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

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Speaking of training matches...

Match type: 3v3 Triples; Training match (Does not count towards W/L/T)
Recoveries: 2 recoveries/5 chills
DQ Time: 1 hour
Substitutions: Two
Arena: ASB Arena

Let's see if I can get some extra training in before the big day.
 

canno

formerly The Reptile
Reptile I'll accept your match, as my third and final slot.
Now we just need a ref.


Open Challenge
2v2 Weak NFE Singles
DQ: 72 Hours
Infinite Recovers / chills
Items: Training Items or no items
Switch: OK
Arena: Opponent Choice

Still need ref for this

EDIT: since opponent didn't specify what Arena, we'll battle in the standard ASB Arena (no move restrictions and no other additional effects)
 
I challenge Complications to The Armor Testing Facility V2.
2v2 Doubles NFE
No Items
0 Recovers
5 Chills

Arena: Armor Testing Facility V2
After cleaning up the mess from the disasterious battle between fellow scientist, King Serperior, and his foe, Glacier Knight, King Serperior scrapped all the armors and ordered his fellow scientists to go back to the drawing board.

After two years of constant research, King Serperior and his fellow scientists came up with newer and better armors......

Before we get to the armors, the arena is an exact replica of the ASB Arena.

1). Aero Armor - An oldie, but a goodie. This jet-powered armor adds an extra flying-typing to the wearer. If the wearer is already of the flying type, then it gains 2X STAB on all of its flying moves and its Flying weaknesses are doubled. It also gains the following moves as long as it wears the armor: Aerial Ace and Sonicboom.

2). Pyro Armor - This specially designed armor is made from a synthetic material that automatically catches itself on fire with no harm to the wearer. The wearer gans the ability, Flame Body, while wearing this armor. All contact moves used by the wearer have a 20% chance to burn the foe. The wearer gains use of the move, Flame Charge.

3). Berry Basket Armor - This armor has many slots that hold berries for easy access to. The berries that this armor holds are: 2X Oran Berries, 1X Lum Berries, 2X Leppa berries, and 1X Enigma Berry. The use of berries require 5 energy and are each one-time use. The use of a berry requires one action. The wearer of this armor gains the move, Natural Gift. When using Natural Gift, keep in mind that once a berry is used, it cannot be replaced.

4). Power Armor - The wearer gains use of an armor that focuses its power into the upper torso and arms of the user. Physical attacks used against the wearer have their final damage decreased by 1. The wearer of the armor gains the moves, Strength and Mach Punch. If the wearer has no arms, it learns Thrash instead of Mach Punch.

5). Heavyweight Armor - After countless retesting and experimentation, this failed and overpowered armor was completely redesigned. The wearer's weight class becomes 12. The wearer cannot use moves that cannot be used in Gravity. The Defense and Sp.Defense of the wearer are increased by 2. The wearer learns the moves, Magnitude and Iron Defense.

6). Reversal Armor - This question-mark covered armor gives the ability, Contrary, to the wearer. It also reverses the type weaknesses and resistenses of the wearer. If the wearer is a fire/bug type, its 4X rock weakness becomes a 4X rock resist. Any immunties that the wearer has are kept. The wearer gains the ability to use Reversal and Mirror Coat.

This is to the ref: When the battler's mons are PM'd, RNG what armor that each mon from both sides wear. Each mon gets their own armor's RNG'd.
I accept King Serperior
All abilities
Switch= painful death by derpfisk
1 Day DQ
Reffing. Send me your pokemon, please. And you guys need to agree on a # of subs, or I'm probably just gonna make it one.
 
Since no one wants in Imma gonna change the challenge of mine

3 on 3 Singles
LC
no=items
Switch=On
All Abilities [even If you haven't Unlocked Them]
2recovers/6chills
Arena:Takers Choice
 
Open Challenge--going to be testing some new type-specific arenas.

1v1 FEs
1 Day DQ
2 Subs
No recover or Chill
All Abilities
No items
Arena: Boxing Arena

Field Type: Fighting
Complexity: Moderate
Format: Singles
Restrictions: No Seismic Moves or Digging; No Water Source; No Natural Plant Life; Other (see below)

A boxing ring in a crowded, noisy arena. The spectators are excited to see an excellent display of Pokemon boxing. The rules are as follows:

This will be a standard Pokemon battle, with a few twists. First, since Fighting-type attacks are specifically designed for regulated close-quarters combat, they gain 3 Base Power. All moves that involve punching receive this boost as well; after all, what's a boxing match without punching? That said, the crowd doesn't like kickboxing, so any and all moves involving kicking will have their BP reduced by 3, unless the Pokemon using is Fighting-type, in which case the move receives no boost or reduction.

Psychics find the crowd rather hostile, and as a result cannot adequately focus, meaning all Psychic-type attacks (even those used by Fighting types) have their Base Power reduced by 3.

Due to the nature of the arena, seismic moves are banned, as is the move Dig. This is a boxing pay-per-view, not a sandbox or a beach.

Lastly, the match will last up to five rounds. If neither Pokemon is KOed by the end of Round 5, the match will go to a judge's decision. The referee will determine the winner based on three criteria, listed below:
  1. Accuracy: This criterion measures the accuracy of each Pokemon's attacks. Each attack landed, including status and stat-altering moves, aids the user; each miss counts against the user. Note that self-targeted moves such as Swords Dance, etc. will not count; nor will moves blocked by Protect, Detect, etc.
  2. Power: This criterion depends on the total damage done by the Pokemon. Each point of damage inflicted will be added and totaled to determine the Pokemon's Power rating.
  3. Stamina: This criterion deals with the efficiency with which the Pokemon used moves. This rating is determined by the amount of Energy the Pokemon has left.
  4. Technique: This criterion rewards Pokemon for maintaining awareness of the opponent's weaknesses. Points in this category are awarded for super-effective hits. Level of weakness will not affect how many points are awarded; you'd get the same amount of points hitting an Aggron with Earthquake as you would hitting it with Surf, for example.
  5. Creativity: This final criterion takes into account the variety and power of combination attacks used. Note that the combo must successfully hit in order to count. This category is mostly up to the ref's discretion, although in general you're better off combing two different moves rather than one giant, ultra-powered combo of the same move twice (in other words, Ice Punch + Mach Punch would score better than Ice Punch + Ice Punch).
The Pokemon that wins each category wins a point; the Pokemon that wins the most points is declared the winner. In the event of a tie, the Pokemon will fight in a sudden-death bout, which will last until one Pokemon KOs the other.

The stage is set, and the crowd is ready. Step up and take your chance at the Pokemon Boxing Championship!

Summary:
-Fighting attacks and punching moves gain +3 BP (does not stack)
-Kicking moves lose -3 BP unless used by a Fighting-type
-Psychic attacks lose -3 BP regardless of the type using them
-Seismic moves illegal, as well as Dig
-Fight lasts up to 5 rounds, after which the battle ends and the ref determines the winner based on set criteria:
  1. Accuracy: Number of moves that hit, including status (Protect, Detect, etc. do not affect this rating)
  2. Power: Total damage done to the opponent
  3. Stamina: Energy remaining
  4. Technique: Super-effective moves used
  5. Creativity: Combos used
    -The Pokemon that performs best in each category receives a point; the Pokemon with the most points wins the match
    -In the event of a tie, the winner is determined by a sudden-death bout which lasts until one Pokemon is KOed
 
Open Challenge--going to be testing some new type-specific arenas.

1v1 FEs
1 Day DQ
2 Subs
No recover or Chill
All Abilities
No items
Arena: Boxing Arena

Field Type: Fighting
Complexity: Moderate
Format: Singles
Restrictions: No Seismic Moves or Digging; No Water Source; No Natural Plant Life; Other (see below)

A boxing ring in a crowded, noisy arena. The spectators are excited to see an excellent display of Pokemon boxing. The rules are as follows:

This will be a standard Pokemon battle, with a few twists. First, since Fighting-type attacks are specifically designed for regulated close-quarters combat, they gain 3 Base Power. All moves that involve punching receive this boost as well; after all, what's a boxing match without punching? That said, the crowd doesn't like kickboxing, so any and all moves involving kicking will have their BP reduced by 3, unless the Pokemon using is Fighting-type, in which case the move receives no boost or reduction.

Psychics find the crowd rather hostile, and as a result cannot adequately focus, meaning all Psychic-type attacks (even those used by Fighting types) have their Base Power reduced by 3.

Due to the nature of the arena, seismic moves are banned, as is the move Dig. This is a boxing pay-per-view, not a sandbox or a beach.

Lastly, the match will last up to five rounds. If neither Pokemon is KOed by the end of Round 5, the match will go to a judge's decision. The referee will determine the winner based on three criteria, listed below:
  1. Accuracy: This criterion measures the accuracy of each Pokemon's attacks. Each attack landed, including status and stat-altering moves, aids the user; each miss counts against the user. Note that self-targeted moves such as Swords Dance, etc. will not count; nor will moves blocked by Protect, Detect, etc.
  2. Power: This criterion depends on the total damage done by the Pokemon. Each point of damage inflicted will be added and totaled to determine the Pokemon's Power rating.
  3. Stamina: This criterion deals with the efficiency with which the Pokemon used moves. This rating is determined by the amount of Energy the Pokemon has left.
  4. Technique: This criterion rewards Pokemon for maintaining awareness of the opponent's weaknesses. Points in this category are awarded for super-effective hits. Level of weakness will not affect how many points are awarded; you'd get the same amount of points hitting an Aggron with Earthquake as you would hitting it with Surf, for example.
  5. Creativity: This final criterion takes into account the variety and power of combination attacks used. Note that the combo must successfully hit in order to count. This category is mostly up to the ref's discretion, although in general you're better off combing two different moves rather than one giant, ultra-powered combo of the same move twice (in other words, Ice Punch + Mach Punch would score better than Ice Punch + Ice Punch).
The Pokemon that wins each category wins a point; the Pokemon that wins the most points is declared the winner. In the event of a tie, the Pokemon will fight in a sudden-death bout, which will last until one Pokemon KOs the other.

The stage is set, and the crowd is ready. Step up and take your chance at the Pokemon Boxing Championship!

Summary:
-Fighting attacks and punching moves gain +3 BP (does not stack)
-Kicking moves lose -3 BP unless used by a Fighting-type
-Psychic attacks lose -3 BP regardless of the type using them
-Seismic moves illegal, as well as Dig
-Fight lasts up to 5 rounds, after which the battle ends and the ref determines the winner based on set criteria:
  1. Accuracy: Number of moves that hit, including status (Protect, Detect, etc. do not affect this rating)
  2. Power: Total damage done to the opponent
  3. Stamina: Energy remaining
  4. Technique: Super-effective moves used
  5. Creativity: Combos used
    -The Pokemon that performs best in each category receives a point; the Pokemon with the most points wins the match
    -In the event of a tie, the winner is determined by a sudden-death bout which lasts until one Pokemon is KOed
Sure, I'll take this one.
 
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