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

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challenging athenodoros
fuck that battle hall swampert

2v2 Doubles Training Battle (Doesn't count towards w/l)
2 Day DQ (3 Day Ref)
2 Recovery/4 Chills
Send 2 Pokemon to Ref
Darkamber8828 goes second during first round
Special Condition: All attacks during first round except Sketch have no effect, do no damage, and cost no energy :D
Sketch costs no Energy first round.
 
Objection would like to train some of his weaker evolved and unevolved mons, and he knows just the arena for the job.

4v4 singles
I will be using a combination of weak evolved mons and unevolved mons
2 recovers/5 chills
3 day DQ
Arena: ASB Galaxy

A collection of planetoids in an arrangement reminiscent of a Super Mario Galaxy level. The battle takes place on one planetoid at a time and the arena attributes such as the presence of an external water source depend on which planetoid is being battled on at the time. Furthermore, any arena-wide effects like weather and Trick Room only affect one planetoid. As such, there can be multiple arena-wide effects in the galaxy at a time and even the same effect on different planetoids, and each effect has its own counter.

Each round, whoever orders first must post three planetoids that they would like to switch to (not including the current planetoid), and whoever orders second must either choose one of those three planetoids to battle on or state that they wish to stick with the current planetoid. The battle will then continue on the planetoid specified by whoever gave orders second. If the planetoid is changed, any moves or effects that involve the user being stuck in one place (eg, Ingrain) are removed.

Here are the planetoids and their attributes:

  • Meadow Planetoid
    • Grass present.
    • No rocks.
    • No water.
    • While on this planetoid, all pokemon are treated as having the ability Natural Cure.
    • This is the planetoid that the battle starts on.
  • Craggy Planetoid
    • Rocks present.
    • No grass.
    • No water.
    • Seismic moves have a 30% chance of triggering a rock slide, which is treated as a 15 BAP physical rock-type attack from rank 5 attack. The rock slide hits all active pokemon.
  • Ocean Planetoid
    • Water present.
    • No grass.
    • No rocks.
    • Pokemon that cannot swim, fly or levitate are confined to sandy islands dotted around the planetoid and cannot use contact moves against opponents that can swim, fly or levitate.
  • Barren Planetoid
    • No grass.
    • No rocks.
    • No water.
    • Sandstorm does 3 damage per action instead of 2.
    • Sand-Attack lowers accuracy by 2 stages instead of 1.
  • Swampy Planetoid
    • Grass present.
    • Water present.
    • No rocks.
    • Moves that require an external water source (except Dive) have a 30% chance to lower the target's speed by 1 stage.
    • Dive has a 30% chance to lower the user's speed by 1 stage on the action the user goes underwater.
  • Muddy Planetoid
    • No grass.
    • No rocks.
    • No water.
    • While on this planetoid, all pokemon are subject to Mud Sport.
    • Mud-Slap lowers accuracy by 2 stages instead of 1.
    • Mud Bomb, Mud Shot and Muddy Water have +3 BAP.
    • Seismic moves have a 30% chance of causing mud to splash up from the ground. This lowers every active pokemon's accuracy by 1 stage.
  • Volcanic Planetoid
    • Rocks present.
    • No grass.
    • No water.
    • Fire-type moves have +3 BAP.
    • Water-type and Ice-type moves have -3 BAP.
    • Seismic moves have a 30% chance of triggering a volcanic eruption, which is treated as a 15 BAP special fire-type attack from rank 5 special attack. The volcanic eruption hits all active pokemon.
  • Tundra Planetoid
    • No grass.
    • No rocks.
    • No water.
    • Ice-type moves have +3 BAP.
    • Fire-type moves have -3 BAP.
    • All non-Ice-type moves cost 10% more energy (use normal rounding rules for decimals)
  • Polluted Planetoid
    • Rocks present.
    • Water present.
    • No grass.
    • Poison-type moves have +3 BAP and a flat +10 base accuracy.
    • Energy Ball has -2 BAP as per the line about artificial environments in its description in the Data Audit thread.
    • Moves that require an external water source (except Dive) corrode Steel-type targets when used.
    • Dive corrodes a Steel-type user on the action the user goes underwater.
  • Night Planetoid
    • Grass present.
    • Rocks present.
    • Water present.
    • Ghost-type and Dark-type attacks have +3 BAP.
    • While on this planetoid, all Ghost-type and Dark-type pokemon are treated as having the ability Stench.

(Future versions of this arena may incorporate more planetoids or change some of the existing ones.)
 
Challenging Engineer Pikachu! Also, the first two other trainers to accept.

Team Doubles (3+3 vs 3+3)
Only NFE mons may apply.
7-day DQ (although ASAP is preferable; we can haggle over this once the thread's up)
2 Recoveries, Infinite Chills
NOTE: I would rather this use training items only.

ARENA: Unown Soup Plus
The battlers are on a solid platform in the middle of a giant bowl filled with delicous broth. No move restrictions at all, because you can safely go seismitoad on the platform and there is plenty of broth to swampert your enemies with. In the soup, there is one of each letter Unown floating in around aimlessly. They are all close enough to pick up, and a battler may use one action each round (they can't just use three Unowns) to use any move that begins with that letter. Once an Unown is used, it cannot be used again.

Unown ! and Unown ? are also in the soup.
.*. Unown ! targets a Pokemon, causing it to flinch.
.*. Unown ? targets a used letter, adding it back to the broth for later use; Unown ? does not become an attack.
One of each is present in the broth to begin, and whenever a Pokemon is KOd, they regenerate.


PM me if interested so I can update the list of attendees.

SLOTS:
mewtwo15026
Engineer Pikachu
MrcRanger97
lucarioisawesome
REF: ---
 
Objection would like to train some of his weaker evolved and unevolved mons, and he knows just the arena for the job.

4v4 singles
I will be using a combination of weak evolved mons and unevolved mons
2 recovers/5 chills
3 day DQ
Arena: ASB Galaxy
[Gigantic arena explanation that's too long to quote]
Excepting, though i get the feeling this will be a tough battle...

Switch=OK
Abilities=All
Items=Off

Refs, now's your chance to ref another one of Objection's gigantic and complicated arenas (You should be able to get more RC for them)!
 
Excepting, though i get the feeling this will be a tough battle...

Switch=OK
Abilities=All
Items=Off

Refs, now's your chance to ref another one of Objection's gigantic and complicated arenas (You should be able to get more RC for them)!
I may be high off of space dust, but I'm still insane enough to ref this match in SPAAAAAAAAAAACE, PM me your teams.
 
Issuing an Open NFE battle.

2v2 doubles
2 recovers/5 chills
2 days for DQ
And the arena is...
Field Type: Flying
Complexity: Intense
Format: All

Restrictions: No water source, No digging, No rain or hail, No Grass Knot

Description: About 20m in diameter, this battlefield is the aerie of the Tower of Heaven, a colossus that extends high into the atmosphere, and home to an entity simply known as the Deity. Golden blocks litter the battlefield, about two to three meters apart, and are both a size and weight class of 1. The battlefield is so high up that it pierces the clouds, which makes rain and hail impossible, but the open sky and all the dust atop the tower make sun and sandstorms viable. The floor is made of tough, thick stone, and is thus impossible to dig through. It's also devoid of water or vegetation, so Grass Knot or certain water moves like surf are impossible. While a pokemon that can fly or levitate can return to the battlefield if s/he is thrown off the tower, those who can't will fall to their deaths (translation: instant KO). Seismic moves are allowed, as the tower somehow repairs damage to it by itself. Finally, since the Deity does run this tower, you must adhere to whatever law He dictates, or else He's gonna smite ya.

The Book of Laws: At the end of each round, the ref will rng d20. Whatever number it hits, the corresponding law in the list below will be in effect the following round. If a law is explicitly defined to take place on a certain round (e.g. no law at all in the first round, "thou shalt not waste my time" in round 20), then that law will be in effect instead. Only one law will be in effect at a time.

Each pokemon involved in the battle has an individual smite counter, which is set to 1. At the end of each round, if a pokemon at some point in the round has broken the law currently in effect, the Deity will smite the offending pokemon, dealing a fixed, typeless (10 * smite counter) in damage. Following penalty, the offending pokemon's smite counter will be increased by 1, to a maximum of 5. Switching the pokemon out will reset its smite counter to 1.

The potential laws are as follows:

1: The Book of Laws is blank - No law is in effect this round. Go nuts! By default, this law will be in effect during the first round of battle.

2: Thou shalt not touch the golden blocks - The pokemon may not touch any of the golden blocks littered on the battlefield. If a pokemon is knocked to the ground or hit with a critical, the ref will rng d6. If a 6 is rolled, the pokemon accidentally touches a golden block and will be penalized. Moves that employ telekinesis to throw golden blocks at a foe will not result in a penalty - in fact, connecting such an attack will penalize the enemy!

3: Thou shalt not shake the earth - The pokemon may not use any seismic moves.

4: Thou shalt not touch another living being - The pokemon may not make physical contact with each other or any other living being (e.g. bullet seed, leech seed). If one pokemon touches the other, both will be penalized.

5: Thou shalt not leave the ground - The pokemon may not fly, levitate, jump, or otherwise be in the air. If a pokemon is knocked away or hit with a critical, the ref will rng d6. If a 6 is rolled, the pokemon is lifted from the ground briefly and will be penalized.

6: Thou shalt not walk - The pokemon may not walk, run or slither across the ground. The pokemon may, however, jump across the ground, fly or otherwise travel through the air, provided it doesn't need to walk or run to get momentum going.

7: Thou shalt not tamper with the weather - The pokemon may not use any weather-changing moves or abilities, like sunny day, sand stream or the weather-clearing command of cloud nine. Any current weather in play will not be affected.

8: Thou shalt not incapacitate - The pokemon may not use moves that induce status ailments of any sort (e.g. confusion, flinching), even attacks that have a minuscule chance to. Any status inducing moves (e.g. toxic spikes) that were in play before this law came into effect are excluded.

9: Thou shalt not flee - Switching pokemon is prohibited in this round. If a pokemon does switch out, the deity will smite it before the switch takes effect, rather than at the end of the round like usual. If the ref rngs this law in a battle where switching out results in a KO or is otherwise impossible, then s/he will treat it as if s/he rolled a 1 instead.

10: Thou shalt not invoke [type] - Moves of the type specified by the law are prohibited. The ref will rng d17 to determine the type:
1: Normal
2: Fire
3: Water
4: Electric
5: Grass
6: Ice
7: Fighting
8: Poison
9: Ground
10: Flying
11: Psychic
12: Bug
13: Rock
14: Ghost
15: Dragon
16: Dark
17: Steel

11: Thou shalt not be a coward - The pokemon may only use damaging moves. You may use non-damaging moves in a combo attack, provided the combined attack does damage (e.g. Weather Ball with Will-o-wisp). Moreover, the cooldown that follows a combo move will not result in a penalty.

12: Thou shalt not kill - The pokemon may not directly KO the opponent. KOing a pokemon through indirect damage (e.g. Toxic, Leech Seed) will not result in a penalty.

13: Thou shalt not heal - The pokemon may not use recovery or chills. If the ref rngs this law in a battle where recovery is prohibited to begin with, then s/he will treat it as if s/he rolled a 1 instead.

14: Thou shalt not harm - The pokemon may only use non-damaging moves. Indirect damaging moves like toxic or leech seed are allowed.

15: Thou shalt not protect thyself - The pokemon may not dodge or otherwise attempt to prevent damage done to itself (e.g. using barrier to deflect contact moves, or using cross chop to deflect an incoming rock slide).

16: Thou shalt not employ thine talents - The pokemon may not use ablilties that can be activated or enabled. If an ability can be disabled, it must be disabled before the end of the round to avoid penalty. Traits and innate abilities will not be penalized.

17: Thou shalt not overpower thine foe - If the percentage of the pokemon's HP exceeds the percentage of its foe's HP by at least 40% by the end of the round (e.g. yours is at 90% HP while your foe's is at 12%), the pokemon will suffer a penalty.

18: Thou shalt not be a weakling - If the percentage of the pokemon's HP is less than the percentage of its foe's HP by at least 40% by the end of the round (e.g. yours is at 12% HP while your foe's is at 90%), the pokemon will suffer a penalty.

19: Thou shalt not speak - Sound-based moves are prohibited.

20: Thou shalt not inflict grievous damage - If a pokemon's attack lands a critical hit, it suffers a penalty.

There's also a law that always takes effect on the 20th round, and again every additional ten rounds:

Thou shalt not waste my time - The Deity is pissed at how long the fight's taking, and smites both pokemon at the end of the round. What an asshole!
 
Issuing an Open NFE battle.

2v2 doubles
2 recovers/5 chills
2 days for DQ
And the arena is...
Field Type: Flying
Complexity: Intense
Format: All

Restrictions: No water source, No digging, No rain or hail, No Grass Knot

Description: About 20m in diameter, this battlefield is the aerie of the Tower of Heaven, a colossus that extends high into the atmosphere, and home to an entity simply known as the Deity. Golden blocks litter the battlefield, about two to three meters apart, and are both a size and weight class of 1. The battlefield is so high up that it pierces the clouds, which makes rain and hail impossible, but the open sky and all the dust atop the tower make sun and sandstorms viable. The floor is made of tough, thick stone, and is thus impossible to dig through. It's also devoid of water or vegetation, so Grass Knot or certain water moves like surf are impossible. While a pokemon that can fly or levitate can return to the battlefield if s/he is thrown off the tower, those who can't will fall to their deaths (translation: instant KO). Seismic moves are allowed, as the tower somehow repairs damage to it by itself. Finally, since the Deity does run this tower, you must adhere to whatever law He dictates, or else He's gonna smite ya.

The Book of Laws: At the beginning of each round, the ref will rng d20. Whatever number it hits, the corresponding law in the list below will be in effect for that round. If a law is explicitly defined to take place on a certain round (e.g. no law at all in the first round, "thou shalt not waste my time" in round 20), then that law will be in effect instead. Only one law will be in effect at a time.

Each pokemon involved in the battle has an individual smite counter, which is set to 1. At the end of each round, if a pokemon at some point in the round has broken the law currently in effect, the Deity will smite the offending pokemon, dealing a fixed, typeless (10 * smite counter) in damage. Following penalty, the offending pokemon's smite counter will be increased by 1, to a maximum of 5. Switching the pokemon out will reset its smite counter to 1.

The potential laws are as follows:

1: The Book of Laws is blank - No law is in effect this round. Go nuts! By default, this law will be in effect during the first round of battle.

2: Thou shalt not touch the golden blocks - The pokemon may not touch any of the golden blocks littered on the battlefield. If a pokemon is knocked to the ground or hit with a critical, the ref will rng d6. If a 6 is rolled, the pokemon accidentally touches a golden block and will be penalized. Moves that employ telekinesis to throw golden blocks at a foe will not result in a penalty - in fact, connecting such an attack will penalize the enemy!

3: Thou shalt not shake the earth - The pokemon may not use any seismic moves.

4: Thou shalt not touch another living being - The pokemon may not make physical contact with each other or any other living being (e.g. bullet seed, leech seed). If one pokemon touches the other, both will be penalized.

5: Thou shalt not leave the ground - The pokemon may not fly, levitate, jump, or otherwise be in the air. If a pokemon is knocked away or hit with a critical, the ref will rng d6. If a 6 is rolled, the pokemon is lifted from the ground briefly and will be penalized.

6: Thou shalt not walk - The pokemon may not walk, run or slither across the ground. The pokemon may, however, jump across the ground, fly or otherwise travel through the air, provided it doesn't need to walk or run to get momentum going.

7: Thou shalt not tamper with the weather - The pokemon may not use any weather-changing moves or abilities, like sunny day, sand stream or the weather-clearing command of cloud nine. Any current weather in play will not be affected.

8: Thou shalt not incapacitate - The pokemon may not use moves that induce status ailments of any sort (e.g. confusion, flinching), even attacks that have a minuscule chance to. Any status inducing moves (e.g. toxic spikes) that were in play before this law came into effect are excluded.

9: Thou shalt not flee - Switching pokemon is prohibited in this round. If a pokemon does switch out, the deity will smite it before the switch takes effect, rather than at the end of the round like usual. If the ref rngs this law in a battle where switching out results in a KO or is otherwise impossible, then s/he will treat it as if s/he rolled a 1 instead.

10: Thou shalt not invoke [type] - Moves of the type specified by the law are prohibited. The ref will rng d17 to determine the type:
1: Normal
2: Fire
3: Water
4: Electric
5: Grass
6: Ice
7: Fighting
8: Poison
9: Ground
10: Flying
11: Psychic
12: Bug
13: Rock
14: Ghost
15: Dragon
16: Dark
17: Steel

11: Thou shalt not be a coward - The pokemon may only use damaging moves. You may use non-damaging moves in a combo attack, provided the combined attack does damage (e.g. Weather Ball with Will-o-wisp). Moreover, the cooldown that follows a combo move will not result in a penalty.

12: Thou shalt not kill - The pokemon may not directly KO the opponent. KOing a pokemon through indirect damage (e.g. Toxic, Leech Seed) will not result in a penalty.

13: Thou shalt not heal - The pokemon may not use recovery or chills. If the ref rngs this law in a battle where recovery is prohibited to begin with, then s/he will treat it as if s/he rolled a 1 instead.

14: Thou shalt not harm - The pokemon may only use non-damaging moves. Indirect damaging moves like toxic or leech seed are allowed.

15: Thou shalt not protect thyself - The pokemon may not dodge or otherwise attempt to prevent damage done to itself (e.g. using barrier to deflect contact moves, or using cross chop to deflect an incoming rock slide).

16: Thou shalt not employ thine talents - The pokemon may not use ablilties that can be activated or enabled. If an ability can be disabled, it must be disabled before the end of the round to avoid penalty. Traits and innate abilities will not be penalized.

17: Thou shalt not overpower thine foe - If the percentage of the pokemon's HP exceeds the percentage of its foe's HP by at least 40% by the end of the round (e.g. yours is at 90% HP while your foe's is at 12%), the pokemon will suffer a penalty.

18: Thou shalt not be a weakling - If the percentage of the pokemon's HP is less than the percentage of its foe's HP by at least 40% by the end of the round (e.g. yours is at 12% HP while your foe's is at 90%), the pokemon will suffer a penalty.

19: Thou shalt not speak - Sound-based moves are prohibited.

20: Thou shalt not inflict grievous damage - If a pokemon's attack lands a critical hit, it suffers a penalty.

There's also a law that always takes effect on the 20th round, and again every additional ten rounds:

Thou shalt not waste my time - The Deity is pissed at how long the fight's taking, and smites both pokemon at the end of the round. What an asshole!
I'll take that Wanderer

All Abilities
Switch=lol
Items=Off
Ill ref this
 
Okay then, issuing my previous challenge again!

3v3 Rotation Battle
2 Day DQ
2 Recoveries/5 chills
Mid-Stage mons only (I am bringing Castform admittedly, but I just got it :/).
And now in my new and improved Normal Gym!

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.
Lastish post on page syndrome sucks.
 
Objection would like to train some of his weaker evolved and unevolved mons, and he knows just the arena for the job.

4v4 singles
I will be using a combination of weak evolved mons and unevolved mons
2 recovers/5 chills
3 day DQ
Arena: ASB Galaxy

A collection of planetoids in an arrangement reminiscent of a Super Mario Galaxy level. The battle takes place on one planetoid at a time and the arena attributes such as the presence of an external water source depend on which planetoid is being battled on at the time. Furthermore, any arena-wide effects like weather and Trick Room only affect one planetoid. As such, there can be multiple arena-wide effects in the galaxy at a time and even the same effect on different planetoids, and each effect has its own counter.

Each round, whoever orders first must post three planetoids that they would like to switch to (not including the current planetoid), and whoever orders second must either choose one of those three planetoids to battle on or state that they wish to stick with the current planetoid. The battle will then continue on the planetoid specified by whoever gave orders second. If the planetoid is changed, any moves or effects that involve the user being stuck in one place (eg, Ingrain) are removed.

Here are the planetoids and their attributes:

  • Meadow Planetoid
    • Grass present.
    • No rocks.
    • No water.
    • While on this planetoid, all pokemon are treated as having the ability Natural Cure.
    • This is the planetoid that the battle starts on.
  • Craggy Planetoid
    • Rocks present.
    • No grass.
    • No water.
    • Seismic moves have a 30% chance of triggering a rock slide, which is treated as a 15 BAP physical rock-type attack from rank 5 attack. The rock slide hits all active pokemon.
  • Ocean Planetoid
    • Water present.
    • No grass.
    • No rocks.
    • Pokemon that cannot swim, fly or levitate are confined to sandy islands dotted around the planetoid and cannot use contact moves against opponents that can swim, fly or levitate.
  • Barren Planetoid
    • No grass.
    • No rocks.
    • No water.
    • Sandstorm does 3 damage per action instead of 2.
    • Sand-Attack lowers accuracy by 2 stages instead of 1.
  • Swampy Planetoid
    • Grass present.
    • Water present.
    • No rocks.
    • Moves that require an external water source (except Dive) have a 30% chance to lower the target's speed by 1 stage.
    • Dive has a 30% chance to lower the user's speed by 1 stage on the action the user goes underwater.
  • Muddy Planetoid
    • No grass.
    • No rocks.
    • No water.
    • While on this planetoid, all pokemon are subject to Mud Sport.
    • Mud-Slap lowers accuracy by 2 stages instead of 1.
    • Mud Bomb, Mud Shot and Muddy Water have +3 BAP.
    • Seismic moves have a 30% chance of causing mud to splash up from the ground. This lowers every active pokemon's accuracy by 1 stage.
  • Volcanic Planetoid
    • Rocks present.
    • No grass.
    • No water.
    • Fire-type moves have +3 BAP.
    • Water-type and Ice-type moves have -3 BAP.
    • Seismic moves have a 30% chance of triggering a volcanic eruption, which is treated as a 15 BAP special fire-type attack from rank 5 special attack. The volcanic eruption hits all active pokemon.
  • Tundra Planetoid
    • No grass.
    • No rocks.
    • No water.
    • Ice-type moves have +3 BAP.
    • Fire-type moves have -3 BAP.
    • All non-Ice-type moves cost 10% more energy (use normal rounding rules for decimals)
  • Polluted Planetoid
    • Rocks present.
    • Water present.
    • No grass.
    • Poison-type moves have +3 BAP and a flat +10 base accuracy.
    • Energy Ball has -2 BAP as per the line about artificial environments in its description in the Data Audit thread.
    • Moves that require an external water source (except Dive) corrode Steel-type targets when used.
    • Dive corrodes a Steel-type user on the action the user goes underwater.
  • Night Planetoid
    • Grass present.
    • Rocks present.
    • Water present.
    • Ghost-type and Dark-type attacks have +3 BAP.
    • While on this planetoid, all Ghost-type and Dark-type pokemon are treated as having the ability Stench.

(Future versions of this arena may incorporate more planetoids or change some of the existing ones.)
I'll take this. I'm looking forward to a good battle!

Items ON
NO Switch
ALL Abilities
 
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