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

First Beginner Battle? :P

First battle, decided to go straight for the actual battling soon I got approved.

Beginner Battle
1 Pokemon per side
Singles battle
3 days until DQ
1 substitution
No recovers or chills (want this to be a quick battle)
Arena, as found on this post.
Type: Fire/Water/Ground/Ice (based on current weather)
Complexity: Intense
Format: Probably all, but built with Singles in mind

Restrictions:
Randomized weather, no manual weather changing At the end of every turn/period of actions (or whenever the ref feels fit, if (s)he so decides to change it) the weather is randomized. Randomized weather can change the course of a battle. Each weather has a 25% chance of happening. Of course, weather moves and abilities have no effect, as this is indoors and the weather is controlled purely by technology.

Dig priority -3 Tough walls and flooring make Dig have a priority of -3.

Moves restricted based on weather Surf and Dive may only be used in rain, Grass-type recovery moves (I.E Leech Seed) only in sun, Blizzard only in Hail (basically a guaranteed miss in non-hail, not just a miss chance), and attacks with the word Sand, Mud or Muddy (like Muddy Water) may only be used in Sandstorm. In return, each attack in this list's priority is increased by 1 (so 0 priority to +1 priority).

-3 Priority for air-based moves Due to the huge coaster overhead, Fly, Bounce and Sky Drop have a priority of -3 each in order to prepare and make sure the move user doesn't hit and ruin the ride.

Description: At Koffing Amusement Park, or KAP, there is a very quirky ride tucked between the Koffing Cones stand and Combee Hive: the Castform Coaster, an indoor roller coaster full of loops, twirls, and, as the name suggests, constantly changing weather. Well, simulated weather, but it works the same way as the authentic. This weather changes randomly at regular intervals; first it's sunny, then a sandstorm rages, followed by hail taking over, and so on. The coaster itself is controlled with power generated by a Castform's Thunderbolt and Weather Ball, but you're not battling on the ride, oh no. You're battling below it.

KAP likes to hold random battles with randomly selected trainers all over the place, and under Castform's signature ride is no exception. You and your competitor have been chosen to have a battle for the spectator's enjoyment, and are preparing to duel it out with your Pokemon of choice. The randomized weather will certainly make a big impact in this indoor attraction's battle, and a mascot dressed as Castform sitting inside a booth will decide it with the RNG his smartphone has accessed. With an equal chance of each weather, a good roll can turn the tide of a battle; a surprise Sand Rush activation or Ice Body heal-up can make all the difference. However, unlike everyone's favourite Poke-meteorologist, it's not all about the weather. The well-constructed walls and floor, flashing lights and marvelous ride overhead also may make an impact of a battle, and the most important thing in any battle, strategy, is still vital. You just need to utilize the weather, whether good or bad, wisely to control the battlefield and, ultimately, the battle completely. "Best of luck to both competitors!" a voice booms via the speaker system. "Five... Four... Three... Two..."


My challenger, as per norm, picks ability and item method

My Pokemon I'll be battling with:

Piplup [Emperor Iceberg] (M) (*)
Nature: Modest

Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Defiant: (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round. (DW) (Inactive)

Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 0/9
MC: 0
DC: 0/5

Attacks:
Pound
Growl
Bubble
Water Sport
Peck
Bide
Fury Attack

Aqua Ring
Hydro Pump
Icy Wind

Blizzard
Surf
Scald

Hope I'm doing this right :P
Edit: As shown below, Woodchuck accepted, still looking for a Ref who can handle the complexity of my arena :P
Edit 2: Someoneelse is reffing, thanks.
 

Woodchuck

actual cannibal
is a Battle Simulator Admin Alumnusis a Forum Moderator Alumnus
Accepting the above.
Items = Training (amulet coin, exp share, etc...)
Ability = all
I'll be using Snowman the Skitty.

Skitty [Snowman] (Female)
Nature: Adamant (+Atk, -SpA)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Cute Charm: Innate. This Pokemon’s natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move.
Normalize: Can be Disabled. This Pokemon has mastered Normal-type attacks and can change any attack type to have a Normal energy signature. All attacks used by the Pokemon are considered Normal-type attacks, although they retain the same status-inducing and other properties. The Pokemon's Normal-type attacks will have four (4) more Base Attack Power.
Wonder Skin (DW, Locked): Innate. The Pokemon's skin has an agent that heavily resists attempts to change its composition. It changes the accuracy of all non-damaging attacks to 50% before applying any other modifiers.

Stats:

HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 50
Size Class: 1
Weight Class: 2
Base Rank Total: 12

EC: 3/6
MC: 3
DC: 2/5

Attacks:
Fake Out
Growl
Tail Whip
Tackle
Foresight
Attract
Sing
Copycat
DoubleSlap
Assist
Charm
Faint Attack

Zen Headbutt
Helping Hand
Sucker Punch

Thunder Wave
SolarBeam
Frustration
Return
Double-Edge

Total Moves: 18
 
Open Challenge
3v3 Triples X 2
Items = All
Abilities = All
DQ = 2 Day
Subs = Acceptor's Choice
Recoveries = Acceptor's Choice
Chills = Acceptor's Choice
Arena:
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: Doubles (x2) the effect chance of all moves.
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 is 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% boost in weather to speed.
Dragon Group: EN use is decreased by 10%.
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 is inflicted upon opponents that come in contact with this pokemon, even if they are genderless or the same gender. Attraction lasts four (4) rounds.
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% boost to speed.
Dragon Group: EN use is decreased by 20%.
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.
 

"I have returned, to battle!"

Open Challenge
4v4 Doubles FE
2 Day DQ/3 Days for ref
2 Substitutions
Arena: Center Stage

Description: This arena is a reasonably popular arena where crowds gather to see a different type of battle. You see, they don't want to see any standard issue stuff like at the ASB Arena, they want battles with flair, creative moves, and intensely close calls. As such, in this arena roleplaying actions are more likely to work. Additionally, the ref can modify the arena as he desires (within reason, no teleporting to another dimension) to either cause pain to the competitors or open up new roleplaying opportunities. For instance, he could have a tent appear over the competitors thus allowing them to use the poles to smack each other or even bring the tent down and muck everything up.

As for the arena itself, it's a fairly simple battlefield. The competitors are on the top of a platform about 50 ft in the air, surrounding a simple moat with no water (though the ref can modify this as he so chooses). This platform is a square measuring about 50 yards on each side. On each side of this platform there is a ladder that can allow a Pokemon in the moat to climb back up. Whether this takes an action or not is up to the referee. The floor is white, although some grass covers the arena allowing Energy Ball and similar moves to work at full effectiveness. The arena is contained within a cavernous area, but the sun shines through the ceiling giving ample light. All moves are allowed.

Summary:
Roleplaying actions are easier to pull off
Referee can modify the arena within reason
All moves are allowed
If knocked into the moat, ref decides whether climbing back up takes an action or not.
 
3v3 Triples X 2
Items = All
Abilities = All
DQ = 2 Day
Subs = Acceptor's Choice
Recoveries = Acceptor's Choice
Chills = Acceptor's Choice
Arena:
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: Doubles (x2) the effect chance of all moves.
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 is 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% boost in weather to speed.
Dragon Group: EN use is decreased by 10%.
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 is inflicted upon opponents that come in contact with this pokemon, even if they are genderless or the same gender. Attraction lasts four (4) rounds.
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% boost to speed.
Dragon Group: EN use is decreased by 20%.
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.
just need a ref now
 

"I have returned, to battle!"

Open Challenge
4v4 Doubles FE
2 Day DQ/3 Days for ref
2 Substitutions
Arena: Center Stage

Description: This arena is a reasonably popular arena where crowds gather to see a different type of battle. You see, they don't want to see any standard issue stuff like at the ASB Arena, they want battles with flair, creative moves, and intensely close calls. As such, in this arena roleplaying actions are more likely to work. Additionally, the ref can modify the arena as he desires (within reason, no teleporting to another dimension) to either cause pain to the competitors or open up new roleplaying opportunities. For instance, he could have a tent appear over the competitors thus allowing them to use the poles to smack each other or even bring the tent down and muck everything up.

As for the arena itself, it's a fairly simple battlefield. The competitors are on the top of a platform about 50 ft in the air, surrounding a simple moat with no water (though the ref can modify this as he so chooses). This platform is a square measuring about 50 yards on each side. On each side of this platform there is a ladder that can allow a Pokemon in the moat to climb back up. Whether this takes an action or not is up to the referee. The floor is white, although some grass covers the arena allowing Energy Ball and similar moves to work at full effectiveness. The arena is contained within a cavernous area, but the sun shines through the ceiling giving ample light. All moves are allowed.

Summary:
Roleplaying actions are easier to pull off
Referee can modify the arena within reason
All moves are allowed
If knocked into the moat, ref decides whether climbing back up takes an action or not.

"I rise... kekekekekekeke..."

Switch: OK
Items: ON
Abilities: ONE
 
Eh, Wynaut. I'll be at a disadvantage, seeing it's the first battle for the two Pokemon I'm battling with, but they need training anyway. Accepting IceSpade's above.
Because I'm lazy, I'll just post the team I'm battling with here.
Obviously, Illusion will not be active as it would be fairly useless considering all my Pokemon will be active at once in a 2v2 Doubles.

Zorua [Red Spy] (M) (*)
Nature: Adamant

Type: Dark
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.

Abilities:
Illusion: (Innate) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2 (-)
SpD: Rank 2
Spe: 65
Size Class: 1
Weight Class: 2
Base Rank Total: 15

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

Attacks:
Scratch
Leer
Pursuit
Fake Tears
Fury Swipes
Faint Attack
Scary Face
Taunt

Sucker Punch
Counter
Detect

Swords Dance
Roar
U-Turn



Vanillite [Vanilla DEATH] (F) (*)
Nature: Modest

Type: Ice
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Abilities:
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Weak Armor: (Can be enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit. (DW) (Innactive)

Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 2
Spe: 44
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 0/9
MC: 0
DC: 0/5

Attacks:
Icicle Spear
Harden
Astonish
Uproar
Icy Wind
Mist
Avalanche
Taunt

Automize
Iron Defense
Powder Snow

Hail
Ice Beam
Blizzard
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
CHALLENGING GLACIER
2v2 FE Doubles (move sum ~55)
2 Day DQ
2 Substitutions
All Abilities
Items ON
Switch KO
Infinite Recovers / chills

Arena: Typing Inversion Chamber II
All moves are allowed. At the end of each round, a random type is chosen to be inverted, which reverses weaknesses and resistances except for immunities with retain their immunity. Abilities that cause a weakness to the chosen type will retain the weakness, while the same holds true for abilities that grant resistances as well. If a type is chosen twice in a row, the move effectiveness on that type will return to normal.
 
CHALLENGING GLACIER
2v2 FE Doubles (move sum ~55)
2 Day DQ
2 Substitutions
All Abilities
Items ON
Switch KO
Infinite Recovers / chills

Arena: Typing Inversion Chamber II
All moves are allowed. At the end of each round, a random type is chosen to be inverted, which reverses weaknesses and resistances except for immunities with retain their immunity. Abilities that cause a weakness to the chosen type will retain the weakness, while the same holds true for abilities that grant resistances as well. If a type is chosen twice in a row, the move effectiveness on that type will return to normal.
I am on this like white on rice.
______________________________

Also, posting another challenge

2vs2 doubles
1 day DQ
2 subs
all abilities
0 recovs/chills
Items on
Switch KO
ASB Arena
 

"I have returned, to battle!"

Open Challenge
4v4 Doubles FE
2 Day DQ/3 Days for ref
2 Substitutions
Arena: Center Stage

Description: This arena is a reasonably popular arena where crowds gather to see a different type of battle. You see, they don't want to see any standard issue stuff like at the ASB Arena, they want battles with flair, creative moves, and intensely close calls. As such, in this arena roleplaying actions are more likely to work. Additionally, the ref can modify the arena as he desires (within reason, no teleporting to another dimension) to either cause pain to the competitors or open up new roleplaying opportunities. For instance, he could have a tent appear over the competitors thus allowing them to use the poles to smack each other or even bring the tent down and muck everything up.

As for the arena itself, it's a fairly simple battlefield. The competitors are on the top of a platform about 50 ft in the air, surrounding a simple moat with no water (though the ref can modify this as he so chooses). This platform is a square measuring about 50 yards on each side. On each side of this platform there is a ladder that can allow a Pokemon in the moat to climb back up. Whether this takes an action or not is up to the referee. The floor is white, although some grass covers the arena allowing Energy Ball and similar moves to work at full effectiveness. The arena is contained within a cavernous area, but the sun shines through the ceiling giving ample light. All moves are allowed.

Summary:
Roleplaying actions are easier to pull off
Referee can modify the arena within reason
All moves are allowed
If knocked into the moat, ref decides whether climbing back up takes an action or not.



"I rise... kekekekekekeke..."

Switch: OK
Items: ON
Abilities: ONE
Taking this match! PM your teams!
 
CHALLENGING GLACIER
2v2 FE Doubles (move sum ~55)
2 Day DQ
2 Substitutions
All Abilities
Items ON
Switch KO
Infinite Recovers / chills

Arena: Typing Inversion Chamber II
All moves are allowed. At the end of each round, a random type is chosen to be inverted, which reverses weaknesses and resistances except for immunities with retain their immunity. Abilities that cause a weakness to the chosen type will retain the weakness, while the same holds true for abilities that grant resistances as well. If a type is chosen twice in a row, the move effectiveness on that type will return to normal.
Reffing this. PM mons.
 
New challenge:
2v2 LC Doubles
1 Day DQ
2 recovery, 5 chills
2 subs
All abilities
Training items
ASB Arena
Eh, Wynaut. I'll be at a disadvantage, seeing it's the first battle for the two Pokemon I'm battling with, but they need training anyway. Accepting IceSpade's above.
Because I'm lazy, I'll just post the team I'm battling with here.
Obviously, Illusion will not be active as it would be fairly useless considering all my Pokemon will be active at once in a 2v2 Doubles.

Zorua [Red Spy] (M) (*)
Nature: Adamant

Type: Dark
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.

Abilities:
Illusion: (Innate) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2 (-)
SpD: Rank 2
Spe: 65
Size Class: 1
Weight Class: 2
Base Rank Total: 15

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

Attacks:
Scratch
Leer
Pursuit
Fake Tears
Fury Swipes
Faint Attack
Scary Face
Taunt

Sucker Punch
Counter
Detect

Swords Dance
Roar
U-Turn



Vanillite [Vanilla DEATH] (F) (*)
Nature: Modest

Type: Ice
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Abilities:
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Weak Armor: (Can be enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit. (DW) (Innactive)

Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 2
Spe: 44
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 0/9
MC: 0
DC: 0/5

Attacks:
Icicle Spear
Harden
Astonish
Uproar
Icy Wind
Mist
Avalanche
Taunt

Automize
Iron Defense
Powder Snow

Hail
Ice Beam
Blizzard
Did people forget about this or something? We still need a ref.
 

Someoneelse

Why am I here?
Open Challenge

5vs5 LC Quintiples: No positioning.
2 Subs
2 Day DQ
Switch= Malfunction
Training items
ASB arena
You choose the rest.

Yes, I am insane.
Is there anyone insane enough to ref this?
 
Open Challenge

5vs5 LC Quintiples: No positioning.
2 Subs
2 Day DQ
Switch= Malfunction
Training items


The Tower of Heaven is an ancient structure that stretches deep into the clouds, the heavens, and far beyond. It is composed of a material similar to rock, but far more durable and nearly impossible to break. Most of the structure is open-air giving a good glimpse of the clear sky. Moss and other small plant life have grown on the outcropping on the rock-like material with small butterflies flying about. There are small streams and pools of water within the structure for Water attacks and Water Pokemon. The battle will take place within one of the many chambers of the tower.

All moves can be used within the Tower of Heaven. However, there is a catch. Within my hands is the Book of Laws. At the end of each round, I'll write down a new law. The laws restrict what attacks, actions, or commands you may or may not take in battle. Violation of any law in battle will still allow you to perform the command, however the offender will be struck down with a lightning bolt that deals 10 damage flat and ignores abilities, weakness, and resistance. The lightning bolt cannot be deflected, dodged, evaded, or otherwise blocked. It will hit the Pokemon behind a Substitute, find its way through Double Team, and will go through Wonder Guard. Pokemon that are immune to Electric attacks by ability or typing will still be struck down and will gain no benefit such as Motor Drive's Speed boost. Violation of multiple laws in an action will drop down multiple lightning bolts on the offender depending on how many laws they've broken in a given action.

For instance, Pikachu decides to use Thunderbolt on a Staryu. If I restrict the usage of Thunderbolt, Pikachu will be smote once for 10 damage. If I restrict the usage of Thunderbolt and all Electrical attacks, Pikachu will be hit twice for 20 damage. Finally, if I restrict the usage of Thunderbolt, Electrical attacks, and super-effective moves, Pikachu will be struck thrice for 30 damage.

If there's any questions or need clarification on anything, PM me.

Summary: All moves can be used initially, however new laws added in each round will restrict what commands can be used. Violation of any law will be penalized with a lightning bolt dealing 10 damage flat ignoring typing and abilities. Combatants can be penalized multiple times in an action.

Teleportation Corollary: If this arena is picked randomly as a result of arena effect, then the ref is free to generate up to three rules for the combatants to follow until a new arena is chosen.

You choose the rest.

Yes, I am insane.
Is there anyone insane enough to ref this?
Eh, technically what you're suggesting is a brawl. But I'll accept anyways.

All Abilities

Also, you may wish to consider changing the arena to ASB Arena. While I'll go with anything you choose, we may have a hard time getting refs like this. Your choice though.
 

Someoneelse

Why am I here?
Eh, technically what you're suggesting is a brawl. But I'll accept anyways.

All Abilities

Also, you may wish to consider changing the arena to ASB Arena. While I'll go with anything you choose, we may have a hard time getting refs like this. Your choice though.
I thought it was triples +
Ok, sure, just the ASB arena then. How many recovers / chills? Just 0/0?
 

ZhengTann

Nargacuga
is a Forum Moderator Alumnus
Someoneelse and Maxim said:
5v5 LC Brawl
2 Substitutions
2 day DQ
0 Recoveries / 2 Chills
Items = Training
Switch = KO
Abilitites = All
Positioning = Off
Did someone ask for an insane reff? Nah, I'm sane, actually - I just want a large battle. Taking if you can extend the DQ to 3 days for reffs - and you'd probably make my day, too, if you two can drop a PM with your teams saying "we've decided to change to Singles/Doubles".
 

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