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

Status
Not open for further replies.
Also, issuing a challenge to Destiny_warrior.

1v1 Littlemon Singles
Training Items only
Switch = Magic Bananas
Arena = ASB Arena
1 Substitution (shouldn't be a long battle)
Rest is just standard.

C$FP offered to be ref.
 
Issuing two of the same challenge.

Teenage Babysitters!
4v4 NFE Singles
The total evolution stage of your team cannot exceed 6
2 Day DQ
2 Subs
2 Recovers/5 Chills
Arena: Engineer's Type Changing Arena
Field Type: All Types
Complexity: Simple
Formats: All Formats

Restrictions: All moves are allowed.

Description:
It's the standard arena, except somebody has implanted a strange device in the middle of the field! For the duration of the first round, this device is off. After the end of each round, though, it beeps and suddenly alters the elemental makeup of the arena, giving certain benefits to certain types and detriments to some other ones. Each time the makeup is altered, a random type is chosen. All attacking moves whose types hit the chosen type for super effective damage have 2 more BAP, while all attacking moves whose types hit the chosen type for not very effective or zero damage have 2 less BAP.

Summary: Certain types get buffed every round.


I'd like to play both Switch=OK and Items=ON for these battles if possible.
Taking the second.
Items=ON
All abilities
Switch = Do we have to?
I'll take this. Also, interpreting vague switch rules as Switch = OK.
 
SoS: What are the choices? And does Dr. Pepper count?
[06:06am] orcinus: i don't get dr pepper
[06:06am] orcinus: tbh
[06:06am] orcinus: don't see what people like about it
[06:06am] SoS: Orcinus, we must fight to the death.

CHALLENGING SOS

FE, 2v2 Doubles (bring 3 mons each)
Items On
Switch=wtfko?
Arena: Warioware


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.
Accepting, Pepper Hater.
2 subs
2 recovers, 5 chills.
2 day DQ
All abilities.
 
1v1 ME.

1v1 FE Singles
Training Battle (This Battle does not count towards the W/L/T Counter)
1 Day DQ Time
2 Recoveries/5 Chills per mon
Send Only ONE Pokemon to the ref
I'd prefer Items to be either ON or OFF, not Training, as I don't own a Training Item.
Arena: Oasis Arena
Field Type: Neutral
Complexity: Moderate
Format: All

Restrictions: No Rain or Hail

Description: It's basically a purpose built Pokemon arena with a difference: It has an Oasis in the middle of the arena. The Surface of the arena is sand & diggable, while the actual semi-lake that the oasis is positioned near the middle of the arena, to the right of where the challenger stands. On the other side are the grandstands. The arena has the same dimensions as a normal arena. The default weather is Clear & the only Weather that can take effect is Sun & Sandstorm.

Summary: Arena with Oasis, Diggable sandy surface, Oasis positioned near the middle of arena. Default weather: Clear, it can never hail or rain here.
 
1v1 ME.

1v1 FE Singles
Training Battle (This Battle does not count towards the W/L/T Counter)
1 Day DQ Time
2 Recoveries/5 Chills per mon
Send Only ONE Pokemon to the ref
I'd prefer Items to be either ON or OFF, not Training, as I don't own a Training Item.
Arena: Oasis Arena
Field Type: Neutral
Complexity: Moderate
Format: All

Restrictions: No Rain or Hail

Description: It's basically a purpose built Pokemon arena with a difference: It has an Oasis in the middle of the arena. The Surface of the arena is sand & diggable, while the actual semi-lake that the oasis is positioned near the middle of the arena, to the right of where the challenger stands. On the other side are the grandstands. The arena has the same dimensions as a normal arena. The default weather is Clear & the only Weather that can take effect is Sun & Sandstorm.

Summary: Arena with Oasis, Diggable sandy surface, Oasis positioned near the middle of arena. Default weather: Clear, it can never hail or rain here.
OK IAR, you're on

Abilities = All
Items = On
I will ref this. PM squads.
 
slightly late 3k:
NFE Doubles (acceptor chooses from 4 to 30ish, the bigger the better)
1 substitution per mon
1 recovery/2 chills per mon
1 day DQ preferably
items on
switch=ok
all abilities
at:

Arena: Pokemon Stadium
Base Field Type: Neutral
Complexity: Intense
Format: Singles/Doubles/Melee (4 Pokemon on the field max)
Restrictions: The starting field is a floor of linoleum and sod. It cannot be dug through and provides no rocky materials for rock-based field attacks, nor any external supply of water for water-based field attacks. Camouflage and Nature Power treat the base field as Normal-type or neutral.

Description: At the end of every round, the arena changes to one of 8 elemental fields (non-repeating). This type-based field lasts for two full rounds before returning to normal. The field will always remain in the normal state for one full round (including the beginning of the match) before changing again. The field is scaled to about double the size of the stage in Super Smash Bros Brawl/Melee. Layout of the fields is identical to what's shown in the pictures for each stage, however, any floating platforms not attached to part of the stage should be treated as nonexistent. Additionally, the stage is treated as a flat floor that is contiguous with the ground, rather than an elevated platform; any Pokemon knocked out of the arena can return without further penalty. The elemental fields featured in this stage do not repeat until all 8 have been brought up. Each trainer will be given the option to switch Pokemon when the stage shifts; this will proceed in the same turn order as it would if the trainers were attacking, and it does NOT take up a turn in the round. After both trainers decide whether or not to switch, attack orders proceed normally.
Each elemental field brought up in this stage has its own layout that's separate from the base field, which are as follows:


Field Type: Rock
Description: Easily enables the use of Rock-based moves such as Rock Slide and Rock Tomb, reducing the energy cost of all Rock-type moves by one (1). The movement and maneuverability of Flying or airborne Pokemon is greatly reduced by the towering rock masses, lowering their evasion by 50% and adding three (3) extra energy for any flying-related commands. The cacti around the outside of the arena mimic the effects of Spikes, causing damage to any Pokemon that comes in contact with them (acts as a field/movement hazard, NOT an entry hazard).


Field Type: Grass
Description: Grass-type and Bug-type Pokemon feel very at home in this forested environment. Grass-type attacks have their base damage boosted by two (2) and their energy cost reduced by two (2), while Bug-type Pokemon have the energy cost of all commands reduced by one (1).


Field Type: Water
Description: Allows unlimited use of all Water-moves. Environmental moves such as Surf are enabled, and the energy cost of Water-type moves is reduced by two (2). Swift Swim is active for all Pokemon that reside in the pond at one end of the stage. Electric-type attacks aimed at Pokemon in the water have perfect accuracy (akin to Aura Sphere or Swift). Any interaction with the water or the fountains causes a great deal of splashiness to take place, causing the effects of Water Sport to come into effect for as long as this field is up.


Field Type: Fire
Description: The arena blazes with intense heat; If a Pokemon uses a Fire-type attack in this arena it will pick up additional heat, increasing its Base Attack Power by two (2). Pokemon cannot be frozen while this field is active. If a Pokemon uses a Water-type attack in this field some of it will evaporate, reducing its Base Attack Power by two (2). The increase in Firepower and the decrease in effectiveness of Water moves does NOT stack with the effects of Sunny Day. Attacking moves that inflict burns have their chance of doing so raised by 10% (flat).


Field Type: Electric
Description: The spinning turbines in the arena cause a lot of static electricity buildup in the area, boosting the damage output of all Electric-type moves by two (2) damage flat. Additionally, any Pokemon attempting to remain on the treadmill running laterally across the stage must spend three (3) energy per turn to stay in place or to move across the stage, but being on the treadmill doubles the static electricity buildup, boosting the chance of paralysis for all Electricity-based paralyzing moves by 10% flat. Furthermore, the ground is made of Metal and cannot be dug through with an attack stat lower than rank five (5).


Field Type: Flying
Description: Fans blow upward from underneath the stage, reducing gravity for all Pokemon present. The energy penalty for remaining airborne with Fly is eliminated altogether, and the Jump command can be used to avoid Ground-based attacks like Earthquake and Magnitude (effectiveness depends on the user's weight). The energy cost of all wind-based attacks is reduced by one (1). Digging restrictions apply here same as they do on the Electric stage.


Field Type: Ground
Description: The ground is extremely soft and malleable here, reducing Ground-type attacks' energy cost by one (1), and lowering the energy cost for consecutive Digging by two (2). Electric-type attacks have their power greatly reduced here, as if Mud Sport were in effect. The bones and fossils littered throughout the stage can be used as weapons by the Pokemon, supplying them with objects that can be picked up or used with Fling-- including items such as Rare Bones, Thick Clubs, Hard Stones, and more.


Field Type: Ice
Description: Ice-type moves become more powerful due to the frosty air. All Ice-type moves have their base damage boosted by two (2), and the Freeze chance of all moves is boosted by a flat 5%. All effects of burns are neutralized, though not eliminated, while this stage is in effect, though the burn will flame up again when this stage is no longer active. (In other words, the Pokemon is still afflicted with a burn, but it is temporarily treated as if it is not. This also applies to the effects of Facade, etc.) Additionally, the ground is very slippery, and any commands that require dodging or traveling will have a 30% chance of resulting in the Pokemon slipping and falling on the icy floor. Ice-type Pokemon can travel more easily on the ground and are exempt from slipping.

NOTE: Format and Complexity are the same for all fields featured in this Arena, so these sections are left off of the 8 elemental fields.
 
I'm taking 2 of C$FP's Challenges!

First, a 8v8 Match versus Typhon77. Everything that C$FP laid out, though typhon requests switch=KO.

Second, a 13v13 Match versus the happy 3k himself. Again, exactly what C$FP set.
 
Accepting Mr.L's Challenge

Just to reiterate for my own organization, with one change (Approved by Mr.L over IRC)

8v8 NFE Doubles
1-2 Day DQ
1 Recover/2 Chills per mon
Switch=KO
Items On
All Abilities
1 Sub per mon
 
Challenging Dogfish44!

I'm sorry about picking all conditions, but the arena sort of requires it...

4 vs 4 FE singles
2 day DQ combatant, 3 day ref
Unlimited chills/recovers
All abilities
3 subs
Items=ON

Arena:



Forest Temple:

Deep inside of Ilex Forest, an ancient ruin stands.

The basis of the arena is that it is a maze of sorts, with a center room where the challenge begins, four rooms on the way, and a final room with a boss. The goal is to eliminate the other trainer(s), and defeating the boss can be a good way to do so. First, let's introduce the three basic ways to navigate the arena:

1) Fight. Simple. Issue the given number of actions for the format against the challenger. Subs can be made for Switch or Move, as well as standard substitutions.
2) Switch. Less simple. There is no such thing as a switch phase in this arena, and switching out a Pokemon consumes an entire round. While the switch occurs at the start of the round at +10 priority, the Pokemon must take a full round of beating before it can attack.
3) Advance. Much less simple. The player moves into a bordering room. This consumes all actions of their partner Pokemon, and the move occurs at -10 priority of the last action of the round. This means that the Pokemon of the trainer advancing must take a full round's worth of beating. If two trainers try to switch rooms (Trainer in Room A moves to B, trainer in B moves to A), the first person to issue orders will have their move succeed, while the later move will fail.

A few moves gain new value:

Mean Look and Spider Web can be used to prevent a Pokemon from advancing at the end of the round. Shadow Tag and Arena Trap prevent opposing trainers from advancing as well.

Entry Hazards are applied to the room a Pokemon is in. If an opposing trainer's Pokemon enters or is switched into battle inside of that room, they will take damage from the entry hazards laid.

Got it?

Anyways, there are six rooms in the dungeon. The order of the first and last are locked, but the ref will RNG which room is entered the first time it is. For example,

F-A-B-C-D-L

When A is entered for the first time, the ref will RNG which room A is. When B is entered for the first time, the ref will RNG which of the three remaining rooms B is, and etc.

Starting Room:

In the starting room of the arena, an enormous stone battling court stretches across a room with a fair amount of space to all sides and the cieling. A mystical presence hangs over the room, and all moves may be used without restriction. The court is quite worn, but still in usable condition. It is simply a battling court of some sort of ancient society.

Rain Room:

A large, half-flooded room, the rain room doesn't actually contain rain. Instead, the air is so moist and filled with mist, that the effects of rain are simulated. The ones that can not be simulated, such as swift swim activating, are achieved by the large amounts of water inside of the room. Large amounts of rocks and plant matter grow throughout the environment, creating what is effectively a swamp. As it is not actually raining, another weather can be summoned with the use of a weather rock. Rain will clear away any other weather, but do nothing else. Sun will cancel out the effects of rain, but cause no effects of sun, as long as it is in place. Sand and Hail will cause both the effect of the weather and rain to be in place at the same time.

Sun Room:

A lofty library high up in the temple, natural sunlight streams through a large window that appears to be made of some sort of early glass that completely seperates the room from the outside. Due to the height of the room, and the thickness of the wooden floor, Dig and Earthquake will fail. There are no available rocks or natural water, but there are plenty of plants due to the nature of the temple. The cieling is quite high off of the ground. Permanent sun will stream in through the windows. While weather rocks may summon another weather, the sun will still shine in from the outside world, keeping it in effect. If sun is summoned, any other weather will be cleared. Rain will temporarily cancel out the effects of sunlight. Sand and Hail will compound with the sunlight.

Sandstorm Room:

Deep below the main area of the temple, a narrow, ill-let corridor leads between rooms as tree roots grow down through the earthen cieling. While there are plenty of plants and rocks, and groundwater can be summoned, there is not enough natural light (bar sunny day) for Synthesis, Morning Sun, Light Screen, Reflect, or even Moonlight. Seismic activity is possible, as the tree roots hold the corridor intact during even the greatest of stresses. Permanent sandstorm is in place due to a large amount of dust hanging in the air combined with a somewhat powerful wind blowing through the tunnel. Weather rocks can summon other weathers, though. Sandstorm will clear any other weathers, and the effects of Rain and Hail will stack with Sandstorm. Sun will allow for light-based moves, and have its normal effects.

Hail Room:

A snowy forest exists in the center of the temple, kept in place by a large population of Snover and Abomasnow in the room. They will not interfere with the battle, and can not be attacked or harmed. The snowy forest has permanent Hail due to the cold and Hail summoners, but they will tolerate some other weather being introduced as long as they are allowed to observe the battle and keep some hail going. Additionally, fire-type attacks being used would greatly anger the Snover and Abomasnow, so it would be unwise to use any damaging fire moves. The ice-types also do not appreciate hazards, so they may not be placed in this room. The room is too cold to have an unfrozen water source, but there are plenty of rocks and plants. Weather may be summoned with the help of weather rocks. Hail will clear other weathers, and Sand will stack with Hail. Rain and Sun will partially melt some snow, and allow for the use of attacks requiring a water source in addition to their normal effects.

Final Room:

The final room of the temple is possibly the most interesting, consisting of a large network of webs hanging high above the rest of the temple. The webs are incredibly sticky, but all non-fliers or levitators (trait, ability, command), will be forced to walk on them. Bug types can manuever well on them due to their natural instincts, and will not suffer any penalty. However, non-bug types will suffer from -25% evasion, and an additional energy spent with every action equal to the Pokemon's weight class. A strong wind blows through the arena, giving all levitators and flying-types a Tailwind boost. Most importantly of all, Celebi itself resides in this room of the temple, and does not like the disturbance. Celebi has 150 HP and all of her stats boosted. At the end of every round, it will unleash a Leaf Storm+Leaf Storm combination on a Pokemon in the room (includes new arrivals), chosen by RNG, and restore 50 HP. If KO'd, Celebi will restore a Pokemon on the team of the trainer who scored the final blow to full health, and give them the option of teleporting to any room in the temple.
 
Challenging Dogfish44!

I'm sorry about picking all conditions, but the arena sort of requires it...

4 vs 4 FE singles
2 day DQ combatant, 3 day ref
Unlimited chills/recovers
All abilities
3 subs
Items=ON

Arena:



Forest Temple:

Deep inside of Ilex Forest, an ancient ruin stands.

The basis of the arena is that it is a maze of sorts, with a center room where the challenge begins, four rooms on the way, and a final room with a boss. The goal is to eliminate the other trainer(s), and defeating the boss can be a good way to do so. First, let's introduce the three basic ways to navigate the arena:

1) Fight. Simple. Issue the given number of actions for the format against the challenger. Subs can be made for Switch or Move, as well as standard substitutions.
2) Switch. Less simple. There is no such thing as a switch phase in this arena, and switching out a Pokemon consumes an entire round. While the switch occurs at the start of the round at +10 priority, the Pokemon must take a full round of beating before it can attack.
3) Advance. Much less simple. The player moves into a bordering room. This consumes all actions of their partner Pokemon, and the move occurs at -10 priority of the last action of the round. This means that the Pokemon of the trainer advancing must take a full round's worth of beating. If two trainers try to switch rooms (Trainer in Room A moves to B, trainer in B moves to A), the first person to issue orders will have their move succeed, while the later move will fail.

A few moves gain new value:

Mean Look and Spider Web can be used to prevent a Pokemon from advancing at the end of the round. Shadow Tag and Arena Trap prevent opposing trainers from advancing as well.

Entry Hazards are applied to the room a Pokemon is in. If an opposing trainer's Pokemon enters or is switched into battle inside of that room, they will take damage from the entry hazards laid.

Got it?

Anyways, there are six rooms in the dungeon. The order of the first and last are locked, but the ref will RNG which room is entered the first time it is. For example,

F-A-B-C-D-L

When A is entered for the first time, the ref will RNG which room A is. When B is entered for the first time, the ref will RNG which of the three remaining rooms B is, and etc.

Starting Room:

In the starting room of the arena, an enormous stone battling court stretches across a room with a fair amount of space to all sides and the cieling. A mystical presence hangs over the room, and all moves may be used without restriction. The court is quite worn, but still in usable condition. It is simply a battling court of some sort of ancient society.

Rain Room:

A large, half-flooded room, the rain room doesn't actually contain rain. Instead, the air is so moist and filled with mist, that the effects of rain are simulated. The ones that can not be simulated, such as swift swim activating, are achieved by the large amounts of water inside of the room. Large amounts of rocks and plant matter grow throughout the environment, creating what is effectively a swamp. As it is not actually raining, another weather can be summoned with the use of a weather rock. Rain will clear away any other weather, but do nothing else. Sun will cancel out the effects of rain, but cause no effects of sun, as long as it is in place. Sand and Hail will cause both the effect of the weather and rain to be in place at the same time.

Sun Room:

A lofty library high up in the temple, natural sunlight streams through a large window that appears to be made of some sort of early glass that completely seperates the room from the outside. Due to the height of the room, and the thickness of the wooden floor, Dig and Earthquake will fail. There are no available rocks or natural water, but there are plenty of plants due to the nature of the temple. The cieling is quite high off of the ground. Permanent sun will stream in through the windows. While weather rocks may summon another weather, the sun will still shine in from the outside world, keeping it in effect. If sun is summoned, any other weather will be cleared. Rain will temporarily cancel out the effects of sunlight. Sand and Hail will compound with the sunlight.

Sandstorm Room:

Deep below the main area of the temple, a narrow, ill-let corridor leads between rooms as tree roots grow down through the earthen cieling. While there are plenty of plants and rocks, and groundwater can be summoned, there is not enough natural light (bar sunny day) for Synthesis, Morning Sun, Light Screen, Reflect, or even Moonlight. Seismic activity is possible, as the tree roots hold the corridor intact during even the greatest of stresses. Permanent sandstorm is in place due to a large amount of dust hanging in the air combined with a somewhat powerful wind blowing through the tunnel. Weather rocks can summon other weathers, though. Sandstorm will clear any other weathers, and the effects of Rain and Hail will stack with Sandstorm. Sun will allow for light-based moves, and have its normal effects.

Hail Room:

A snowy forest exists in the center of the temple, kept in place by a large population of Snover and Abomasnow in the room. They will not interfere with the battle, and can not be attacked or harmed. The snowy forest has permanent Hail due to the cold and Hail summoners, but they will tolerate some other weather being introduced as long as they are allowed to observe the battle and keep some hail going. Additionally, fire-type attacks being used would greatly anger the Snover and Abomasnow, so it would be unwise to use any damaging fire moves. The ice-types also do not appreciate hazards, so they may not be placed in this room. The room is too cold to have an unfrozen water source, but there are plenty of rocks and plants. Weather may be summoned with the help of weather rocks. Hail will clear other weathers, and Sand will stack with Hail. Rain and Sun will partially melt some snow, and allow for the use of attacks requiring a water source in addition to their normal effects.

Final Room:

The final room of the temple is possibly the most interesting, consisting of a large network of webs hanging high above the rest of the temple. The webs are incredibly sticky, but all non-fliers or levitators (trait, ability, command), will be forced to walk on them. Bug types can manuever well on them due to their natural instincts, and will not suffer any penalty. However, non-bug types will suffer from -25% evasion, and an additional energy spent with every action equal to the Pokemon's weight class. A strong wind blows through the arena, giving all levitators and flying-types a Tailwind boost. Most importantly of all, Celebi itself resides in this room of the temple, and does not like the disturbance. Celebi has 150 HP and all of her stats boosted. At the end of every round, it will unleash a Leaf Storm+Leaf Storm combination on a Pokemon in the room (includes new arrivals), chosen by RNG, and restore 50 HP. If KO'd, Celebi will restore a Pokemon on the team of the trainer who scored the final blow to full health, and give them the option of teleporting to any room in the temple.
Sure, let's go.
 
Status
Not open for further replies.