Data Battle Tower MkII (For all your Match-Seeking Needs!) [SEE POST #6786]

Open Challenge
3 v 3 LC Singles
2 Day DQ
Training Items
1 Substitution
2 Recoveries
5 Chills
All Abilities
ASB Arena
 
Bumping My challenge, however modifiying
3v3 Weak FE Rotation Singles (<30 Moves)
3 Day DQ
Training Items
Switch=lol
INFINITY Subs
ONE Abiliry
2/5 R/C
Pokemon Stadium
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.
 

Stratos

Banned deucer.
CHALLONGE SUBWAYJ
1v1 FE
2v2 Singles/ Doubles (1 NFE, 1 LC)
1 Day DQ
All abilities
ASB arena
no chills/ recovers
Items = Training
2 subs

edit dropping my match with engi sorry man
 

Ullar

card-carrying wife-guy
is a Smogon Discord Contributor

My army requires further training...

3v3 Weak FE Singles
2 Day DQ
All abilities
ASB arena
5 chills / 2 recovers
Items = None
2 subs per mon
Arena: Faylion's Mind
 
3vs3 triples. (1 FE each, 2 NFE)
2 days dq
All abilities
Underground
no chills/ recovers
Items = Training
2 subs
Arena: Underground Day Care Center
Field Type: Neutral
Complexity: Simple
Format: All
An untold secret about the Day Care Center in an unspecified region. Supposedly, there is one in every region. Beneath those hallowed halls of love and care is a war pit. Declined eggs speckle the shelves on all the walls. Pokemon who battle in this place gain a boost from their Egg Group. The floor is made of impenetrable organic concrete. The fighting area is about 50 x 50 x 30 meters. The actual room is about 75 x 60 x 50.

Pokemon belonging to two (2) egg groups gain the following effects:
Monster Group: Increases this pokemon's accuracy by a flat 10%.
Water 1 Group: Increases the effect chance of all moves by 200% (x2).
Bug Group: Gains one (1) extra attack on multi-hit moves, with no cap.
Flying Group: All pokemon in this Egg Group are immune to the effects of Smack Down and do not lose the Ground immunity while using Roost.
Field Group: This pokemon's STAB becomes five (5) instead of three (3).
Fairy Group: Attraction has an additional fifty percent (50%) chance to be inflicted upon opponents that come in contact with this pokemon, even if they are genderless or the same gender.
Grass Group: The pokemon heal twenty percent (x0.2) of damage inflicted to opposing pokemon with STAB moves.
Water 3 Group: At the end of each round, there is a 50% chance of boosting ATK, DEF, SPA, or SPD one (1) stage.
Mineral Group: All super effective attacks against this pokemon are reduced by 3 BAP. All regular damage attacks against this pokemon are reduced by 2 BAP. All not very effective attacks against this pokemon are reduced by 1 BAP.
Amorphous Group: The physical form of these pokemon is ever changing. This provides a flat 5% boost in evasion.
Water 2 Group: This pokemon has learned to adapt to all weathers. It dodges hail stones, sand particles, rays of light, and rain drops with ease. All this exercise has given it a 50% (x1.5) boost in weather to speed.
Dragon Group: EN use is decreased by 10% (x0.1).**
Human-Like: Increase the end damage of "Punch", "Kick", and "Chop" moves by three (3) damage.*

Pokemon belonging to one (1) egg group gain the following effects:
Monster Group: Increases this pokemon's accuracy by a flat 15%.
Water 1 Group: Increases the effect chance of all moves by 200% (x2). Increases the effect chance of combo moves by 250% (x2.5)
Bug Group: Gains two (2) extra attacks on all multi-hit moves, with no cap.
Field Group: This pokemon's STAB becomes seven (7) instead of three (3).
Flying Group: All pokemon in this Egg Group are immune to the effects of Smack Down and do not lose the Ground immunity while using Roost. This pokemon is unaffected by the secondary effects of super-effective attacks.
Fairy Group: Attraction has an additional fifty percent (50%) chance to be inflicted upon opponents that come in contact with this pokemon, even if they are genderless or the same gender. Attraction lasts six (6) actions.
Grass Group: The pokemon heal thirty percent (x0.3) of damage inflicted to opposing pokemon with STAB moves.
Water 3 Group: At the end of each round, there is a 50% chance of boosting ATK, DEF, SPA, or SPD two (2) stages.
Mineral Group: All super effective attacks against this pokemon are reduced by 4 BAP. All regular damage attacks against this pokemon are reduced by 3 BAP. All not very effective attacks against this pokemon are reduced by 2 BAP.
Amorphous Group: The physical form of these pokemon is ever changing. This provides a flat 10% boost in evasion.
Water 2 Group: This pokemon has learned to adapt to all weathers. It dodges hail stones, sand particles, rays of light, and rain drops with ease. All this exercise has given it a 50% (x1.5) boost to speed.
Dragon Group: EN use is decreased by 20% (x0.2).***
Human-Like: Increase the end damage of "Punch", "Kick", and "Chop" moves by five (5) damage.
Ditto Group: When Transformed, the Pokemon Ditto Transformed into gains the Limber Ability.
Undiscovered Group: This Pokemon's uniqueness has make it hardy and tough. It gains a flat 25 more HP.

*Note: End Damage means the damage is calculated normally. Then, add 3 or 5 on to that damage to get the final damage.
**For simple calculation, multiply the base EN by 0.9.
***For simple calculation, multiply the base EN by 0.8.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Looking for a Training Match.

3v3 Triples (1 FE, 2 NFE)
Training Match — Does not count towards W/L/T
3 Day DQ Time
∞ Recoveries/∞ Chills per Pokemon
2 Substitutions
Items = Training Items Permitted
Arena: ASB Tournament Arena

Anyone?
 
Looking for a Training Match, too.

2v2 Little Cup Doubles
1 Day DQ
2 Recoveries/5 Chills overall
Training Items Permitted
Arena: ASB Stadium (so essentially a blank battlefield)

You know you want to. :3


Killing this.
 
Challenging Canis to a 1v1 Training Battle!

NFE Mons

Switch = Nope
Abilities = All
Items = Training
1 Sub
2 Recovers/5 Chills
1 Day DQ (be faster)
Ullar's choice of arena

LETS DO THIS
 

Ullar

card-carrying wife-guy
is a Smogon Discord Contributor

As agreed, I shall referee this...but it shall take place in my domain...

Arena:
The ASB Arena is covered by a black storm. Two tall pedestals have been erected on each side of the arena, one for each of the Trainers. These pillars seem...different. The truth is, they have been imbued with magical powers...allowing the Trainers to do more than just command their Pokemon...

Arena Summary:
-All moves are successful, just like the normal ASB Arena
-At the beginning of each round, the trainer who is not moving first may cast a spell on either one of their Pokemon or the opposing team's Pokemon
-All status, major and minor, as well as stat boosts and decreases, all vanish at the end of a round. This includes those inflicted by spells

Spells that can be cast:
-Infernal Fire: Target is burned for the round
-Deadly Plague: Target suffers 3DPA Toxic for the round
-Utter Disorientation: Target suffers confusion for entire round
-Binding Electricity: Target suffers 25% Paralysis for entire round
-Eastern Wind: Target is under effect of Tailwind for the round
-Crippling of Defenses: Target suffers -2 Def and SpD for the round
 
LF 1v1 flash match. dont really care about anything else.

Using:


Nature:
Timid (+Spe, -Atk)

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.

Abilities:
Ability 1: Prankster
Type: Innate
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Ability 2: Infiltrator
Type: Innate
Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

Ability 3: Chlorophyll (DW: Locked)
Type: Innate
During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 76 (+) (13% Acc)
Size Class: 1
Weight Class: 1
Base Rank Total: 13


EC: 0/6
MC: 0
DC: 0/5

Attacks:
Physical:
Razor Leaf

Special:
Absorb
Mega Drain

Support:
Cotton Spore
Encore
Grass Whistle
Growth
Leech Seed
Poison Powder
Safeguard
Substitute
Stun Spore
Switcheroo
Toxic
 

Ullar

card-carrying wife-guy
is a Smogon Discord Contributor
I was 1v1 flash match. dont really care about anything else.

This too is mine to referee...and as agreed, I select the arena...

Arena:
The ASB Arena is covered by a black storm. Two tall pedestals have been erected on each side of the arena, one for each of the Trainers. These pillars seem...different. The truth is, they have been imbued with magical powers...allowing the Trainers to do more than just command their Pokemon...

Arena Summary:
-All moves are successful, just like the normal ASB Arena
-At the beginning of each round, the trainer who is not moving first may cast a spell on either one of their Pokemon or the opposing team's Pokemon
-All status, major and minor (including Reflect, Light Screen, Safeguard, Wish and the like), as well as stat boosts and decreases, all vanish at the end of a round. This includes those inflicted by spells

Spells that can be cast:
-Infernal Fire: Target is burned for the round
-Deadly Plague: Target suffers 3DPA Toxic for the round
-Utter Disorientation: Target suffers confusion for entire round
-Binding Electricity: Target suffers 25% Paralysis for entire round
-Eastern Wind: Target is under effect of Tailwind for the round
-Crippling of Defenses: Target suffers -2 Def and SpD for the round
-Protective Barrier: Target is under both Light Screen and Reflect for the round
-Enchanted Spirit: Target is under Safeguard for the round
-Fearful Presence: Target gains the effects of Pressure for the round
 
I was 1v1 flash match. dont really care about anything else.
Will take, let's get a started STAT! Setting a 1 Day DQ as well.

Using Django.


Scraggy [Django] (M)

Django is quite the little scrapper! He loves to pick out fights with Pokémon that are bigger than it, often failing but always getting back up. He also saved his wife from a life of slavery and killed Leo.

Nature: Adamant (+1 Atk, -1 SpA)
Type: Dark/Fighting
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.
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:
Shed Skin: 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.
Moxie: This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Intimidate (DW LOCKED): When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.

Stats:
HP: 90
Atk: Rank 4 (3+1)
Def: Rank 3
SpA: Rank 1 (2-1)
SpD: Rank 3
Spe: 48
Size Class: 1
Weight Class: 2
Base Rank Total: 15

EC: 0/6
MC: 0
DC: 0/5

Attacks:
Level Up
Leer
Low Kick
Sand-Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback

Egg Moves
Dragon Dance
Fake Out
Ice Punch

TMs/HMs
Dragon Claw
Dig
Stone Edge
 
Open arena testing challenge time...

3v3 LC Training Singles
2 Rec/5 Chill
Switch=KO
Training Items
All Abilities
2 Substitutions
1 Day DQ

Arena:

This arena is similar to the ASB Arena, with the exception that the battling surface is completely clear, with a wheel underneath marked with each of the seventeen types. Before the beginning of the match, the wheel is spun, and the type the wheel lands on is affected in two ways: 1) all moves of that type will cost 3 more EN to use in the following round, and 2) any Pokemon of that type in the Trainers' teams--regardless of whether they are active--receive a flat unblockable ten (10) HP damage.

At the end of each round, the wheel is spun again to select a new type, and the damage (if applicable) is dealt before the Trainers issue their actions. After every two rounds, an extra type will be spun, meaning that after Round 2, two types will be selected, and after Round 4, three types will be chosen. The maximum number of types to be spun is three. The damage received also stacks; for example, if at any point after Round 2 the Ice and Dark types are selected, a Weavile would receive 20 damage, whereas an Absol or Snorunt would take the normal 10 damage.

Summary:
-All moves allowed; functions as a normal ASB Arena
-At beginning of match, a random type is RNGed by the ref; all Pokemon of this type on a Trainer's team (active or otherwise) take 10 damage, and all moves of the type cost an additional 3 EN to use
-At end of round, ref RNGs type again, and same rules apply
-After Round 2, ref RNGs two types instead of one, and after Round 3, ref RNGs three types (three max RNGed types)
-All damage dealt by wheel stacks if a Pokemon is of two of the RNGed types


Any takers?
 

Users Who Are Viewing This Thread (Users: 1, Guests: 1)

Top