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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. Dogfish44

    Dogfish44 Banned from 22 Casinos
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    You have a ref for these 15!
  2. Yarnus of Bethany

    Yarnus of Bethany

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  3. dragonboy52

    dragonboy52
    is a Contributor Alumnus

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    I'll take #2 whenever it happens.
  4. Engineer Pikachu

    Engineer Pikachu Good morning, you bastards!
    is a Contributor to Smogon

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    mine
  5. typon77

    typon77

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    I'll ref this. PM me the teams
  6. The Royal Guard

    The Royal Guard

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    Lou i'm taking 13! and qq can we take more than 1 :P
  7. Flamestrike

    Flamestrike

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    3v3 Singles challenge to Glacier!
    Switch=OK
    3 day DQ
    2 recovers/5 chills
    Glacier chooses arena
  8. Quagsires

    Quagsires

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    reffing
  9. Glacier Knight

    Glacier Knight

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    I accept the challenge
    No Items
    All Abilities
    Arena:
    Library of Abilities

    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
  10. TalkingLion

    TalkingLion

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    Need a ref for this quick battle.
  11. Maxim

    Maxim

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    I still need a ref for my two matches :/.

    My matches are:
    3v3 rotation with Elevator music (I think)
    3v3 mixed with lucarioisawesome.
  12. Darkamber8828

    Darkamber8828

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    >:{
  13. LouisCyphre

    LouisCyphre heralds disaster.

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    Cool! I'll make sure you have the link.

    Perfect! Your challenge is accepted!

    You can fight more than one. HOWEVER, you cannot claim spots in advance.

    Better hope you catch battle 2's post!
  14. Elevator Music

    Elevator Music
    is a Forum Moderatoris a Site Staff Alumnusis a CAP Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
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    I didn't really know this was still on because we never got a ref, but I'm fine with it!!!!!

    so yeah, someone ref plz :) :( :S :< :x
  15. TheMogRunner

    TheMogRunner

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    I will take the 3v3 mixed match in between Maxim and lucarioisawesome.
  16. TheMogRunner

    TheMogRunner

    Joined:
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    Open Challenge
    2v2 NFE Doubles
    1 Day DQ
    2 Subs
    3 Recovories/3 chills
    Arena: 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 for the following round. If a law is explicitly defined to take place on a certain round (e.g. "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 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. 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, 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).
    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. Yarnus of Bethany

    Yarnus of Bethany

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    Taking above. You decide the rest of the moves.
  18. deadfox081

    deadfox081

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    OK, I'm interested in that arena so I will ref MogRunner vs yarns-stuff. Apologies to those others waiting but as I said, want to see how the arena goes.

    Mog, please include the remainder of the match conditions in your PM to me or else I will decide on them myself.
  19. UllarWarlord

    UllarWarlord

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    Sending out a request for a battle!
    2v2 Doubles
    1 Middlemon 1 FE
    2 Recovers 5 Chills
    3 Day DQ
    1 Substitution
    This arena is a doozy.

    Gollum's Lair (open)
    In a dark, damp cave underneath the Misty Mountains, a strange creature lurks with a treasure beyond compare...Two Trainers have come to battle here, in the hopes of finding it, and using it to their advantage...but its current owner has issues with that...

    Arena: Dark, damp cave. Low visibility unless Flash is used. Defog also helps, to a lesser degree. There is a large pond surrounded by rock, and Gollum's makeshift home(as well as The Ring)lie in the center. Gollum's raft is also here, for those who cannot swim. Attacks such as Energy Ball will fail.

    Special Conditions: The big draw here is the One Ring. The first battler to reach the center of the pond can use an action to grab the Ring, gaining its powers of invisibility for four actions. The Pokemon can the move as it pleases, as well as attack. Nothing can hit it in this state. The Ring's powers of corruption are incredibly strong, so the Pokemon must take it off and leave it where the Pokemon currently is at that moment. However, the Ring is loath to leave a Master, so the Pokemon will suffer 25 flat damage upon taking it off. This does not cost an action, and the Pokemon will be so terrified of its power that it cannot pick it up again for another eight actions.

    Gollum, however, lurks in the area, and is not very happy that two humans and their Pokemon have intruded on his territory. There is an equal chance for each Pokemon that Gollum will deal 15 flat damage at that Pokemon at the end of each round. However, Gollum does NOT like when someone snatches his Precious. He also has superior senses in the area, so it will be a fifty percent chance, with the other half divided among the other Pokemon, that Gollum will strike the wearer of the Ring.

    The boat starts out on the players' side of the pond, and it takes an action to paddle/swim across. It is possible for the Ring to fall in the water. If Flash is used, Gollum will be paralyzed by the light and be unable to act that round. For Heat Rock Sunny Day, Gollum will do nothing as long as it is in play.


    Any takers?
  20. Dogfish44

    Dogfish44 Banned from 22 Casinos
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    Can I have some refs please?
  21. TheMogRunner

    TheMogRunner

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    I will take dogfish vs dragonboy
    PM teams
  22. Lord Jesseus

    Lord Jesseus

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    Open Challenge
    6v6 Singles
    1 Day DQ
    2 Subs
    Unlimited Recoveries/chills
    FEs
    Training Items requested
    Arena: Savage Swarm (open)

    This arena functions like the ASB Arena.
    If the air at the ASB Arena were thick with a swarm of all-devouring insects.
    The insects will damage all Pokemon at the end of each action but can deterred by movement and attacks.
    A Pokemon will take 3 Damage at the end of every action if it used an attacking move, even if it misses or is blocked; the swarm will be more or less put off by the attack. Hitting yourself in confusion also counts for this.
    If the Pokemon uses a non-attacking move, the swarm will be less deterred and they will take 7 damage. Again, even if the attack misses it will still deter the swarm.
    However the Pokemon does not use an attack at all (eg Flinching, sleeping, failing to use a move due to Disable or Taunt etc, Cooling Down, chilling, full para) they will take a whopping 15 damage.
    The arena itself however has no restrictions, go nuts.


    Repost of an earlier challenge. Anyone game?
  23. Objection

    Objection

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    I'll ref Lord Jesseus' battle once it gets an opponent.

    EDIT: And I am going to issue a challenge to UllarWarlord.

    1v2 brawl. Yes, you read that right, 1v2.
    Fully evolved mons
    2 recoveries/5 chills
    3-day DQ
    Arena: The Battle Colosseum. Basically the typical ASB arena. However, each pokemon on the team of 2 has its max HP and energy halved.

    Ullar can decide whether to play as the soloist or the team of two.

    EDIT: <+Engineer> i call reffing
  24. Yarnus of Bethany

    Yarnus of Bethany

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    Challenging Mrc Ranger
    5v5 doubles
    Nfes
    2 subs
    1 recovery/2 chills per Pokemon
    Unown Soup
  25. UllarWarlord

    UllarWarlord

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    As Objection will be the beginning ref of this, I choose to fly solo.

    1 Sub
    No Switch
    Items = On
    Abilities = All

    Ohyeah. dropping my Gollum challenge to do this.
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