Battling in my own creation, and its your own personal arena? GASP
lets do dis. i wanna test if its broken or nots
Switch=NO
Abilities=NONE
Items= OFF
lets do dis. i wanna test if its broken or nots
Switch=NO
Abilities=NONE
Items= OFF
Post count ++ (not that I need) jk. Last post on page syndrome though forces me to bump!I haven't done a battle that isn't training for ages. Time to boost (or destroy) my W/L/T record.
Issuing two iddentical challenges (apart from the arena)
4v4 singles
2 day DQ (ref can ask for three 1 day extentions)
Unlimited chills/2 recoveries
Requesting switch = OK
Arena for challenge 1: Metal Bagon's White Island
Arena: White Island
Field Type: Dragon/Fire
Complexity: Moderate
Format: All
Restrictions:
1. No Hail
2. Flying types can choose to avoid 1 rock type attack per round for 10 energy (but this is canceled out in sunny weather).
3. Pokemon with the ability Dry Skin will have it's negative active throughout the entire match no matter what. In the rain it's positive only cancels out the negative effect and it won't restore HP with the ability. In the sun it loses double the HP.
Description:
White Island is actually a Volcano off the coast of New Zealand. The air here is very humid as this is an ACTIVE volcano so you better watch out around here. Metal Bagon has made this his gym and has a building on an island close to White Island (but far away enough for it to not be hit by any eruption the volcano can muster) trainers go to this island first and are then taken out to the island by boat by Metal Bagon for the battle.
The volcano of course is active, so at the end of every round there is a 20% that an eruption will happen. An eruption is a 10 BAP fire type move with rank 4 Sp.Attack (obviously the attack is special).
There is a dragon-like aura around this arena as well so dragon types get STAB on all fire types with 7 BAP and over, and fire types get STAB on all dragon type moves 6 BAP and under.
The island is too humid for hail and because of the humidity it takes pokemon not used to these conditions a while to get used to. As such, any pokemon using a rock type move for the first time in a round will have difficulty hitting flying types. If the flying type chooses it can avoid that rock move by flying beyond reach for 10 energy. It must be stated when the trainers orders whether in the case of a rock move it wants to avoid that move (note that if nothing is put then the ref should assume that the pokemon doesn't want avoid the attack).
Also, because of humidity, pokemon that don't receive STAB on heat wave get STAB and Heat Wave has perfect accuracy for that pokemon.
Finally, because this is a flippin' volcano, ice type moves won't be doing much. They will the moved down 1 effectiveness stage (ex: 4x SE = 2x SE, 2x SE = Neutral).
Arena for challenge 2: Glacier Knight's Jamestown 1607
Field Type- Bug/water
Complexity- Moderate
Format- All
Restrictions- No earthquakes, No weather
Jamestown, 1607: The first permanent English settlement in america, and whose colonization eventually led to the birth of america, you will be fighting back when the fort was still young, in 1607! You will be fighting out side the great fort, which at the time stood 18 feet all around. the southern wall that bordered the river was 420 feet long, while the other two sides were 300 feet long. surrounding the fort for about 20 feet all around there is tall, wild grass (no lawnmowers in the 17th century). the southern area of the arena is beach, with fine sand and the shoreline coated in cattails and other plants. the water is very warm, and brackish, so its not super fresh. to the north, east, and west of the fort lies the dense woods of virginia, which are inhabited with Powhatan Indians and other dangers. the forest is very thick due to no tampering with the vegetation (yay for no pollution and negative human interaction!), and the grass is still thick. the setting is in the beginning of fall, but it was still very hot, and if you dont know anything about virginia weather, its that if you are near water and its hot, it will be very very humid. the humidity leaves the air everywhere thick and steamy, which makes battling very uncomfortable. however bug pokemon will have no problem with this. the conditions that jamestown provide are perfect for them to thrive and battle, as the settlers experience that all too well (k.o by malaria!). Bug pokemon gain 30 base speed (e.g bug mon with 70 base speed now has 100) and 2BP to bug moves. ice pokemon will abhor the climate here, so their speed loses a flat 20 and their ice attacks lose 2BP. the weather cannot be changed, for that would surely affect the settlers (which in turn would cause an alternate dimension, yadda yadda yadda), and earthquakes cannot be generated. Also during every even round indians will dart of the woods and try to attack jamestown, but the settlers are prepared! at the points of the triangular fort lie a single but powerful cannon, that will blast the pesky native americans! sadly the settlers arent bright, so they might hit your pokemon! watch out! if your pokemon gets hit they lose 20 damage. (rng for getting hit by cannon is 20% out of 100%)
Please don't be daunted by the descriptions as both arenas have a lot of flavour in there descriptions.
^reffing when it gets accpeted
droping my match with jas61292 to fight maxim.
Challenging Maxim
3vs3 FE+NFE
In the 1st round, both players send out their FE
If the Fe gets KO'ed, that player send in both nfe to fight the FE in 2vs1.
Then if the other FE gets KO'ed, that player sends in his/her last 2 pokemons to fight in a 2vs2 doubles
5recoveries/5chills
1day dq
Can someone please ref this?Maxim said:Accepting!
Switch=KO (Kind of necessary for this battle)
Items=On
All Abilities
And since luc wasfoolishkind enough to let me choose the arena. I'll test my gym arena again.
Virtual Arena.
Flavor:
Hidden in Opelucid City in the Unova region, there lies an old gym that was once used for Rotation Battles, but was left abandoned after some people were hurt in the gym. Maxim has renovated (and improved the safety features of) this gym, and now serves as his (possible and unlikely) gym arena. The gym puzzle generally involves two types of rotating platforms, long sword platforms that connect one place to the next, and circular shield platforms that connect to four places. Every time one platform is rotated, all the others rotate as well. The trick of the gym is to get rotate the shield platforms in such a manner that the sword platforms lead you to the gym stadium.
Arena:
At the end of the gym is a square arena about 100 meters in length with two big circular platforms in the middle. The arena is purpose built for rotation battles, but can be used for other battles sparingly. This arena has a moat for water types to swim in and for surf, but they cannot attack unless they are in the front position or else they're disqualified. Also, the water is not deep enough to Dive in, and Digging will damage the machinery under the arena. All Normal types are reinforced here, and receive the Sturdy trait (How the arena does this is a trade secret). The arena is also put under constant increased gravity, which cannot be dispelled even by the move Gravity.
Summary: No Digging or Diving, Constant Gravity effect, Normal types get sturdy trait.
Challenging Objection!
3v3 Singles
2 Day DQ
Max 2 Recoveries & 5 Chills per Mon
Arena:
Arena basics:
- No weather or SolarBeam
- No external water source
- No natural elements (rocks, grass, etc.)
- No digging
- Seismic moves allowed
The pokemon are inside what looks like an evil villain's hideout. The actual arena is a bunch of treadmills set out in several rows. The walls on the sides of the arena have been marked at 10ft intervals and it is clear that the length of the treadmill arena is 100ft, not counting the spike pits at each end.
The key aspect of this arena is position, or more specifically, how far along the treadmills the pokemon are. The treadmills span positions from 1ft to 100ft, and the spike pits are at locations 0ft backwards and 101ft onwards. The treadmills go in the direction of the spike pit that they are closer to. Flying and levitating pokemon are not exempt from this as the gravity in this room is slightly intensified - not enough for the move Gravity's effect to happen, but enough to force flying and levitating pokemon to come to the ground briefly at the end of each action.
Detailed arena mechanics:
At the start of the battle, whoever sends out their mons first sends them out at the 50ft mark and whoever sends their mons out second sends theirs out at the 51ft mark.
At the end of every action, every pokemon will be pulled 1ft by the treadmills. For pokemon whose position is between 1ft and 50ft, subtract 1ft. For pokemon whose position is between 51ft and 100ft, add 1ft. In addition, all pokemon lose 1 energy as they try to stay away from the spike pits. However, if a pokemon chills, cools down after a combo, is under the effects of Ingrain or fails to act at all for any reason (including but not limited to flinch, sleep and full paralysis), the pokemon is pulled 5ft instead but loses no energy.
All direct damaging moves, in addition to doing damage, knock the target away from the user of the move. If the user and target are in the same position, the move knocks the target towards the nearest spike pit. The knockback component is equal to the BAP of the move (before all adjustments except Technician, the *0.75 for multi-target moves and multi-hit calculation) plus the user's attack or special attack rank minus double the target's weight class. The end result is rounded off to the nearest whole number using normal rounding rules, but the knockback component is always at least 0ft.
- For example, a Modest Tomohawk's Hurricane against a Machamp has a knockback component of (12+5-2*5)=7ft.
In this arena, a pokemon may use the Run command for 5 energy to run to a particular position. The valid range of positions the pokemon can run to is its current position plus or minus 10% of its current speed (rounded to the nearest whole number).
Two pokemon can share the same position - it can be assumed that in such a scenario the pokemon are at different points along the width of the arena. If a pokemon attempts to run to a position out of range, it will simply run as far as it can in that direction.
- For example, a neutral-nature Raticate at 20ft can run up to 10ft in either direction, so it can move to 10ft or 30ft or anywhere in between.
The Run command cannot be Encored or disallowed by any moves at all, including Taunt, and it is not subject to the consecutive move penalty. However, a pokemon under the effects of Ingrain cannot use this command.
- For example, if the aforementioned Raticate tries to run to 35ft, it will run to 30ft as that is as far as it can go.
Contact moves can only be used if the user is close enough to the target. That is, the difference between the user and target's positions must be no greater than the user's size class.
However, when calculating the knockback for a contact move, multiply the move's BAP by 1.5. If a pokemon tries to use a contact move on an opponent not in range, that pokemon simply runs in the appropriate direction as far as it can or until its opponent is in range, whichever comes first. If the former, the pokemon expends 5 energy as if it had just used the Run command. If the latter, the pokemon expends 2 energy for the running and then uses the move as normal.
- For example, a Gliscor at 30ft can only use Acrobatics on an opponent whose position is between 27ft and 33ft.
If a pokemon successfully uses U-Turn on an opponent out of its range, it immediately returns to the position it started at. In the Gliscor example, if it used U-Turn, it would travel to 23ft, use the move and then go back to 30ft. If a pokemon tries to use a contact move that has a random target (eg, Thrash), targets already in that pokemon's range will be given priority over targets that the pokemon can reach, and those will be given priority over further away ones.
- For example, let us suppose that the aforementioned Gliscor is Adamant. If it tries to use Acrobatics on an opponent at position 20ft, it has 95 speed so it can run (95/10)=9.5->10ft. However, it only needs to run to 23ft to be able to use the move, so it runs to 23ft, expending 2 energy, and then uses Acrobatics. The knockback of the move will be (11*1.5+4-2*Target's WC), rounded to the nearest whole number.
Note: A pokemon under the effects of Ingrain cannot run at all.
Lastly, if a pokemon is pulled into a spike pit (ie, its position is not between 1ft and 100ft), it is KO'd immediately.
Unless I have missed something very important, this battle still requires a ref.Let's do it!
Switch = OK (switched-in mons appear at the starting positions)
Items = All
Abilities = All
(EDIT: That was at Dogfish's challenge to me.)
need to do a relatively quick match so:
2v2 NFE Doubles
DQ 1 Day
no Recover/1 Chill
Arena: Ref's Choice, although something interesting with much in the way of move restrictions would be nice
also training items at least please
I'll be taking this match. Send me your Pokemon gentlemen. For the arena, it's going to be the Tower of Heaven.Accepting Ragnarokalex,
Abilities: all
Switch: NOO!
Items: 1 per side
RREEEEFFFFF!
Since I have a free spot, another Flash Match please! =3
Battle type: 1v1 Singles
DQ Time: 1 Day
Healing: 2 recoveries/5 chills
Music: Deadmau5 - Raise Your Weapon
Arena: ASB Arena
Let's get it on. ;D
Let's do it, Wolfe.
Do you want to go FE or NFE?
One Ability
Switch=roflcopter
Items=Counter-Producing ones only.
Also this one.Yay. :D
And I'll do NFE's this time around.
Challenging that bastard Alchemator to an NFE showdown.
2v2 NFE Singles
2 Day DQ
1 Sub
2 Recovers, 5 chills
Arena: Chrono Stadium
This arena resembles a giant version of the face of Prague’s Astronomical Clock. There is a moat around the edge of the arena but there are no natural elements such as grass nearby. The flow of time in this arena can change radically with the following effects:
Normal time flow - nothing special.
Fast time flow - every pokemon's attack and special attack ranks are multiplied by 1.5 with halves rounded up; every pokemon has +1 evasion.
Slow time flow - every pokemon's defence and special defence ranks are multiplied by 1.5 with halves rounded up; every pokemon has +1 accuracy.
Reverse time flow - turn order is completely reversed (ie, higher priority attacks happen after lower priority ones and a slower mon's attack happens before a faster mon's one of the same priority); for attacks with a charge-up or evasive action (eg, Focus Punch, Sky Attack, Dig), swap the priorities of the charge-up/evasive action and attacking action before reversing the turn order; the "cooldown" action for combos occurs on the action before the combo is executed rather than after.
Crazy time flow - turn order is randomised, disregarding priority and speed completely; attacks with a charge-up or evasive action still have that action occur before the attacking action.
Round 1 has normal time flow, then at the end of every round, each of the five time flows has an equal chance of being chosen for the next round. A time flow's effects remain until the time flow changes to something else.
Accepting that bastard Son of Shadoo's challenge!
All abilities.
Switch = KO
No items (Training are fine if you have them, but I don't!)
Challenging danmantincan to a 2v2 Doubles!
No Recovers or Chills
1Sub
3Day DQ
ASB Arena
I havent reffed a Tower match in ages...I'll take this one, Expect a PM Shortly (Don't send teams until then)Let's do it Ullar!
All Abilities and No Items.
"The Wanderer said:You need babymons to make middlemons, so I'm setting up an Open LC battle.
3v3 triples
2 day DQ
2 recovers/5 chills
1 Sub per pokemon
And the arena is...Field Type- Varies
Complexity- Simple-Super Intense
Format- Varies
Restrictions- Varies
The Ref's Mind: The mind is a powerful thing, so its time we used it to maximize the opportunity to have interesting battles! The battlers have somehow found themselves inside the creativity center of the referee, and they are at his mercy! the ref can make anything happen, and controls all aspects! from the arena setting to the accuracy of moves to the color of the pokemon! for example, the first round might be in an volcano, and if a player uses a bug type move twice his opponent will lose 10 energy! the match can be as simple or as intense as the ref wishes. Battlers have fun coping and adapting to what the refs throw at you!
Still need a ref on this one. This one, too.Sounds like an interesting match
Switch = ???
Items = Yeah
Abilities = All