such as on Dig) is lowered by the same amount. The priority of the move's charge-up component (such as on Sky Attack) is not lowered.
  • Can be applied to: Any move, command or combo whose priority is greater than -7, except Chill.
  • Energy cost: 5
  • Effect: The effect of the move lasts for 50% longer than normal (after applying all other effects that would increase the duration of the move's effect), rounded up to the nearest whole action or round.
  • Can be applied to: Aqua Ring, Disable, Embargo, Encore, Entrainment, Focus Energy, Gastro Acid, Gravity, Guard Split, Hail, Imprison, Ingrain, Leech Seed, Levitate command, Light Screen, Magic Room, Magnet Rise, Mist, Mud Sport, Power Split, Power Trick, Rain Dance, Reflect, Reflect Type, Role Play, Safeguard, Sandstorm, Simple Beam, Soak, Spider Web, Spite, Sunny Day, Taunt, Torment, Trace command, Trick Room, Water Sport, Wonder Room, Worry Seed and any combos involving these moves.
  • Energy cost: 5
  • Effect: The move's BAP or fixed damage is reduced by 50% before all other modifiers. Reflect and Light Screen work based on this modified BAP. The move only has a 1/32 chance of landing a critical hit, regardless of anything that might increase the move's critical hit chance. If the move normally has any other effect besides dealing damage (whether chance-based like Air Slash's flinch effect or inherent like Drain Punch's draining effect), inhibiting the move prevents such effects. If the move would normally not be boosted by Technician or Light Metal, inhibiting the move does not cause it to get boosted by these abilities.
  • Can be applied to: Any physical or special move, command or combo, except those that inflict the Sluggish status on non-Truant pokemon.
  • Energy cost: -4; the move's energy cost cannot be lowered to less than 1
  • Effect: The move is used as though the pokemon had a Size Class of 7 and a Weight Class of 12, including any energy cost adjustments based on Size Class and Weight Class. If the move has any Size Class or Weight Class restrictions, these restrictions are ignored. Magnifying Outrage, Petal Dance, Thrash or any combo involving those moves causes its effect and energy cost to apply to all forced consecutive uses of the move.
  • Can be applied to: Block, Bodyblock, Body Slam, Bounce, Brave Bird, Circle Throw, Dig, Dive, Double-Edge, Flare Blitz, Giga Impact, Head Charge, Head Smash, Heat Crash, Heavy Slam, Outrage, Petal Dance, Psychic, Seismic Toss, Sky Drop, Steamroller, Stomp, Storm Throw, Submission, Tackle, Take Down, Thrash, Vital Throw, Volt Tackle, Wild Charge, Wood Hammer and any combos involving these moves.
  • Energy cost: 3
  • Effect: The move may target any pokemon, including benched pokemon. A major transmitted move ignores Light Screen, Reflect, Safeguard and Substitute, dealing damage to the actual target if the target has a substitute up. If the target is a benched pokemon, any effects of the move other than direct damage do not decay, increment or have any effect on the target until it comes out. Major transmitting Pursuit causes its BAP to be increased to 8 if the target is either behind a substitute or benched.
  • Can be applied to: Any move, command or combo whose target is one (1) pokemon other than the user.
  • Energy cost: 7
  • Effect: The move is treated as a non-contact move.
  • Can be applied to: Any contact move, command or combo
  • Energy cost: 1
  • Effect: The move's priority is raised by 1. The priority of the move's evasive component (such as on Dig) or charge-up component (such as on Sky Attack) is raised by the same amount.
  • Can be applied to: Any move, command or combo.
  • Energy cost: 6 if applied to Chill; 5 otherwise
  • Effect: The move ignores the ability Soundproof.
  • Can be applied to: Bug Buzz, Chatter, Echoed Voice, GrassWhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar and any combos involving these moves.
  • Energy cost: 10 if applied to Perish Song or a combo involving Perish Song; 1 otherwise
  • Effect: The move now affects up to three (3) adjacent opponents or up to three (3) adjacent allies depending on where it is aimed. A widened move's damage is subject to the multi-target BAP reduction. A widened move still cannot affect the user.
  • Can be applied to: Any move, command or combo whose target is one (1) pokemon other than the user.
  • Energy cost: 3
 
Double posting like a boss.

It's time for my 1k extravaganza. This will be a super huge melee!

3v3v3v3 (4 people, 3 mons each) LC Melee! (NO 45-move Aipoms)
3 Day DQ, 6 for me.
Items=none
2 non-KO subs per person
0 recoveries/chills
Switch=KO
All abilities
Arena: The ref's mind
The Royal Guard said:
Taking one of AOPS's slots ^.^
Sorry i'm gonna drop this in favor of having a slot open for moving matches >.>
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
CHALLENGING THE ROYAL GUARD
4v4 Doubles
Items - On
Abilities - All
DQ - 48 Hours
Subs - Two
Switch - OK
2 Recs / 5 Chills
Arena: Type Changing Arena
Arena: Type Changing Arena
Field Type: All Types
Complexity: Simple
Formats: All Formats

Restrictions: All moves are allowed.

Description:
It's the standard arena, except somebody has implanted a strange device in the middle of the field! For the duration of the first round, this device is off. After the end of each round, though, it beeps and suddenly alters the elemental makeup of the arena, giving certain benefits to certain types and detriments to some other ones. Each time the makeup is altered, a random type is chosen. All attacking moves whose types hit the chosen type for super-effective damage have 2 more BAP, while all attacking moves whose types hit the chosen type for not very effective or zero damage have 2 less BAP. There is one exception to this rule; all attacking moves whose type matches that of the gem receive +3 BAP, disregarding the weakness bonuses and the resistance nerfs.

Summary: Certain types get buffed every round.
 
Issuing three identical challenges:

4v4 Training Babysitter (2 FE, 2 NFE) Doubles
2 Day DQ
Items=Off
Abilities=All
2 Subs per mon
Arena=ASB arena
 
Well since my last fight fell through before it ever started, I'm posting a new challange:

6v6 FE Doubles
3 Day DQ
2 Recover/3 Chill/2 Sub
Items: ON
Abilities: ALL
Arena is up to either the acceptor or ref, whoever has a preference

Going to try and keep this match as flavorful as possible, so please keep that in mind when accepting, dont skimp on the flavor!
 
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