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

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TL, i accepted a couple posts ago, you just need to pm your team.

EDIT: Also...

<MK_Ultra> 100 pages of asb
<MK_Ultra> 'woo'

Open multi-battle!

3v3v3v3 doubles
3 day DQ
2 recoveries / 5 chills
Strongmons are strong, so we'll use them.
Arena: Simulation Chamber

The Simulation Chamber is a large room covered in electrical panels. The Simulation Chamber can also replicate any arena in the Arena Compendium.

After the end of every round, the ref rolls a X-sided die. X being the number of arenas in the compendium. that arena will become the arena for that round. The simulation begins round 1 as the ASB arena.

It is possible to short-circuit the panels in the room. This will lead to the arena becoming the Simulation Chamber, which has no external water source and seismic activity is banned. (You have no idea how much the panels cost.)


1st acceptor chooses switch rules
2nd acceptor chooses items
3rd acceptor chooses abilities
I've never done a switch battle. Let's do it.
2 more
 
Challenging Texas Cloverleaf
3v3 Doubles NFE (Midstage is okay)
2 Day DQ
2 Recoveries / 5 Chills
Arena:

Arena: Time Traveller's Forest
Field Type: Diverse
Complexity: Intense
Format: All
Restrictions: Weather moves won't work.

Description:
A simple little grove in the middle of a forest, with a 50m clearing in the middle. A river runs silently off to the side of the arena, about 2.5m deep and 3m wide, and sunlight flutters softly down onto this picturesque scene. So, what make this arena so special?

Time Travel.

At the beginning of every round, Celebi shows up (Non-catchable) and shifts everyone from the current timeline to a random alternate (Schroeder's Cat Principle. It's Quantum Physics, hard to explain). The potential timelines are:

- Natural Life: The starting arena. Call it home if you like, because it'll be the only promise of comfort you'll get. No special effects.
- Forest Fire: Tiger, Tiger, burning bright... All Fire Moves enjoy a +2BP Boost, while Water Moves suffer a -2BP Boost. In adition, all pokemon unused to the intense heat with have -1 Accuracy.
- Industrialization: Welcome to the Streets. Desolate for as far as the eye can see, nothing but concrete and iron under the harsh street lamps of the Big City. The river and all the trees are gone, and Seismic Activity and Dig are unusable. Steel, Poison and Electric types are right at home, and have the Energy cost reduced of all moves by 2.
- Drought: Sunlight, so harsh it burns. The trees have lost their leaves, and offer little to no relief to wary battlers. All Grass-Types will be treated as if they have Solar Power, as well as their normal abilities. Water-types will also be treated as if they have Dry Skin.
- Storm: Thunderbolts and Lightning, very very Frightening! The river has flooded, and everyone has about 50cm of water around their ankles! This impedes foot-movement, and all moves that require going up and striking your opponent to have negative priority. Flying types, Levitators and Water-types are able to ignore this, due to their ability to avoid/thrive in watery conditions.
- Deadland: The river dried up, and the land died with it. Nothing but Sand as far as the eye can see, which isn't very far, with the giant Sandstorm in your face. Pokemon uncomfortable with Desert conditions have -1 Accuracy.
- Snowbound: Welcome to a Winter Wonderland. Weather is Snowing (Hail, without the damage per Action). Pokemon unfit for Winter conditions will move slower than normal.
- Volcanic Pile: From out of the ashes I leap! The volcano has long since died down, but its scar against the countryside is left forever. The ground is rocky and loose, giving all direct damaging attacks a 1/10 of outright failing, with the exception of Flying, Rock, Ground or Levitating Pokemon.
- Midnight in a Perfect World: Identical to Natural Life, but during the Night. Because of the tranquility, a sense of peace befalls all Pokemon; Chilling regains 10 health as well as 18% Energy, and Recoveries are 50% more effective, and will work with their maximum level of effectiveness (even Sythesis/Morning Sun). This peace also affects a Pokemon's fighting prowess; All Pokemon's Attack and Special Attack Ranks are halved, rounded up.
- 1994 Kanto: Taking it way back, when Pokemon was just ≈150. Long before the Physical/Special Split, Abilities, Items and Natures, there was these 16-bit trees and the most catchy music in the world. If you haven't worked out what the conditions are, look it over.

And any other little place that may pop into the Ref's head, as long as it's simple.
 
TL, i accepted a couple posts ago, you just need to pm your team.

EDIT: Also...

<MK_Ultra> 100 pages of asb
<MK_Ultra> 'woo'

Open multi-battle!

3v3v3v3 doubles
3 day DQ
2 recoveries / 5 chills
Strongmons are strong, so we'll use them.
Arena: Simulation Chamber

The Simulation Chamber is a large room covered in electrical panels. The Simulation Chamber can also replicate any arena in the Arena Compendium.

After the end of every round, the ref rolls a X-sided die. X being the number of arenas in the compendium. that arena will become the arena for that round. The simulation begins round 1 as the ASB arena.

It is possible to short-circuit the panels in the room. This will lead to the arena becoming the Simulation Chamber, which has no external water source and seismic activity is banned. (You have no idea how much the panels cost.)


Texas Cloverleaf chose Switch=OK
Solstice chose No Items
3rd acceptor chooses abilities
I've never done a switch battle. Let's do it.
A.K.A. Switch=OK
I'll go in for that Texas, saying No Items.
Just one more to go!
 
Putting up 2 idendentical battles.

1v1 training singles
PM the ref one pokemon.
2 day DQ
No chills/No recoveries
NFE mons please
Arena: The Emphasis Arena.

OK, so this is pretty simple. On odd numbered rounds emphasis is put on Non-damaging moves (even indirect damage such as toxic and sandstorm) and even numbered rounds has emphasis on damaging moves (only directly damaging moves).

If you use all three actions on moves that fit the above criteria in that given round then you get a 20 HP bonus at the end of the round. Thee is no penalty if you don't follow th emphasis.
 
Putting up 2 idendentical battles.

1v1 training singles
PM the ref one pokemon.
2 day DQ
No chills/No recoveries
NFE mons please
Arena: The Emphasis Arena.

OK, so this is pretty simple. On odd numbered rounds emphasis is put on Non-damaging moves (even indirect damage such as toxic and sandstorm) and even numbered rounds has emphasis on damaging moves (only directly damaging moves).

If you use all three actions on moves that fit the above criteria in that given round then you get a 20 HP bonus at the end of the round. Thee is no penalty if you don't follow th emphasis.
I'll ref one of these when someone accepts it. I'll be tutor reffed though.
 
Challenging Dogfish44
2v2 Doubles
2-Day DQ
Infinite recoveries/chills
Arena: Hyperbolic Time Chamber
That's right, the hyperbolic time chamber of Dragon Ball Z fame. Here, Gravity is always in effect. A la Subway, the strange environment allows for the success of all moves like Dive, Earthquake, etc. In addition, the weather cannot be manipulated; it instead fluctuates between two weathers: Extreme Heat (about 45 degrees Celsius), which gives a +3 boost to the BAP of Fire-Type moves and deals 1 damage for every 10 Energy a Pokemon uses during the round, and Bone-Chilling Cold (about -20 degrees Celsius), which gives a +3 boost to the BAP of Water- and Ice-Type moves and has a 20% chance of inflicting Freeze on Pokemon that use less than 6 Energy in a given action. Pokemon with extraordinarily weak constitutions (ex. Ditto, Grimer) cannot battle here, as they will collapse under the intense gravity.


E: Taking a leaf from Dogfish44's book, and posting these two mons, as they shall be post-evolution.


Hydreigon (Apocalypse) (F)
Nature: Hasty (+Spe, -Def, +15 Acc/Dodge)
Type:
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
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:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a flying type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5
SpD: Rank 3
Spe: 113 (+)
Size Class: 3
Weight Class: 5
BST: 22

EC: 8=>9/9
MC: 0

Attacks:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
DragonBreath
Roar
Crunch
Dragon Pulse
Dragon Rush
Outrage
Double Hit
Tri Attack

Dark Pulse
Earth Power
Thunder Fang

Taunt
Torment
Substitute

Total: 19



Kingdra (Atlanta) (F)
Nature: Quiet (+SpA, -Spe, -10 Eva/Dodge)
Type: Water/Dragon: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Damp (DW): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 73 (-)
Size Class: 3
Weight Class: 5
BST: 18

EC: 8=>9/9
MC: 0
DC: 4/5

Attacks:
Yawn
Bubble
SmokeScreen
Leer
Water Gun
Focus Energy
BubbleBeam
Agility
Brine
Hydro Pump
Dragon Pulse
Dragon Dance

Signal Beam
Disable
Muddy Water

Bounce

Rain Dance
Ice Beam
Substitute
Bide
Surf

Total: 21
 
Challenging Dogfish44
2v2 Doubles
2-Day DQ
Infinite recoveries/chills
Arena: Hyperbolic Time Chamber
That's right, the hyperbolic time chamber of Dragon Ball Z fame. Here, Gravity is always in effect. A la Subway, the strange environment allows for the success of all moves like Dive, Earthquake, etc. In addition, the weather cannot be manipulated; it instead fluctuates between two weathers: Extreme Heat (about 45 degrees Celsius), which gives a +3 boost to the BAP of Fire-Type moves and deals 1 damage for every 10 Energy a Pokemon uses during the round, and Bone-Chilling Cold (about -20 degrees Celsius), which gives a +3 boost to the BAP of Water- and Ice-Type moves and has a 20% chance of inflicting Freeze on Pokemon that use less than 6 Energy in a given action. Pokemon with extraordinarily weak constitutions (ex. Ditto, Grimer) cannot battle here, as they will collapse under the intense gravity.
Sure, let's see what you've got.

Items: On
Switch: KO
Abilities: All

E: Whoever refs this, here's my team, in case I've logged off. Terrador's already told me his team (Hydreigon and Kingdra), and I don't think he'll change it.


Emolga [Boltair] (Female) (*)
Nature: Mild (+1 Sp.Atk ; -1 Def)

Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 103
Size Class: 1
Weight Class: 1
Base Rank Total: 16

Abilities:
Static (Innate): This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
Motor Drive (DW) (Innate): This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. This boost is maintained at the end of each round.

EC: N/A
MC: 0
DC: 5/5

Attacks:
ThunderShock (*)
Quick Attack (*)
Tail Whip (*)
Charge (*)
Spark (*)
Pursuit (*)
Double Team (*)
Shock Wave (*)
Light Screen
Agility
Electro Ball
Encore
Volt Switch
Discharge

Air Slash (*)
Iron Tail (*)
Roost (*)
Tickle
Shock Wave
Baton Pass
Astonish
Covet

Toxic (*)
Thunderbolt (*)
Acrobatics (*)
U-Turn
Flash
Substitute
Thunder Wave
Charge Beam
Protect
Taunt
Hidden Power (Grass)
Thunder
Rain Dance
Frustration
Aerial Ace
Rest
Swagger
Wild Charge

Total Moves: 40

Wanted: Charm (Egg) ; Facade (TM) ; Attract (TM) ; Round (TM) ; Fling (TM) ; Cut (HM)



Manectric [Sparky] (Male)
Nature: Modest (+1 Sp.Atk -1 Atk)

Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.

HP: 100
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 105
Size Class: 3
Weight Class: 3
Base Rank Total: 18

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

Abilities:
Static (Innate): This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
LightningRod (Innate): These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
Minus (DW) (Innate): This Pokemon possesses a negative electrical charge, when a Pokemon with Plus is on the field, this Pokemon’s special attacks increase their base damage by two (2). If this Pokemon also has Plus, the damage does not stack.

Attacks:
Tackle
Thunder Wave
Leer
Howl
Quick Attack
Spark
Odor Sleuth
Roar
Charge
Thunder

Ice Fang
Crunch
Discharge
Fire Fang

Flamethrower
Volt Change
Hidden Power (Grass)
Thunderbolt
Protect
Substitute
Double Team
Toxic
Light Screen
Snarl
Endure

Magnet Rise
Signal Beam
Mud-Slap

Total Moves: 28
 
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