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

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Open Challenges:

2v2 NFE Singles
2 Day DQ
1 Sub
Arena: ASB Arena

2v2 NFE Doubles
2 Day DQ
1 Sub
Arena: ASB Arena

If the acceptor want a more exciting arena on either of those, I will gladly accept anything they want.
 
Open Challenge.

1v1 NFE Training Singles
2 Day DQ
0 Recovery/ 5 Chills
ASB Arena
Open challenge:
1v1 nfe
1 sub
6 chills, 1 recovery
Teleportation! (random arena every round)
I wish to take on the both of you. Training Items only, All abilities, everything else is ref discretion.

EDIT: Yarnus, sorry, but I'm not gonna take your match. Something about being in a match with someone reffing another match...I dunno.
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
1 v 1 FE Singles
1 Day DQ
No Recovery / Chill Moves
Unown Soup

Preferably Items = On or Items = Training.
 

LouisCyphre

heralds disaster.
is a Forum Moderatoris a Community Contributor
Moderator
Battle 4

[box]
World of Darkness

Field Type: Dark
Complexity: Intense
Format: All (For Arenas that play the same in basically all styles of play)
Traits: No Weather, Artificial Field, No Digging, No Water Source

Description:
A polygonal, dark crystalline area with many tall pillars and tendrils of dark energy circling the arena. The rails of energy can be used to make a quick escape in a pinch. At one end of the stage, a staircase descends from nothingness.

Ruleset:
Omega Warp - The combatants are teleported to different versions of the World of Darkness at set intervals. At the end of every odd-numbered round (including the first), a coin is flipped. If this coin lands heads, the arena gains Close Quarters and High Pressure for the duration of the next round. If it lands tails, the arena gains Long Distance and Brief Respite for the duration of the next round. After the warp round concludes, the arena returns to normal (until the next warp, of course).

During Warp:
Close Quarters - Contact attacks never miss.
High Pressure - All damage, including passive damage, is increased by 2.
or
Long Distance - Contact attacks never hit.
Brief Respite - Each combatant recovers 2 energy per action.
1v1 Singles (send three mons)
2 Day DQ
2 Substitutions
All Abilities
2 Recoveries / 5 Chills
Fully Evolved, 27 Moves maximum.
All Items
[/box]

No repeats, please.
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
Battle 4

[box]
World of Darkness

Field Type: Dark
Complexity: Intense
Format: All (For Arenas that play the same in basically all styles of play)
Traits: No Weather, Artificial Field, No Digging, No Water Source

Description:
A polygonal, dark crystalline area with many tall pillars and tendrils of dark energy circling the arena. The rails of energy can be used to make a quick escape in a pinch. At one end of the stage, a staircase descends from nothingness.

Ruleset:
Omega Warp - The combatants are teleported to different versions of the World of Darkness at set intervals. At the end of every odd-numbered round (including the first), a coin is flipped. If this coin lands heads, the arena gains Close Quarters and High Pressure for the duration of the next round. If it lands tails, the arena gains Long Distance and Brief Respite for the duration of the next round. After the warp round concludes, the arena returns to normal (until the next warp, of course).

During Warp:
Close Quarters - Contact attacks never miss.
High Pressure - All damage, including passive damage, is increased by 2.
or
Long Distance - Contact attacks never hit.
Brief Respite - Each combatant recovers 2 energy per action.
1v1 Singles (send three mons)
2 Day DQ
2 Substitutions
All Abilities
2 Recoveries / 5 Chills
Fully Evolved, 27 Moves maximum.
All Items
[/box]

No repeats, please.
Does no repeats include ref? Because if not, Reffing again.
 
So! I think I'mma set up a battle to ref. Here's the details:
6v6 FE singles
2 days DQ
2 subs
Recoveries/chills: Up to first player to accept
Items: Up to first player to accept
Abilities: Up to second player to accept
Switch: Up to second player to accept
And the arena is...
The Tower of Heaven (♫Stairway to Revelation)
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!


So who's up to the task?
Anyone?
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
Issuing two open challenges:

#1:

6vs6 Doubles (FE, preferably Switch=OK)
2-day DQ
Infinite Chills / Infinite Recoveries
Substitutions=TWO per Pokemon
Arena: ASB Tournament Arena

#2:

2vs2 Doubles (1 FE, 1 NFE)
2-day DQ
Infinite Chills / Infinite Recoveries
Substitutions=TWO per Team
Arena: ASB Tournament Arena

Takers!
 
Seeking a 3v3 Triples (I'm using NFE's, don't really care what you use).
1 Day DQ
No Chills/Recoveries
2 subs per team
Arena: Unown Soup

And also seeking a 2v2 FE Doubles.
1 Day DQ
No Chills/Recoveries
2 Subs per team
Arena: Challenger Choice.
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
And also seeking a 2v2 FE Doubles.
1 Day DQ
No Chills/Recoveries
2 Subs per team
Arena: Challenger Choice.
Sure, why not

Switch = Derp
Items = OK

Arena: Boom Box Studio. Every mon learns Explosion after Round 1 (Non Sketchable). No weather either.
 
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