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

Status
Not open for further replies.
okie dokie then

2v2
Little Cup
whatever arena
3day DQ
Infinte Chills and Recoveries.
I'll take this.

Switch=MAH BOIIIIIIIIIIIIIII
Items=Training if you got 'em
Abilities=One
And the arena is...
Field Type- Bug/water
Complexity- Moderate
Format- All
Restrictions- No earthquakes, No weather

Jamestown, 1607:
The first permanent English settlement in america, and whose colonization eventually led to the birth of america, you will be fighting back when the fort was still young, in 1607! You will be fighting out side the great fort, which at the time stood 18 feet all around. the southern wall that bordered the river was 420 feet long, while the other two sides were 300 feet long. surrounding the fort for about 20 feet all around there is tall, wild grass (no lawnmowers in the 17th century). the southern area of the arena is beach, with fine sand and the shoreline coated in cattails and other plants. the water is very warm, and brackish, so its not super fresh. to the north, east, and west of the fort lies the dense woods of virginia, which are inhabited with Powhatan Indians and other dangers. the forest is very thick due to no tampering with the vegetation (yay for no pollution and negative human interaction!), and the grass is still thick. the setting is in the beginning of fall, but it was still very hot, and if you dont know anything about virginia weather, its that if you are near water and its hot, it will be very very humid. the humidity leaves the air everywhere thick and steamy, which makes battling very uncomfortable. however bug pokemon will have no problem with this. the conditions that jamestown provide are perfect for them to thrive and battle, as the settlers experience that all too well (k.o by malaria!). Bug pokemon gain 30 base speed (e.g bug mon with 70 base speed now has 100) and 2BP to bug moves. ice pokemon will abhor the climate here, so their speed loses a flat 20 and their ice attacks lose 2BP. the weather cannot be changed, for that would surely affect the settlers (which in turn would cause an alternate dimension, yadda yadda yadda), and earthquakes cannot be generated. Also during every even round indians will dart of the woods and try to attack jamestown, but the settlers are prepared! at the points of the triangular fort lie a single but powerful cannon, that will blast the pesky native americans! sadly the settlers arent bright, so they might hit your pokemon! watch out! if your pokemon gets hit they lose 20 damage. (rng for getting hit by cannon is 20% out of 100%)
 
accepting

No switch
No items
ALL ABILITIES INDEED NYUKNYUKNYUK

Arena:
Library of Abilites

Field Type- Neutral
Complexity- Moderate
Format- Singles/Doubles/Triples
Restrictions- Artificial arena, low ceiling, no seismic acitivity, always all abilities

Library of Abilites:
Somewhere deep in the empirical city (no not the famous one, the lesser known empirical city), lies a forgotten place of magical literature, The Etheral Libraries. This majestic palace of a place is getting older due to no one taking care of it, but it still holds a pwerful secret; The books! they hold descriptive passages of every known ability of man and pokemon. and since this place is magic, when you battle here the books come alive! they miss being used (refer to the kitchen ware fom beauty and the beast), and they will willignly let you use their power! As you send a pokemon in, two random books will soar straight into your pokemon, and with a flash of power, they will be incapable of using their original abilites! but fret not, they will have two new abilites! weather its for good or worse, we know not, but it sure does make for an intersting battle!

Ref RNGs two abilites for each pokemon. If a pokemon is FE then they get 3 RNG'd abilities.

The arena is 200 feet by 200 feet, square shaped. the walls of this arena are tall and dusty book shelves, and the floor is covered in a deep pruple and gold carpet, giving the place an old but magical feel. there are some lights, not too much though. every pokemon can see just fine though
 
Issuing an Open Challenge for anyone who want's to accept.

4v4 FE Doubles
2 Day DQ
2 Recoveries/5 Chills per Pokemon
Arena: Dimensional Fissure
Field Type: Neutral
Complexity: Moderate
Format: Multiples

Restrictions: No Restrictions

Description:

The battle takes place next to a massive fissure. Players need to be careful, as if their Pokemon suffers a Critical Hit from a non-auto crit move, they will be sucked into the fissure & will be considered "Removed from play".
While Removed from play, Then Pokemon will not be able to make any actions, nor they can be attacked. At the end of a round after a Pokemon is removed from play, the fissure will spit out the Pokemon, returning them to the arena, but will take 5 Damage upon return. Only one Pokemon can be Removed from play from either side at a time, & if a player only has one Pokemon & it gets dealt a a Critical Hit, it will not be removed from play.

Summary: Big Fissure, don't get sucked inside.
Alright IAR, why not.

All abilities, items and switch both ON!
21:26 luc IAR
21:26 luc i cant ref your battle
21:26 luc sorry
21:26 IAR Alright.
21:26 luc my mom JUSTED told me that my family is going on a vacation
21:26 IAR Want me to post in BT about it?
21:26 luc sure
21:26 luc sorry
21:27 IAR Alright. Sorry to hear.

So, sadly, lucarioisawesome has dropped out of reffing this match, so we need a new ref! So...Who wants 9 UC?
 
Making a Beginner Battle(yes, I'm a nub) for anyone eligible.
3 vs 3 Singles
3 Day DQ
2 Recovery(how does this work?), 5 chills(I've been told it restores 12 energy for one action)
No move restrictions, Challenger chooses Arena(No idea where to find)
 
You just wait for a ref ... and that ref shall be me. And since the challenger did not choose an arena, I shall choose an arena instead.

Arena: Transformice map 128


This arena has sufficient elements to make all moves usable at their usual capacity. In addition, the pokemon have shaman powers that can be used to give them an edge using the Transformice objects. Summoning an object costs 5 energy. Each pokemon may only summon one object per round. Summoning has a charge-up priority of +1 and an execution priority of -1, and can be interrupted by multi-hit moves such as Fury Swipes. However, it is not subject to consecutive use energy penalty and cannot be Encored, Disabled or Imprisoned. Torment can prevent a pokemon from summoning the same object as it did last round, and Taunt can prevent a pokemon from summoning balls, boxes, planks and balloons. Here are the objects that can be summoned:
  • Summoning a ball is a team-wide effect. More than one ball may be in play at a time on each team's side.
  • Whenever any single-target move is used against a pokemon with at least one ball on its side, the attacking pokemon may be distracted by a ball and attack that instead. The chance of this happening is equal to (number of balls on the target's side) * 10%, capped at 50%. If a ball is attacked, it is removed from play immediately.
  • Multi-target moves will destroy all balls on the target's side and hit their intended target when used, but their BAP will be multiplied by 0.75 as per the usual rules of moves that hit more than one pokemon. Multi-target moves that would also hit allies (eg, Earthquake) destroy all balls in the arena.
  • Balls cannot be unwillingly attacked by a pokemon summoning a spirit or a cannonball, nor can they be selected as targets by an anvil god.
  • Summoning a box is a team-wide effect. More than one box may be in play at a time on each team's side.
  • A box or group of boxes may be used as an object to Take Cover behind as per the Take Cover command's description in the DAT.
  • One box is treated as having a size class of 4 for this purpose, and subsequent boxes add 1 to the group's size class. A box cannot protect from spirits, cannonballs or anvil gods however.
  • Summoning a plank is an arena-wide effect. More than one plank may be in play at a time.
  • By itself, a plank does nothing. However, if at least 3 planks are in play, the external water source will be cut off.
  • If a pokemon is underwater at the time this happens, that pokemon comes up just before the last plank is placed and, if it was using Dive, its attack is cancelled.
  • Summoning a spirit is a single-target effect. Once a spirit is summoned, its effect happens and then it disappears.
  • A spirit does a flat 10 damage to one target pokemon or removes one ball from play.
  • If used against a pokemon, a spirit has a 100% flinch chance (though at priority -1 it will probably not flinch much) and, if that pokemon is attached to a balloon, the spirit's damage is increased to 20.
  • Summoning a balloon is a single-target effect. More than one balloon may be in play at a time.
  • A balloon can be attached to any plank, box or ball, or any pokemon.
  • If it is attached to a summoned object, that object and the balloon are removed from play instantly.
  • If it is attached to a pokemon, that pokemon gains the Levitate trait for 6 actions or until it uses Roost, a seismic move or any damaging move with an evasive action such as Dig, whichever comes first. When the pokemon no longer gains the benefits of the balloon, the balloon is removed from play.
  • Balloons cannot be summoned while Gravity is in effect, nor can they be attached to pokemon under the effects of Smack Down. If, while a pokemon has a balloon attached to it, it is hit by Smack Down or Gravity is used, the balloon is removed from play immediately.
  • A pokemon attached to a balloon may willingly detach itself from the balloon at the start of any round. This does not take up an action, does not use any energy and cannot be Encored or prevented by any moves. Doing this will also immediately remove the balloon from play.
  • Summoning a cannonball is a single-target effect. Once a cannonball is summoned, its effect happens and then it disappears.
  • A cannonball is treated as a 50% accurate 10 BAP physical typeless attack from rank 5 attack or the user's attack rank, whichever is higher. The attack also has a 50% chance of causing confusion if it hits.
  • If the user has any boxes on their side, they may connect the cannonball to one of their boxes, giving the attack 100% accuracy but causing that box to be removed from play.
  • If the target pokemon is taking cover behind a box or group of boxes, the attack has 100% accuracy and removes one box from the target's side.
  • If the target pokemon is attached to a balloon, the cannonball's base power is increased to 20 and the balloon is removed from play.
  • Alternatively, a cannonball can be used to remove a ball or a box from play. If used in such a way, the cannonball is 100% accurate.
  • Summoning an anvil is an arena-wide effect. More than one anvil may be in play at a time. However, only one anvil god may be in play at a time.
  • By itself, an anvil does nothing. However, if at least 3 anvils are in play, they will combine themselves into an anvil god. Additional summoned anvils will attach themselves to the anvil god.
  • An anvil god will attack one pokemon at random each action at priority -0.5, and its attack will be a 6 BAP physical typeless attack from an attack rank equal to the number of anvils. If the target is attached to a balloon, the BAP increases to 12. If there are any balls or boxes on the target's side, these are immediately removed from play and the attack that hits the pokemon does not suffer a BAP reduction.
  • At the end of each round, an anvil god has a chance of leaving play equal to (number of anvils - 2) * 10%, or 100% if the anvil god has at least 8 anvils on it. If an anvil god leaves play, all anvils that make it up are also removed from play.
 
well i got some training to do:

3v3 NFE Triples
1 Day DQ
3 Recovers/5 Chills
Arena:Volatile Training Arena
This arena is about the same size as the ASB Arena with a dirt floor and a small pool off to one side. Any moves are usuable here, but due to the intensity of the training, all Pokemon are treated as being taunted (With the exception of being able to chill and use Protect). Any single target move used has its BAP increased 25% and any move that targets multiple pokemon doesn't suffer the usual 25% reduction in BAP. Also any Critical hits deal an additional 8 Damage instead of 3.
 

jas61292

used substitute
is a Forum Moderatoris a Community Contributoris a CAP Contributoris a Battle Server Moderator Alumnus
Moderator
well i got some training to do:

3v3 NFE Triples
1 Day DQ
3 Recovers/5 Chills
Arena:Volatile Training Arena
This arena is about the same size as the ASB Arena with a dirt floor and a small pool off to one side. Any moves are usuable here, but due to the intensity of the training, all Pokemon are treated as being taunted (With the exception of being able to chill and use Protect). Any single target move used has its BAP increased 25% and any move that targets multiple pokemon doesn't suffer the usual 25% reduction in BAP. Also any Critical hits deal an additional 8 Damage instead of 3.
Sounds interesting. I'll take this.

switch = not possible
items = no
abilities = all
 
Reffing Galladiator when he gets an opponent. Also issuing my own challenge.

1v1 singles
Training Battle
1 day DQ
No recoveries or chills.
Arena:
A hanging island hanging above a firey pit of lava, all that suspends the safe area is a single iron chain, locked into the centre of the arena. In the lava, skeletons have made instruments of rocks and bones, and play this song in the background, which acts as a Perish Song which causes the KOs in 15 actions. Motion causes the arena to shake, meaning that pokémon will spend 2 more energy on physical attacks, but they have a 1 BP increase. Being knocked into the arena will cause you not to die, but to take a large (ref decided) amount of damage, before being chucked back up to the arena with a burn.
Requesting Training items on.
 
Challenging user: SevenDeadlySins
2v2 Doubles
Beginner Battle
2-day DQ
2 Rec/5 Chill

Arena: Power Plant

Awwwww yeeeeeeah, the Power Plant. Electricity is very powerful here - all Electric attacks get +3 BAP, and a neutral-natured Zapdos will use Thunderbolt on the Pokemon with the highest percentage of HP remaining at the end of every round. If it's a tie between two or more Pokemon, Zapdos will randomly choose one.
 
Status
Not open for further replies.