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

Discussion in 'ASB' started by Deck Knight, Feb 13, 2011.

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  1. Steampowered

    Steampowered

    Joined:
    Feb 26, 2011
    Messages:
    455
    new challenge

    2v2 NFE doubles
    2 day DQ
    0 recoveries

    Arena: ASB unless the acceptor wants something else (not unknown soup either)
  2. Tortferngatr

    Tortferngatr

    Joined:
    Sep 8, 2009
    Messages:
    2,617
    I choose 3.
  3. Darkamber8828

    Darkamber8828

    Joined:
    Dec 28, 2009
    Messages:
    2,979
    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.
  4. Athenodoros

    Athenodoros Official Smogon Know-It-All

    Joined:
    Mar 13, 2010
    Messages:
    4,936
    YEAH SWAMPERT ACCEPTING.

    ITEMS, ABILITIES.
  5. Objection

    Objection

    Joined:
    Sep 27, 2008
    Messages:
    5,695
    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
      Show Hide
      • 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
      Show Hide
      • 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
      Show Hide
      • 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
      Show Hide
      • 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
      Show Hide
      • 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
      Show Hide
      • 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
      Show Hide
      • 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
      Show Hide
      • 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
      Show Hide
      • 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
      Show Hide
      • 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.)
  6. EndQuote

    EndQuote

    Joined:
    May 5, 2011
    Messages:
    2,358
    I'll ref Darkamber8828 vs. Athenodoros.
    Feel free to PM teams, you two.
  7. mewtwo15026

    mewtwo15026

    Joined:
    Nov 4, 2009
    Messages:
    486
    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
    Show Hide
    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: ---
  8. MrcRanger97

    MrcRanger97

    Joined:
    Oct 12, 2011
    Messages:
    1,112
    Mewtwo, ill join your melee.
    Also: yay 50th post
  9. TheWolfe

    TheWolfe

    Joined:
    Sep 26, 2008
    Messages:
    2,491
    Hey there. We could use a sub ref for this match. Thanks! :D
  10. Maxim

    Maxim

    Joined:
    Jul 15, 2009
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    3,520
    I'll take it Wolfe, expect a reffing tomorrow.
  11. LouisCyphre

    LouisCyphre heralds disaster.

    Joined:
    May 10, 2010
    Messages:
    2,618
    We need a subref for 3v3 singles. Absolutely nothing has happened yet, so the RC are all yours!
  12. Box

    Box

    Joined:
    Jul 18, 2010
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    2,121
    Louis link me up, I'll subref that.
  13. Nightmare Jigglypuff

    Nightmare Jigglypuff

    Joined:
    Sep 3, 2010
    Messages:
    861
    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)!
  14. jayjinde

    jayjinde

    Joined:
    Jun 12, 2011
    Messages:
    694
    I may be high off of space dust, but I'm still insane enough to ref this match in SPAAAAAAAAAAACE, PM me your teams.
  15. LouisCyphre

    LouisCyphre heralds disaster.

    Joined:
    May 10, 2010
    Messages:
    2,618
  16. The Wanderer

    The Wanderer

    Joined:
    Nov 2, 2011
    Messages:
    2,790
    Issuing an Open NFE battle.

    2v2 doubles
    2 recovers/5 chills
    2 days for DQ
    And the arena is...
    The Tower of Heaven (open)
    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!
  17. Maxim

    Maxim

    Joined:
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    I'll take that Wanderer

    All Abilities
    Switch=lol
    Items=Off
  18. The Wanderer

    The Wanderer

    Joined:
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    2,790
    Sweet! Now we just need a ref.
  19. MrcRanger97

    MrcRanger97

    Joined:
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    Ill ref this
  20. Maxim

    Maxim

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    Lastish post on page syndrome sucks.
  21. Kaxtar

    Kaxtar

    Joined:
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    I'll take this. I'm looking forward to a good battle!

    Items ON
    NO Switch
    ALL Abilities
  22. Objection

    Objection

    Joined:
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    Sorry, it already got taken by Nightmare Jigglypuff.
  23. Darkamber8828

    Darkamber8828

    Joined:
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    2,979
  24. jayjinde

    jayjinde

    Joined:
    Jun 12, 2011
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    694
    I'm in
  25. Galladiator

    Galladiator

    Joined:
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    I'll take that.

    All Items
    All Abilities
    Switch=[insert witty word or phrase here]
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