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

Discussion in 'ASB' started by Deck Knight, Feb 13, 2011.

Thread Status:
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  1. ZhengTann

    ZhengTann Nargacuga
    is a Pre-Contributor

    Joined:
    Mar 7, 2012
    Messages:
    2,158
    I need to train, even though I have zero items.

    One Open Challenge for thinkers coming up!

    4v4 LC Doubles
    2 Day DQ (Ref can take 3 IF AND ONLY IF flavour)
    3 subs / 1 recovery / 3 Chills per mon
    Unown Soup

    Items = Training is fine by me.
  2. deadfox081

    deadfox081

    Joined:
    Mar 31, 2011
    Messages:
    4,133
    Okay I'll drop my second pending challenge to take this one up.

    Switch = NO
    Abilities = ALL
    Items = TRAINING
  3. Box

    Box

    Joined:
    Jul 18, 2010
    Messages:
    2,121
    Reffin'
  4. DFrog

    DFrog

    Joined:
    Aug 1, 2009
    Messages:
    1,172
    Quickie 1v1 LC Battle
    Training Items
    All Abilities
    Switching: N/A
    Chills/Recoveries: 5/2
    Unknown Soup 'cause wynaut
    DQ: 1-2 days
    1 Sub
    [​IMG]@[​IMG]
    Aphrodite - Necturine - 17 moves (open)

    [​IMG]
    Necturine [Aphrodite] F
    Nature: Quiet
    Type: Grass/Ghost
    Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
    Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

    Stats
    HP: 90
    Atk: Rank 2
    Def: Rank 2
    SpA: Rank 3 (+)
    SpD: Rank 3
    Spe: 44 (-10 Evaison)
    Size Class: 1
    Weight Class: 1
    Base Rank Total: 13

    Abilities:

    Anticipation (Innate): This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).

    Telepathy (Innate): This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

    EC: 4/6
    MC: 0
    DC: 2/5


    Moves
    Leer
    Vine Whip
    Ominous Wind
    Shadow Sneak
    Toxic Spikes
    Will-O-Wisp
    Hex
    Future Sight
    Giga Drain
    Sketch
    Shadow Ball
    Solarbeam
    Hidden Power Fighting (7)
    Power Whip
    Torment
    Protect
  5. LupusAter

    LupusAter

    Joined:
    Apr 19, 2009
    Messages:
    1,084
    I accept! I'll use Colosshale.
    Jormungandr (open)

    [​IMG]
    Colosshale Jormungandr (M)
    Nature: Adamant (+1 Atk, -1 SpA)
    Type: Dark/Water
    Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
    Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ice Moves have Energy Cost reduced by one (1).

    Abilities:
    Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
    Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
    Flare Boost (DW Locked): (Innate) This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks do two (2) more damage.

    0/6 EC
    0 MC
    0/5 DC

    HP: 100
    Atk: Rank 3+
    Def: Rank 2
    SpA: Rank 2-
    SpD: Rank 3
    Spe: 85

    Attacks:
    Leer
    Tackle
    Mud Shot
    Bubblebeam
    Rapid Spin
    Mud Bomb
    Pursuit

    Fire Fang
    Sucker Punch
    Aqua Tail

    Earthquake
    Rock Slide
    Payback
  6. Box

    Box

    Joined:
    Jul 18, 2010
    Messages:
    2,121
    I'll ref the above.

    Frog, holy shit, I almost named my Necturine that last week.
  7. King Serperior

    King Serperior

    Joined:
    Sep 15, 2011
    Messages:
    3,029
    4v4 Doubles
    NFEs
    Switch=KO
    Training items
    all abilities

    Ref's Mind
  8. AOPSUser

    AOPSUser

    Joined:
    Dec 3, 2011
    Messages:
    1,576
    Reffing above once accepted
  9. jas61292

    jas61292 used substitute
    is a Forum Moderatoris a Community Contributoris a CAP Contributoris a Tiering Contributoris a Battle Server Moderator
    Moderator

    Joined:
    Sep 30, 2010
    Messages:
    2,961
    I'll take this
  10. MK Ultra

    MK Ultra BOOGEYMAN
    is a Forum Moderator Alumnus

    Joined:
    Aug 20, 2010
    Messages:
    2,368
    Challenging Glacier:
    2v2 Training Singles
    No DQ
    2/5 R/C

    Arena: Objection's WarioWare Arena:
    Show Hide
    [​IMG]
    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.
  11. Rediamond

    Rediamond

    Joined:
    Aug 9, 2010
    Messages:
    3,171
    An MK Battle Tower challenge? I'll ref.
  12. Glacier Knight

    Glacier Knight

    Joined:
    May 12, 2011
    Messages:
    2,445
    Taking mk's challenge
    All abilties
    Items on
  13. MK Ultra

    MK Ultra BOOGEYMAN
    is a Forum Moderator Alumnus

    Joined:
    Aug 20, 2010
    Messages:
    2,368
    Challenging Pwnemon too:
    3v3 Training Singles
    No DQ
    Switch=KO
    2/5 R/C
  14. Pwnemon

    Pwnemon Switching is a metagame trend
    is a Tutoris a Forum Moderatoris a Community Contributoris a Tiering Contributoris a Contributor to Smogonis a Smogon Media Contributor
    Doubles Co-Lead

    Joined:
    Aug 26, 2010
    Messages:
    3,881
    2 subs
    all abilities
    training items
    Arena: POKEMON STADIUM!!
    Pokemon Stadium (open)

    [​IMG]
    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 one round before changing again. After two rounds on a type-based field, the arena returns to the normal field for one round. 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:

    [​IMG]
    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).

    [​IMG]
    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).

    [​IMG]
    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.

    [​IMG]
    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).

    [​IMG]
    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).

    [​IMG]
    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.

    [​IMG]
    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.

    [​IMG]
    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.
  15. Complications

    Complications

    Joined:
    Aug 20, 2011
    Messages:
    2,404
    Taking the above. PM mons.
  16. MrcRanger97

    MrcRanger97

    Joined:
    Oct 12, 2011
    Messages:
    1,112
    ummm, lets see if I remember how to do this....
    1v1 FE singles.
    Arena of acceptor's choice
    Abilities: All
    Items: Training or Off.
  17. LupusAter

    LupusAter

    Joined:
    Apr 19, 2009
    Messages:
    1,084
    I accept! Items off, and ASB arena.
  18. waterwarrior

    waterwarrior

    Joined:
    Oct 20, 2010
    Messages:
    1,536
    I'm bored.

    PM me your mons, Lupus and Ranger!

    Also sending out 2 identical challenges:

    2v2 babysitter doubles/singles (FE strongmon, weak/weakish LC)
    2 day DQ
    Opponent chooses arena
    All abilities
    Items = Training
  19. MrcRanger97

    MrcRanger97

    Joined:
    Oct 12, 2011
    Messages:
    1,112
    Thanks, and since I have nothing better to do, I will take on of your challenges.
    Arena shall be Wario Ware.
  20. LockDown

    LockDown

    Joined:
    Jul 27, 2011
    Messages:
    673
    and I'll take ww's second challenge, since it happens to be exactly what i was going to put out.

    I've never played in Mr. Heefloot's Magical Type Shop before.
    Mr.Heefloot's Magical Type Shop (open)

    Field Type = Neutral
    Complexity = Moderate
    Format = Eh, whatever
    No Restrictions on anything

    Here at the magical type shop, Mr.Heefloot sells many strange and mystical devices. Within these seemingly ordinary devices, a great power is contained, so great that it is even capable of changing the types of Pokemon! For a meager price of less than nothing, Mr.Heefloot is glad to rent these items out to budding trainers for the duration of a battle in his yard. He just loves seeing small creatures crushed by Shieldons! His yard is rather regular, covered in grass and with a small pond nearby, so there are no move restrictions.

    The arena is nothing special, but Mr.Heefloot will gladly give one of his precious seventeen items away to a Pokemon at the start of a battle, adding an additional type to them! For example, if the Fairy Wings are given to a Shieldon, then it would be counted for purposes of STAB, type resistances, etc. as a Rock/Steel/Flying type! Just to clear some stuff up, Mr.Heefloot says a Rock/Steel/Dark type is considered 8x weak to Fighting attacks (for an ASB modifier of 3.0), and a Water/Ice/Fire type is 8x resistant to Ice attacks (for an ASB modifier of .29). In addition, a Pokemon may take an item of a type they already are. For example Conkeldurr can go ahead and grab a Super Karate Black Belt to gain double the STAB bonus on fighting-attacks, but also doubling his weaknesses! Only one of each item can be attached per battle, and they do not take up the regular hold item a Pokemon usually has. Here is the list of items, have fun incorporating them into your flavor refs!

    Exceptionally Ordinary Something-or-other: This something-or-other has a habit of somewhat normalizing the Pokemon that somehow manages to wear or use it or something like that. Nobody really knows, its just kind of really ordinary and regular and stuff.
    Super Karate Black Belt: This black belt is extremely empowering, and instantly gives any Pokemon that wears it the fighting prowess of Jet Lee, Chuck Norris, Yip-man, and Sawk combined! "Be wary of flying feet and fists," it says on the genuine label.
    Fairy Wings: Though these wings may just look like they were ripped off of some five-year old's Halloween costume, they are genuine fairy wings. Easily super-glued on to even the most resistant of Pokemon, it grants them the ability to soar around like the average flying-type.
    Hive Mind: A small and insectoid brain in a jar, the trainer applies this item by deftly lobotomizing their Pokemon and replacing their frontal lobes with this. The Pokemon is then conquered by a strange alien hive race, and begins acting far more buggy than usual.
    Rotten Flower: With on whiff of this disgusting flower, any Pokemon becomes capable of spewing out toxic, poisonous goop like no other. It really is that disgusting. Trainers are suggested to wear gas masks around this item.
    Prickly Rose: To apply the powers of this item, the trainer simply slaps their Pokemon silly with it. Eventually, the thorny flower will cause a puncture wound, and its grassy juices with enter the Pokemon's bloodstream. Often, the Pokemon will have a habit of lying around inactively in the sun shortly after being Roseified. Studies are inconclusive on whether this is due to photosynthesis or blood loss.
    Scuba Flippers: Just stick these finely-crafted flippers onto any Pokemon's feet, and they'll be swiftly swimming through any drizzle! Instantly gain access to water sources like never before! Note: not proven to work on Pokemon without feet; Mr.Heefloot suggests jamming the flippers on the Pokemon's head.
    Torch: Light up your favorite pal, and voila! Instant fire-type!
    Mad Scientist Goggles: Equip these stereotypical goggles to a Pokemon, and watch as their fur/hair/scales/shield-faces becomes instantly frazzled by electricity! Soon, they'll be conducting dangerous experiments with Frankensteins and Tesla coils! They grow up so fast...
    Refrigerator: Often used in haikus, fridges apparently have another use! Stick this smaller version on top of a Pokemon's head, and they'll be calling Blizzards down upon the battle. It's a wonder what a little bit of chilled ice can do for someone!
    Bastiodon Skeleton: Unfortunately, not all Bastiodon fossils were in a good enough condition to resurrect. So, Mr.Heefloot hoarded them, and will gladly preform a rough full skeleton transplant with any brave Pokemon. The sturdy bones of the tough Bastiodon imbue the the patient with rock-hard skin.
    Model Train (1:2 scale): When a Pokemon conducts this half-size train, they barely even need their own powers anymore! Honestly, do they really need to use wimpy Pokemon moves when they can just crush their opponent beneath a steel train?
    Shovel: As Diglett and Dugtrio show, all you need to be a ground-type is live halfway underground! The shovel makes this unusually tough change much easier.
    Gypsy Tent: A Pokemon walks into this gypsy tent a simple Pokemon, and out comes a mystical psychic mind-reader, fully equipped with spoons, crystal globes, and tarot reading skills.
    Rusty Ghostbuster: Even Mr.Heefloot doesn't know he managed to acquire this antique, but he does know how it works. Just give it a little kick, and out comes a wicked ghost, eager to posses the nearest Pokemon!
    Ominous Hood: When hiding behind this dark, shrouded hood, a Pokemon seems to become evil and wicked, no matter how nice it usually is. It just seems to bring out the worst in everyone. Extended exposure is not suggested.
    Master Ball: Everybody knows that legendary dragons belong in Master Balls! So, Mr.Heefloot will gladly allow your Pokemon to sit in this legendary pokeball for a couple minutes, giving them the power of the dragons that used to call it home! Note: Mr.Heefloot does not guarantee the release of your Pokemon, especially if they are a well-trained strongmon.
  21. The Royal Guard

    The Royal Guard

    Joined:
    Sep 20, 2011
    Messages:
    1,495
    Challenging TheWolfe to a superfast 2v2 dubs!
    DQ 1 Day
    2 subs
    Training Items
    Training match
    ASB Arena

    Axel the Flarelm (open)

    [​IMG]
    <Flarelm> [Axel] (Male)
    Nature: Brave
    Type: Fire/Grass
    Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, 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.
    Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

    Abilities:
    Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
    Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
    Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.



    Stats:
    HP: 100
    Atk: Rank 3(+)
    Def: Rank 3
    SpA: Rank 3
    SpD: Rank 3
    Spe: 47(-)
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 16


    EC: 8/9
    MC: 0
    DC: 3/5

    Attacks:(20)
    Absorb
    Bullet Seed
    Ember
    Fire Spin
    Flame Wheel
    Giga Drain
    Growth
    Lava Plume
    Leech Seed
    Petal Dance
    Sweet Scent
    Synthesis

    Blaze Kick
    Counter
    GrassWhistle

    Energy Ball
    Fire Blast
    Sunny Day
    Toxic
    Will-o-Wisp

    Thadural the Grotle (open)
    [​IMG]
    <Grotle> [Thadural] (Male)
    Nature: Brave
    Type: Grass
    Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

    Abilities:
    Overgrow:(Innate)When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)


    Shell Armor:Innate(DW LOCKED)
    This Pokemon’s thick, bony outer shell prevents it from taking critical hits.


    Grotle
    HP: 100
    Atk: Rank 4(+)
    Def: Rank 3
    SpA: Rank 2
    SpD: Rank 3
    Spe: 31(-)(-10 evasion)
    Size Class: 2
    Weight Class: 4
    Base Rank Total: 16


    EC: 8/9
    MC: 2
    DC: 1/5

    Attacks:(13)
    Absorb
    Bite
    Curse
    Mega Drain
    Razor Leaf
    Tackle
    Withdraw

    Sand Tomb
    Superpower
    Worry Seed

    Protect
    Reflect
    Toxic
  22. TheWolfe

    TheWolfe

    Joined:
    Sep 26, 2008
    Messages:
    2,491
    Approving the above match.

    Items = Training
    Abilities = All
    Substitutions = One

    Potato the Darumaka (open)

    [​IMG]
    Potato - Darumaka (M)
    Nature: Jolly (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage; Subtracts One (1) Rank from Special Attack)
    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.
    KOs: 1

    Abilities:
    Hustle: (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: (Dream World) LOCKED.

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

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

    Attacks:
    -Brick Break
    -Dig
    -Encore
    -Endure
    -Facade
    -Fire Fang
    -Fire Punch
    -Flare Blitz
    -Headbutt
    -Incinerate
    -Rage
    -Rollout
    -Tackle
    -Taunt
    -U-Turn
    -Uproar
    -Work Up
    -Yawn

    Total Moves: 18

    Frostbite the Scylant (open)

    [​IMG]
    Frostbite - Scylant (M)
    Nature: Hasty (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage; Subtracts One (1) Rank from Defense)
    Type: 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.
    KOs: 4

    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: (Dream World; Innate) This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit 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) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.

    Stats:
    HP: 100
    Atk: Rank 5
    Def: Rank 2
    SpA: Rank 4
    SpD: Rank 3
    Spe: 121
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 21

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

    Attacks:
    -Acrobatics
    -Blizzard
    -Brick Break
    -Bug Bite
    -Counter
    -Earth Power
    -Focus Energy
    -Hone Claws
    -Ice Shard
    -Icicle Crash
    -Icicle Spear
    -Icy Wind
    -Leech Life
    -Leer
    -Pin Missile
    -Protect
    -Scratch
    -Sheer Cold
    -Silver Wind
    -Slash
    -Stone Edge
    -Substitute
    -Taunt

    Total Moves: 23
  23. UllarWarlord

    UllarWarlord

    Joined:
    Nov 8, 2011
    Messages:
    2,688
    SENDING OUT ANOTHER REFFING INVITATION, AS THE LAST ONE I TRIED DIED

    1v1 + 1v1 Double FE Singles
    DQ: 2 Days for battlers, 3 Days for Ref
    2 Subs
    Items = All
    Abilities = All
    Switch = TRICKSY TRICKSY

    Arena:
    The Chambers of Glass (open)
    That's right, this is two seperate battles going on simultaneously. It's just like the ASB Arena, except...well...there are two battles going on at once. Oh, and Pokemon can change positions with the "Swap" command for 5 EN. Catch is, they both have to use it on the same action in order for it to be a successful swap. Alternatively, one of them can use Ally Switch, which is cooler.


    ANY TAKERS?
  24. Box

    Box

    Joined:
    Jul 18, 2010
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    I'm reffin' this btw.
  25. Texas Cloverleaf

    Texas Cloverleaf meh
    is a Forum Moderator Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Server Moderator Alumnus

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    Messages:
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    Having a quick battle with MK
    All Standard rules
    ASB Arena
    Fraxure @ Exp. Share

    Fraxure (open)

    [​IMG]
    Fraxure, Slasher (M)
    Nature: Jolly (plus Speed, minus Special Attack, +10% Accuracy)
    Type: Dragon
    Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

    Abilities:
    Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender.
    Mold Breaker: (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
    Unnerve (DW): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

    Stats:
    Fraxure
    HP: 100
    Atk: Rank 4
    Def: Rank 3
    SpA: Rank 1 (-)
    SpD: Rank 2
    Spe: 78 (+)
    Size Class: 2
    Weight Class: 3
    Base Rank Total: 17

    EC: 4/9
    MC: 0
    DC: 4/5

    Attacks:
    Scratch
    Leer
    Assurance
    Dragon Rage
    Dual Chop
    Scary Face
    Slash
    False Swipe
    Dragon Claw
    Dragon Dance
    Taunt
    Dragon Pulse
    Swords Dance
    Guillotine
    Outrage
    Giga Impact

    Counter
    Endure
    Night Slash
    Reversal

    Aqua Tail
    Superpower

    Dig
    Substitute
    X-Scissor
    Total Moves: 25/68

    Yet To Get:
    3 MC: Endeavor, Focus Energy, Harden, Iron Tail, Razor Wind (Subtotal: 15)
    2 MC (Tutor): Draco Meteor, Low Kick, Sleep Talk, Snore (Subtotal: 8)
    2 MC (TM): Aerial Ace, Attract, Brick Break, Bulldoze, Cut, Double Team, Dragon Tail, Earthquake, Facade, Fling, Focus Blast, Frustration, Grass Knot, Hidden Power, Hone Claws, Hyper Beam, Incinerate, Outrage, Payback, Poison Jab, Protect, Rain Dance, Rest, Return, Roar, Rock Slide, Rock Smash, Rock Tomb, Round, Shadow Claw, Strength, Sunny Day, Surf, Swagger, Toxic (Subtotal: 70)
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