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

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Challenging Imanalt!
2v2 LC Singles
2 Day DQ
1 Recovery, 5 Chills, 1 Sub
Arena:
Arena: TELEPORTATION!
Field Type: Variable
Complexity: Variable
Format: Variable

Restrictions: Weather Effects, Room Effects & Gravity only last until the end of a round, unless the same arena is rolled twice in a row, otherwise, Variable

Description: Yes, you better believe it! At the end of every round (And at the beginning of the match), the referee will roll a number between 0* & however many posts there are in the arena compendium thread. Whichever number you roll, RNG roll for the arena in that post. For the next round, the battle will take place on that arena. Its as simple as that.

*0 represents the ASB Tournament Arena.

Concept Arenas don't count, either...Neither does TELEPORTATION! itself.

Summary: A new arena every round.
 

Stratos

Banned deucer.
Open Challenge
3-6 Doubles (Opp chooses most of this)
Items = Training
Switch = OK
Subs = 3
DQ = 2 Days
Arena = Mauvile Game Corner
Arena: Mauville Game Corner
Field Type: Neutral
Complexity: Moderate
Format: All
Restrictions: No Seismic Moves, No Weather, No Water Source

Being an indoors arena, weather moves/abilities cannot be used. There is no external water source for moves like Surf, and seismic moves like Earthquake and Earth Power would do too much structural damage and are also banned. Dig is OK though.

All pokemon have the option of playing roulette once each round except on round 1. This does not take up an action but it does cost 10% of the pokemon's max HP and 5 energy. All betting, the spin of the wheel and any effects caused by the wheel all happen at the start of the round before any actions are executed. Here is a crude illustration of the roulette wheel:

(yeah they're meant to be equally sized spaces but I couldn't get them equally sized so this'll have to do)
Trainers may bet on a particular space (eg, orange makuhita), a particular colour (eg, green) or a particular pokemon (eg, azurill). If there are any bets, the roulette wheel will be spun and it has an equal chance of landing on each space (1/12). A pokemon can win different prizes depending on how it bet:
  • If a pokemon bets on a particular colour and wins, it regains 25% of its max HP and 10 energy
  • If a pokemon bets on a particular pokemon and wins, it regains 25% of its max HP and 15 energy and its most recently acquired status effect (including temporary status like Leech Seed and Taunt) is removed
  • If a pokemon bets on a particular space and wins, it regains 50% of its max HP and 25 energy and all status effects on it are removed
The stake of 10% max HP and 5 energy is not returned under any circumstances.

Also adding to this RPing actions are easier to pull off

I'll take this, 6 FE, all abilities, 5 recover/5 chill
 
Time for a challenge... and time to practice for my next The Legend Run...

OPEN CHALLENGE
6 vs 6 Triples
Items: Training
Switch: OK
Infinite Chills/Recoveries
3 Subsitutions
Abilities: All
Arena: TELEPORTATION!
 
2 vs 2 Singles
LC
No items
Switch: Ok
2 subs
1 day DQ
Arena: Who ever accepts can choose it,but it cant be the ASB Arena.
Preferably with flavor.
 
2 vs 2 Singles
LC
No items
Switch: Ok
2 subs
1 day DQ
Arena: Who ever accepts can choose it,but it cant be the ASB Arena.
Preferably with flavor.
Accepting.

How about Yarnus of Bethany's Hall of Light?

Field Type: Normal
Complexity: Moderate
Format: All
Restrictions: No sandstorm or hail, artificial water source, no diving

Indoors in a large barren white-walled room is the Normal gym of Yarnus senior. However, due to the immense power of the stash of Normal gems Yarnus has kept, the room of able to alter itself to get rid of another type. As a result, fighting type moves become *1.1 against Normal types and other resistances and weaknesses are only .9 and 1.7, respectively. If something would be neutral against an attack due to a combination, e.g. Venasaur vs Ground, it instead becomes 1.53(.9*1.7) Also, non-STAB moves gain two (2) extra BP. All moves not specified to be disallowed are allowed. Nature Power is a random type each time it is used. En for each normal mon starts at 110. Due to the bright artificial and natural light everywhere, all moves requiring light or benefiting from it take 2 less energy. Chlorophyll is activated automatically, and only goes away if Rain is summoned.
 
Putting out a challenge:

4v4 NFE training Doubles
2 Day DQ
ASB Arena
Switch=OK
Items=Training
Abilities=All
2 Recoveries/5 Chills
2 Subs per mon
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Issuing a challenge:

3v3 Weak FE (under 30 moves) training Triples
2 Day DQ (somewhat fast if possible)
ASB Arena
Items=Training


Abilities, recovery and subs up to the challenger.
 

Imanalt

I'm the coolest girl you'll ever meet
is a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
since no one seems to want to ref me vs endquote, dropping that battle to accept frosty's challenge
all abilities
0 recovers 0 chills
2 subs per mon
 
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