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

Frosty

=_=
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nog? like the eggnog?

I like eggnog so I will ref this (texas vs pwn). PM me mons.

EDIT: ACTUALLY I WON'T, SINCE PWNE ALREADY HAS 3 ACTIVE BATTLES
 
I am punching your salad!
Open 3v3 LC Singles
Switch = OK
All Abilities
Training Items
2 Day DQ
5 Chills/2 Recoveries
2 Substitutions
I'll leave the Arena (And whatever else) up to the challenger.
Hi Canis!

Arena is Unown Soup.
Eh, I hate the Soup, but I'll make an exception here. Send 'em in.


Edit: it has come to my attention that geodude is in too many battles. Come back to me when you have an empty slot Geo and ill ref you and Canis.
Canis, if you get another accepter, VM me.
 
I am going to have to withdraw my battle with Geodude, as it appears that he ha neglected to not that he is in 4 current battles and trying to accept 2 others.

Consequently, I am looking for a battle:
1v1 LC
2 Day DQ
All Abilities
Training Items
2 Recoveries/5 Chills
2 Subs
Switch=Derp
ASB Arena
 
I am going to have to withdraw my battle with Geodude, as it appears that he ha neglected to not that he is in 4 current battles and trying to accept 2 others.

Consequently, I am looking for a battle:
1v1 LC
2 Day DQ
All Abilities
Training Items
2 Recoveries/5 Chills
2 Subs
Switch=Derp
ASB Arena
Why not? I'll take this battle.
 
ok need some fights rolling

6v6 Brawl
2 Day Player/3 Day ref DQ
2 Substitutions to be used among your team
all abilities
1 Recover/1 Chill
Items:Training
ASB Arena

4v4 FE Doubles
1 Day Player/2 Day ref DQ
2 Subs
All Abilities
2 Recovers/3 Chills
Items: ON
Switch:OK
Arena is up to either ref or opponent, but nothing too insane

2v2 Babysitter Doubles
1 Day Player/1 Day Ref DQ
2 Subs
All Abilities
2 Recovers/3 Chills
Items: Opponent's choice
Arena is up to either ref or opponent, but nothing too insane


I'm not too terribly intent on these rules, so if anyone wants I'm fine with some alterations.
 
Canceling my match with Gerard since nobody wants to ref it (Sorry, man) to take Houndoom's challenge.

Arena:


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. Ignoring that because i can.
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.


The description is a bit confusing, so heres how the arena change works:

Regular (1 Round) -> New Arena (2 Rounds) -> Regular (1 Round) -> New Arena (2 Rounds)
 
I got some time before someone takes my TLR... training go!

1v1 FE Singles
2 Day DQ
All abilities
Training items
2 subs
ASB arena

Acceptor can choose the rest
 
ok need some fights rolling

4v4 FE Doubles
1 Day Player/2 Day ref DQ
2 Subs
All Abilities
2 Recovers/3 Chills
Items: ON
Switch:OK
Arena is up to either ref or opponent, but nothing too insane

I'm not too terribly intent on these rules, so if anyone wants I'm fine with some alterations.
Accepting RagnarokAlex's 4v4 doubles, arena of ref's choosing.
This doesn't have a ref yet, right? Well that's about to change. Now to decide which of my line of 16 arenas to unveil first.

EDIT: OK, I think this one should work. Don't worry, it's less complicated than it looks.



The battle takes place in an unusual arena designed for another game. The arena allows for digging, flying, seismic moves and weather, but lacks the natural elements for water, grass and rock sources.

In this arena, the pokemon are riding special hovercrafts located in goals around the edges of the arena. The arena is divided into a goal for each team and the middle. At the end of each round, a ball is added to the middle of the arena and directed towards one of the goals at random. At the end of each action, balls that are already in play will move to a different part of the arena depending on where they are at the moment.
  • Balls that are in the middle will move to their designated goal areas.
  • Balls that are already at their designated goal areas that are successfully blocked in that action will move to the middle and be directed towards a different goal (chosen at random if more than one different goal is available). Fast balls, however, will instead move straight to their newly chosen goal areas.
  • Balls that are already at their designated goal areas that are not blocked in that action will go through the goal and be removed from play.
Each active pokemon that isn't KO'd has blocking potential equal to ((Speed / 2) + 2 ^ (Size Class - 1))%. If, however, a pokemon uses a contact move or is suspending a damaging evasive move in the action, its blocking potential is 0%. For example, a neutral-natured Wailord's blocking potential is (60/2 + 2^6) = 94% while a neutral-natured Blaziken's blocking potential is (80/2 + 2^2) = 44%.

Every ball that threatens to go through a team's goal has a chance of being blocked equal to the highest blocking potential on that team (halved versus fast balls and capped at 95%). If the Wailord in the above example used, say, Water Spout or Chill, then the team's blocking potential in that action would be 94%. If the Wailord used something like Bounce or Rollout but the Blaziken used something like Flamethrower, then the team's blocking potential in that action would be 44%. If Wailord used Bounce and Blaziken used Hi Jump Kick, then the team's blocking potential would be 0%. This passive blocking chance is only applied to those balls that are not dealt with by one of these other methods:
  • The Block Ball command will block one ball for 6 energy. This command will prioritise blocking fast balls first. If there are none, its energy cost is reduced by 3. This command has 0 priority and cannot be encored or prevented by any moves except Taunt. It is, however, subject to consecutive use energy penalty and cannot be used in a combo.
  • The Kick Ball command will block one ball for 7 energy. This command will prioritise blocking regular balls first. A regular ball that is blocked with this command becomes a fast ball. If there is more than one possible goal the blocked ball could be redirected to, the user of this command can specify which goal to direct the blocked ball to. This command has 0 priority and cannot be encored or prevented by any moves. It is, however, subject to consecutive use energy penalty and cannot be used in a combo.
  • Quick Guard automatically blocks all fast balls not blocked by either of the above commands.
  • Wide Guard automatically blocks all balls not blocked by Quick Guard or either of the arena-specific commands above.
In the event that a ball is not blocked and it goes through a team's goal, all active pokemon on that team will be zapped by a bolt of energy and have their current and maximum HP and energy reduced by 10. Reductions to maximum HP and energy cannot be removed by any means, including switching out.
 
This is my first battle, woohoo!

2v2 Singles(Fresh or almost fresh mons would be nice)
2 Day DQ
All abilities
No items
1 sub
In the ASB arena, just to keep it simple.
 

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