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

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Challenging Ullar to a 3v3 triples
Standard stuff, ITEMS=ON

Dragonair@Life Orb

Dragonair, Tempest, Female
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Dragon
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities:
Shed Skin: (Innate)This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Marvel Scale: (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).

Dragonair
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 60 (-)
Size Class: 3
Weight Class: 2
Base Rank Total: 18

EC: 7/9
MC: 2
DC: 5/5

Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Dragon Rush
Outrage
Aqua Tail
Safeguard

Dragon Dance
Extremespeed
Aqua Jet
Draco Meteor
Bide

Ice Beam
Thunderbolt
Flamethrower
Waterfall
Light Screen
Total Moves: 20



Doduo, Pecker, Female
Nature: Adamant (+1 Atk, -1 SpA)
Type: Normal/Flying
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Early Bird (Innate): This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
Run Away (Innate): This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle
(DW) Tangled Feet (Innate): When confused, this Pokemon moves around in a haphazard manner, increasing their evasion by one (1) stage. These Pokemon will never damage themselves in confusion. If the Pokemon also has Own Tempo, The duration of confusion doubles.

Doduo
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 75
Size Class: 3
Weight Class: 3
Base Rank Total: 14

EC: 4/6
MC: 0
DC: 4/5

Peck
Growl
Pursuit
Quick Attack
Rage
Fury Attack
Uproar
Tri Attack
Agility
Endeavour
Drill Peck
Acupressure

Brave Bird
Faint Attack
Flail

Toxic
Substitute
Protect
Double Team
Facade
Total Moves: 19


Syclar@Exp. Share

Syclar, IceBug (M)
Nature: Hasty (+15% Speed, +25% Accuracy, -1 Def)
Height: 1'7"
Weight: 44 lbs / 20 kg
Evolution: Syclar --> Level 40 --> Syclant
Type: Ice/Bug
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.
Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).

HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 105 (+)
Size Class: 1
Weight Class: 2
Base Rank Total: 15

EC: 5/6
MC: 0
DC: 5/5

Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Icy Wind
Bug Bite
Icicle Spear
Icicle Crash
Sheer Cold
Bug Buzz
X-Scissor
Avalanche

Tail Glow
Earth Power
Spikes
Counter

Double Team
Protect
U-turn
Blizzard
Frost Breath
Total Moves: 22
 
ACCEPTING

Bring it, bro.

And for the ref's convenience...


<Vulpix> [Hex] (Female)
Nature: Rash (+Sp. Att., -Sp. Def.)
Type: Fire
Fire:
Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Abilities:
Flash Fire (Type: Innate)
This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.

Drought (Type: Innate) [DW, Locked]
When this Pokemon is sent out, it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2 (-)
Spe: 65
Size Class: 1
Weight Class: 1
Base Rank Total: 14

EC: 1/6
MC: 0
DC: 2/5

Attacks:

Ember
Tail Whip
Roar
Quick Attack
Will-O-Wisp
Fire Spin
Safeguard
Imprison
Confuse Ray
Flamethrower
Faint Attack
Flame Burst
Payback
Extrasensory

Energy Ball
Hypnosis
Secret Power

Protect
Toxic
Rest


<Psyduck> [Lucy] (Female)
Nature: Docile (Neutral)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Damp: (Type: Innate)
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Cloud Nine: (Type: Trait)
Pokemon with Cloud Nine will not suffer any negative effects of weather, but will benefit from all positive effects. Sunny Day and Rain Dance do not increase the damage of attacks against them, or decrease the damage of their attacks. They suffer no damage in Hail and Sandstorm. Their SolarBeam will retain its BAP in Hail, Rain Dance, and Sandstorm, while the charge is still removed under Sunny Day. SolarBeam always charges against them, Blizzard, Thunder and Hurricane will always check with their 70% accuracy (or 50% if a weather effect reduces it.) Cloud Nine also has a command that can nullify weather on the field.

Swift Swim: (Type: Innate) [DW, Unlocked]
The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.


Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 55
Size Class: 2
Weight Class: 2
Base Rank Total: 13

EC: 0/6
MC: 0
DC: 0/5


Attacks:
Water Sport
Scratch
Tail Whip
Water Gun
Disable
Confusion
Water Pulse
Fury Swipes
Screech

Refresh
Secret Power
Confuse Ray

Ice Beam
Surf
Shadow Claw


<Darumaka> [Ian] (Male)
Nature: Jolly (+Spe, -SpA)
Type: Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Abilities:
Hustle: (Type: Can be enabled)
This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.

Inner Focus: (Type: Innate) [DW, Locked]
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 58 (+, 8% accuracy increase)
Size Class: 1
Weight Class: 3
Base Rank Total: 13

EC: 0/6
MC: 0
DC: 0/5

Attacks:
Tackle
Rollout
Incinerate
Rage
Fire Fang
Headbutt
Uproar
Facade
Fire Punch
Work Up

Encore
Endure
Yawn

Toxic
Dig
Substitute
 
Let's put out a challenge:

2v2 FE Singles
2 Day DQ
Arena=ASB Arena
3 Subs per mon
5 Recoveries/10 Chills

IDC what else.
I accept...

One Ability
Items = OK
Switch = OK


----------------------------------------------------------------------


Also issuing:
Training Battle (doesn't count for WLT)
Restrictions: NFE only
1v1 Singles
2 Day DQ
ASB Arena
Items = Training only
No recovery / No chills

The match challenger can decide the rest
 
I think I need a couple of subrefs...

The first one, here. You don't need to do much, only to close a DQ. Might be a bit soon for ref DQ, but my opponent is over their DQ.

The second one, here. No DQ of the challenger, but the ref is now over the DQ, so whoever takes this up will have to continue the battle.

It seems to me that Orcinus Duo has taken on more than he can handle...

Edit: It seems Orcinus Duo is back, so ignore this. But he does seem... angry.
 

DarkSlay

Guess who's back? Na na na! *breakdances*
is a CAP Contributor Alumnus
DrkSlay here, looking for a good time. I've got two challenges in this one post, so just post if interested (I'd prefer two different people to accept each individual challenge, please).

Challenge #1:
3v3 FE Singles
DQ: 2 Days / 3 Days for Ref
Arena: ASB Arena
2 Substitutions
3 Recoveries / 6 Chills

Challenge #2
2v2 FE Doubles
DQ: 2 Days / 3 Days for Ref
Arena: ASB Arena
2 Substitutions
2 Recoveries / 5 Chills
 
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