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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. Galladiator

    Galladiator

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    Sweet. Anybody want to ref?
  2. Son_of_Shadoo

    Son_of_Shadoo

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    Still open.
  3. Athenodoros

    Athenodoros Official Smogon Know-It-All

    Joined:
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    Battling Lou.

    1v1
    All abilities
    Training items
    ASB Arena
    Training match
    2 Recoveries/5 Chills
  4. Terrador

    Terrador

    Joined:
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    Reffing. Thread already up, heh. Yay for IRC!
  5. LouisCyphre

    LouisCyphre heralds disaster.

    Joined:
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    Already accepted in IRC. Athe may go first or second at his option.
  6. Athenodoros

    Athenodoros Official Smogon Know-It-All

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    Same challenge as before, but Unown Soup instead. Still Terr and Lou.
  7. LouisCyphre

    LouisCyphre heralds disaster.

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    We're pro enough to speedasb.

    (accepting)
  8. Terrador

    Terrador

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    In it to win 3 UC, and stuff.
  9. Dogfish44

    Dogfish44 Banned from 22 Casinos
    is a Forum Moderator
    Moderator

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    Woof.

    Send in teams and shit guys!
  10. TheWolfe

    TheWolfe

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    2,491
    Still looking for a ref! :D
  11. Ziposaki

    Ziposaki

    Joined:
    Jun 14, 2011
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    617
    For me to get back into ASB:

    Battle type: 1v1 NFE Singles
    DQ time: 1 day
    Restrictions: 2 recoveries/5 chills
    Arena: ASB Arena

    Battle type: 2v2 NFE Singles
    DQ time: 1 day
    Restrictions: 2 recoveries/5 chills
    Arena:
    Objection's WarioWare Inc. (open)

    [​IMG]
    An artificial environment with no external water source or natural grass. Digging and seismic moves are allowed. Weather is allowed.

    At the beginning of each round, the ref will give a task to the participating pokemon to perform during the round. It can be anything as long as all active pokemon can feasibly accomplish it (eg, use non-STAB moves only). Any pokemon that fail to complete the task take damage equal to 1/4 of their max HP.
  12. Orcinus Duo

    Orcinus Duo

    Joined:
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    Taking battle 2.
    Items on.
    All abilities.
    Switch lol.

    Ref=YOU!
  13. lucarioisawesome

    lucarioisawesome

    Joined:
    Jul 17, 2011
    Messages:
    477
    Battle type: 1v1 NFE Singles
    DQ time: 1 day
    Restrictions: 2 recoveries/5 chills
    Arena: Unown Shop
  14. Ragnarokalex

    Ragnarokalex

    Joined:
    Jan 7, 2011
    Messages:
    3,996
    need a subref for this brawl here, my internet has gone down and i wont be able to ref it.

    also need a ref for the brawl between me and galladiator at the top of the page please.
  15. jayjinde

    jayjinde

    Joined:
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    Messages:
    694
    Alex, I'll take both brawls
  16. The Wanderer

    The Wanderer

    Joined:
    Nov 2, 2011
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    2,790
    Now that I have a shiny new ralts and an empty space, I'm issuing an Open NFE battle.

    4v4 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. Albinoloon

    Albinoloon

    Joined:
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    Open Challenge
    Will Not Begin until December 1st
    for flavor entirely :)

    1v1v1v1 NFE doubles
    36 hour DQ
    0 recoveries/2 chills per pokemon
    Switch=NO
    Items=NO
    Abilities=ONE

    Arena: Christmas Countdown

    Everyone loves Christmas, right? The joy? The suspense? The anxiety of counting the days, the hours, the minutes, the seconds until this fantastic holiday's arrival? Well, now there's an arena for that! In Christmas Countdown, each pokemon starts at level one. At the end of every action, your level increases by one, increasing until 25(Christmas). Once level 25 is reached, the pokemon recieve 50% of their health back, status cured, and 30 energy. However, you don't have to wait forever, you can spend 15 energy on anticipating, increasing their level by 5.

    -30x30 colored platform
    -each pokemon starts at level 1, and at the end of every action, it increases by 1 at the end of each action
    -once lv 25 is reached, the pokemon who reahed it gets 50% of their health back, 30 energy, and their status cured
    -each pokemon cannot advance above lv 25
    -each pokemon can spend an action and 15 energy anticipating, increasing their levels by 5
    -all moves allowed

    Signups:
    Albinoloon
    Limewire
    Galladiator
    (Free Slot)

    I hope I explained this clearly- please let me know if any of you are interested!
  18. TalkingLion

    TalkingLion

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    Bumping for a Ref.
  19. Darkamber8828

    Darkamber8828

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    me refs this
  20. Limewire

    Limewire PRESS R TO WIN
    is a Contributor Alumnus

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    In addition to TalkingLion's bump above, I'd like to take on Albinoon's Christmas challenge :D

    Happy holidays everyone.
  21. Athenodoros

    Athenodoros Official Smogon Know-It-All

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    In that case, me battles this. I look forward to a quick battle.
  22. shinyskarmory

    shinyskarmory

    Joined:
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    1,542
    I feel really bad right now...I started with a Turtwig and haven't used it since it evolved into Grotle. Too focused on trying to get a gym I knew I wouldn't get.

    Let's make everything right.

    2v2v2 Middle Cup Free for All
    DQ: 1 day (more for ref if they need more)
    2 Recovers/5 Chills per player
    Arena: Aperture Science (my version)
    Show Hide

    One of Aperture Science's many test chambers. The room is a rectangular, modular prism about 50 feet long and 40 feet wide. The ceiling is high enough for Flying types to take wing, but they cannot exit the arena.
    At the end of every round, the mildly psychopathic governing AI of Aperture Science, GLaDoS (that's you ref) may introduce any of the following Aperture Creature Combat Aid Devices. CCADs will remain in existence and be usable until a competitor throws them into the Emergency Intelligence Core Incinerator.

    Weighted Companion Cube: Can be thrown by Orb Contained Creatures at each other to inflict Attraction on the other pokemon. Only one may be used. Ever.

    Turrets: Drops turrets into the four corners of the room. Going too close to a turret will result in your (fill in pokemon here) becoming a bullet filled (fill in pokemon here). Dropping new turrets will replace the previous turrets.

    Propulsion Gel: Gives all physical attacks +1 priority for 2 rounds. Is erased by any other kind of gel.

    Repulsion Gel: The pokemon begin bouncing through the air, making Ground type moves ineffective for 2 rounds. Is erased by any other gel.

    Excursion Funnels: At each corner of the room, a funnel lifting pokemon up forms. Halfway between the corners on each wall, a funnel pushing pokemon down forms. Lasts until another action is used.

    Pneumatic Diversity Vent: All pokemon are sucked into the vent for one round, giving all moves 100 percent accuracy for the round. May not be used twice in a row.

    Thermal Discouragement Beam: Laser beams criscross the room. Pokemon can be knocked into them to deal 10 flat damage. Lasts until it is disabled.

    Hard Light Bridges: Light Screen and Reflect are in effect for this round.

    Cake: Sits tantalizingly out of reach, forcing each pokemon to stare at the cake for one action of their choice that round.


    Who's in?

    Players:
    shinyskarmory
    ?
    ?

    Ref:
  23. Rezzy

    Rezzy

    Joined:
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    2v2 Little Cup Singles
    2 Day DQ
    Arena: Ref's choice
  24. The Royal Guard

    The Royal Guard

    Joined:
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    Challenging RagnarokAlex to a quick bout

    1 vs 1 singles
    ASB Arena
    counter producing items
    DQ 1 day
    no chills no recovers
    Switch-only if you learn how to switch out with one mon only
  25. LouisCyphre

    LouisCyphre heralds disaster.

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    Arranged to ref the above in IRC. Awaiting RagnarokAlex.
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