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

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

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  1. Espeon65

    Espeon65

    Joined:
    Aug 12, 2012
    Messages:
    786
  2. ThunderBar

    ThunderBar

    Joined:
    Jun 9, 2012
    Messages:
    58
    Looking For begginer battle
    3v3
    Singles
    3 Day
    2 recovery moves, 5 chills
    Arena
    Field Type: Water, Rock

    Restrictions: No Digging
    No Grass


    Description:
    A sea with thick, hard bedrocks islands. In the main Island, an old temple, about to fall:if anything disturbs its equilibrum, it will fall on Pokemons in it and severly damage them. The temple is made of stone. In the temple there is an altar who heals Pokemon within it's vicinity but that will be destroyed with the temple.

    Just throwing out my first ideas, if something looks unclear or unlegit I'll just give up about it, or make it more conventional.
  3. Shuckleking87

    Shuckleking87 Calling the ban of shuckle since gen 2
    is a Tiering Contributor

    Joined:
    Jan 13, 2012
    Messages:
    475
    Show Hide


    I'll play you. Not sure about what this temple idea, maybe just stick with a random stable sea temple? And also,
    All abilities
    Don't care about items
    Switch=KO
    Sounds good?
  4. TIO

    TIO

    Joined:
    Jul 30, 2012
    Messages:
    742
  5. Rediamond

    Rediamond

    Joined:
    Aug 9, 2010
    Messages:
    3,168
    2 Vs 2 Singles LC Legal (before bans) battle
    Bring 2 Pick 2
    2 Day DQ
    2 Recovers/5 Chills
    1 Substitution
    Arena=Ref picks
    Switch = Batman beats the crap out of you
    Abilities = All
    Items = Training


    This match between water warrior and I still needs a ref

    EDIT: I will ref any battle tower match (with a 6 pokemon per team cap) for whoever refs this
  6. Complications

    Complications

    Joined:
    Aug 20, 2011
    Messages:
    2,404
  7. ThunderBar

    ThunderBar

    Joined:
    Jun 9, 2012
    Messages:
    58
    Yeah you are right generic sea temple would be better.
    So we find ourselves a Ref and we do this
  8. Classical

    Classical

    Joined:
    Apr 27, 2012
    Messages:
    574
    I'll ref. PM me the mons.
  9. AOPSUser

    AOPSUser

    Joined:
    Dec 3, 2011
    Messages:
    1,525
    Open challenge:
    7v7 NFE Brawl
    Items=On
    Abilities=All
    Arena=ASB Arena
    Recs/Chills: None
    KO subs ONLY

    My mons:
    Eelektrik (open)
    [​IMG]

    Eelektrik "Eel Stew" (M)
    Nature: Quiet (-15% Speed, -10% Evasion, +Special Attack)

    Type: Electric
    Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

    Abilities:
    Levitate (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

    Stats:
    HP: 100
    Atk: Rank 3
    Def: Rank 3
    SpA: Rank 4 (+)
    SpD: Rank 3
    Spe: 34 (-)
    Size Class: 2
    Weight Class: 2
    Base Rank Total: 17
    -10% Evasion

    EC: 4/9
    MC: 1
    DC: N/A

    Attacks:

    Tackle
    Thunder Wave
    Spark
    Charge Beam
    Bind
    Acid
    Discharge
    Crunch
    Thunderbolt
    Acid Spray
    Coil
    Wild Charge
    Gastro Acid
    Zap Cannon
    Thrash

    Magnet Rise
    Protect
    Thunder
    Double Team

    Total: 19
    Bronzor (OT Lord Jesseus) (open)

    [​IMG]
    Bronzor [Bronzor]
    Nature: Brave (+Atk, -Spe)

    Type:
    Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference.
    Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.


    Stats:
    HP: 90
    Atk: Rank 2 (+)
    Def: Rank 3
    SpA: Rank 1
    SpD: Rank 3
    Spe: 20 (-)
    Size Class: 1
    Weight Class: 4 [5 Heavy Metal]
    Base Rank Total: 11

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

    Abilities:
    Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
    Heatproof: (Innate)
    This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.
    Heavy Metal (DW): (Innate) The Pokemon's body structure is immensely dense, doubling its actual weight. Additionally, when the Pokemon uses Giga Impact, Gyro Ball, Heat Crash, Heavy Slam, Tackle, recoil and uncontrollable attacks [Full list: Double-Edge, Giga Impact, Gyro Ball, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Jump Kick, Outrage, Petal Dance, Submission, Tackle, Take Down, Thrash, Volt Tackle, Wood Hammer, and Wild Charge] it will calculate using a Weight Class that adds a value equal to the Pokemon's Weight Class divided by their Size Class, minus (-) one (1). [Ex. HM Aron WC = 5 + ((5 /1) - 1) = 9.

    Attacks:
    Tackle
    Confusion
    Hypnosis
    Impriosn
    Confuse Ray
    Extrasensory
    Psywave
    Iron Defense
    Faint Attack
    Safeguard
    Future Sight
    Metal Sound
    Gyro Ball
    Extrasensory
    Heal Block
    Heavy Slam

    Earthquake
    Payback
    Reflect
    Psyshock
    Psychic

    Gravity
    Stealth Rock
    Signal Beam

    Total: 23
    Machoke (open)
    [​IMG]

    Machoke "Fists of Glory" (M)
    Nature: Quiet (+Special Attack, -10% Speed)

    Type: Fighting
    Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

    Abilities:
    Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
    No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
    Steadfast (DW Locked): (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.

    Stats:
    HP: 100
    Atk: Rank 4
    Def: Rank 3
    SpA: Rank 3 (+)
    SpD: Rank 2
    Spe: 39 (-)
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 16
    -10% Evasion

    EC: 4/9
    MC: 0
    DC: 1/5

    Attacks:

    Low Kick
    Leer
    Focus Energy
    Karate Chop
    Foresight
    Low Sweep
    Seismic Toss
    Revenge
    Vital Throw
    Cross Chop
    Dynamicpunch
    Submission
    Wake-Up Slap

    Close Combat
    Counter
    Encore

    Toxic
    Fire Blast
    Earthquake

    Total: 19
    Yanma (open)
    [​IMG]

    Yanma "Sonic" (F)
    Nature: Hasty (+15% Speed, -Defense, +28% Accuracy)

    Type: Flying/Bug
    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.
    Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).

    Abilities:
    Speed Boost: (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).
    Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
    Frisk (DW Locked): (Innate) The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.

    Stats:
    HP: 100
    Atk: Rank 3
    Def: Rank 1 (-)
    SpA: Rank 3
    SpD: Rank 2
    Spe: 110 (+)
    Size Class: 2
    Weight Class: 3
    Base Rank Total: 16
    +28% Accuracy

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

    Attacks:

    Tackle
    Foresight
    Quick Attack
    Double Team
    Sonicboom
    Hypnosis
    Detect
    Supersonic
    Air Slash
    Bug Buzz

    Reversal
    Whirlwind
    Silver Wind

    Solarbeam
    Toxic
    Sunny Day

    Total: 16
    Munchlax (open)
    [​IMG]

    Munchlax "Gordo" (M)
    Nature: Quiet (+Special Attack, -15% Speed, -10% Evasion)

    Type: Normal
    Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

    Abilities:
    Pickup: (Innate) This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
    Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
    Gluttony (DW Locked): This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

    Stats:
    HP: 120
    Atk: Rank 3
    Def: Rank 2
    SpA: Rank 3 (+)
    SpD: Rank 3
    Spe: 4 (-)
    Size Class: 1
    Weight Class: 5
    Base Rank Total: 16
    -10% Evasion

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

    Attacks:

    Metronome
    Odor Sleuth
    Tackle
    Defense Curl
    Amnesia
    Lick
    Recycle
    Screech
    Chip Away
    Stockpile
    Body Slam
    Swallow
    Rollout
    Last Resort
    Natural Gift

    Counter
    Whirlwind
    Double-Edge

    Protect
    Thunderbolt
    Ice Beam

    Total: 21
    Clamperl (open)
    [​IMG]

    Clamperl "Bombshell" (F)
    Nature: Lonely (+Attack, -Defense)

    Type: Water
    Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

    Abilities:
    Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
    Rattled (DW Locked): (Innate) These Pokemon are more easily frightened by Ghost-, Bug-, and Dark-typed attacks and will raise their Speed by one (1) stage when struck by attacks of those types. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

    Stats:
    HP: 90
    Atk: Rank 4 (+)
    Def: Rank 2 (-)
    SpA: Rank 3
    SpD: Rank 2
    Spe: 32
    Size Class: 1
    Weight Class: 4
    Base Rank Total: 15

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

    Attacks:

    Clamp
    Water Gun
    Whirlpool
    Iron Defense

    Endure
    Aqua Ring
    Muddy Water

    Toxic
    Rain Dance
    Surf

    Total: 10
    Metang (open)
    [​IMG]

    Metang "CPU" (U)
    Nature: Sassy (+Special Defense, -15% Speed, -10% Evasion)

    Type: Psychic/Steel
    Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
    Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

    Abilities:
    Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
    Light Metal (DW Locked): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

    Stats:
    HP: 90
    Atk: Rank 3
    Def: Rank 4
    SpA: Rank 2
    SpD: Rank 4 (+)
    Spe: 43 (-)
    Size Class: 2
    Weight Class: 6 [5 Light Metal]
    Base Rank Total: 16
    -10% Evasion

    EC: 7/9
    MC: 1
    DC: 4/5

    Attacks:

    Take Down
    Magnet Rise
    Metal Claw
    Confusion
    Scary Face
    Pursuit
    Miracle Eye
    Meteor Mash
    Bullet Punch
    Agility
    Iron Defense
    Psychic
    Hyper Beam

    Headbutt
    Iron Head
    Zen Headbutt
    Earthquake

    Total: 17
  10. Classical

    Classical

    Joined:
    Apr 27, 2012
    Messages:
    574
    1v1 battle
    unown soup
    Items: training
    one ability
    switch = ragequit
    no chills/recovers
  11. C$FP

    C$FP

    Joined:
    May 6, 2011
    Messages:
    4,715
    I accept, AOPSUser. I'll figure out a suitable team once we get a ref
  12. Matezoide

    Matezoide

    Joined:
    Jul 4, 2012
    Messages:
    512
    Accepting.
  13. Classical

    Classical

    Joined:
    Apr 27, 2012
    Messages:
    574
    1v1 battle
    Viridian Forest
    Items: training
    one ability
    switch = ragequit
    no chills/recovers

    Viridian Forest (open)

    A lush forest full of great bug type pokemon, the caterpie and weedle evoloution lines originated here and thus they gain the abilitiy to Hide, as well as a +2 BAP to all attacks

    Hide - If the opponent is focusing on themselves and not on their opponent these pokemon can slip away into the forest, lost forever as one of the numerous other's of it's species.


    You will fight Lovely
    Lovely the Caterpie (open)

    [​IMG]

    Lovely the Caterpie

    Nature: Modest (+1 SpA -1 Atk)
    Typing:Bug
    Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).


    Abilities

    Shield Dust - This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)

    DW LOCKED - Run away 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.

    Stats
    HP: 90
    Atk: Rank 1 (-)
    Def: Rank 2
    SpA: Rank 2 (+)
    SpD: Rank 1
    Spe: 45
    Size Class: 1
    Weight Class: 1
    Base Rank Total: 10

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

    Attacks:

    Damaging Moves
    -Tackle
    -Electroweb
    -Bug bite
    -Snore

    Non Damaging moves
    -String Shot
  14. LockDown

    LockDown

    Joined:
    Jul 27, 2011
    Messages:
    673
    I'll ref Classical vs. Matezoide.

    PM mon.
  15. jas61292

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

    Joined:
    Sep 30, 2010
    Messages:
    2,878
    Challenging Glacier so I can evolve my Gloom

    1v1 singles
    Items on
    2 day dq
    ASB arena
    all abilities

    Gloom @ Exp Share (Cause I have no good items) (open)

    [​IMG]
    Gloom (Trixie) (F)
    Nature: Relaxed (+1 Def, -15% Spe, -10% Evas)

    Type: Grass/Poison
    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.
    Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

    Abilities:
    Chlorophyll:
    (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
    Stench (DW): (Trait) This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.

    Stats:
    HP: 90
    Atk: Rank 3
    Def: Rank 4 (+)
    SpA: Rank 3
    SpD: Rank 3
    Spe: 34 (40/1.15)
    Size Class: 2
    Weight Class: 1
    Base Rank Total: 16


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

    Attacks (17 Moves):
    Absorb
    Sweet Scent
    Acid
    Poison Powder
    Stun Spore
    Sleep Powder
    Mega Drain
    Lucky Chant
    Giga Drain

    Flail
    Synthesis
    Teeter Dance

    Venoshock
    Sunny Day
    SolarBeam

    Drain Punch

    Endure
  16. Glacier Knight

    Glacier Knight

    Joined:
    May 12, 2011
    Messages:
    2,445
    yes. standard stuff, items on

    Abomasnow@Expshare (open)





    [​IMG]
    Abomasnow [Twiggy "The Beserker"] (Female)
    Nature:

    Info on Twiggy:

    Type: Brave (+1 Atk, -15% Speed, -10% Evasion)

    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.
    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.

    Abilities:
    Snow Warning: (Innate) This Pokemon summons a massive hailstorm upon its entry into battle that 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.
    Command: (Ability: Snow Warning) Hail causes two (2) damage per action to all non-Ice typed Pokemon. Hail activates the abilities Snow Cloak and Ice Body, as well as increasing Blizzard’s accuracy to 100% and letting it have an additional 30% chance to bypass Protect.
    Soundproof (DW): (Innate) Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.



    Stats:
    HP: 100
    Atk: Rank 4 (+)
    Def: Rank 3
    SpA: Rank 3
    SpD: Rank 3
    Spe: 52 (-)

    Size Class: 4
    Weight Class: 5
    Base Rank Total: 17

    EC: 6/6
    MC: 12
    DC: 5/5

    Attacks:
    Ice Punch
    Powder Snow
    Leer
    Razor Leaf
    Icy Wind
    Grass Whistle
    Swagger
    Mist
    Ice Shard
    Blizzard
    Wood Hammer
    Sheer Cold

    Seed Bomb
    Stomp
    Leech Seed
    Role Play
    Worry Seed

    Hail
    Ice Beam
    Swords Dance
    Protect
    Shadow Ball
    Earthquake
    Substitute

    24 Moves
  17. Hartwig the Great

    Hartwig the Great

    Joined:
    Jun 24, 2012
    Messages:
    20
    Open challenge!

    Singles LC Training
    3 day DQ
    Unlimited chills and recoveries
    An interesting arena
  18. Espeon65

    Espeon65

    Joined:
    Aug 12, 2012
    Messages:
    786
    I'll take it!

    Items=Training
    Switch=Lol
    Abilities=All
    Unown Soup

    Unown Soup (open)
    Field Type = Neutral
    Complexity = Moderate
    Format = Multiples!!!
    No Restrictions

    The battlers are on a solid platform in the middle of a giant bowl filled with delicious broth. No move restrictions at all, because you can safely go seismetoad on the platform and there is plenty of broth to swampert your enemies with. In the soup, there is one of each letter unown floating in around aimlessly. They are all close enough to pick up, and a battler may use one action each round (they can't just use three unowns) to use any move that begins with that letter. Once an unown is used, it cannot be used again.
  19. nyttyn

    nyttyn

    Joined:
    Sep 8, 2010
    Messages:
    909
  20. Eternal Drifter

    Eternal Drifter

    Joined:
    Apr 11, 2012
    Messages:
    1,604
    All right. Going to be using Mirage. Weak to your big attack, so you have a slightly better chance.

    Mirage the Zorua
    Show Hide
    [​IMG]
    Mirage (Female Zorua)
    Hasty Nature
    Type: 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.

    Abilty:
    Illusion: Type: Innate
    Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]

    HP: 90
    Atk: Rank 3
    Def: Rank 1 (-)
    SpA: Rank 3
    SpD: Rank 2
    Spe: 75 (+)
    Size Class: 1
    Weight Class: 2
    Base Rank Total: 15
    Accuracy Bonus: +12.84497126% (Or +13%)

    EC: 4/6
    MC: 0

    Attacks: (18 Moves Known)
    Scratch
    Leer
    Pursuit
    Fake Tears
    Fury Swipes
    Faint Attack
    Scary Face
    Taunt
    Foul Play
    Torment
    Agility
    Night Daze

    Counter
    Detect
    Extrasensory
    Sucker Punch

    Toxic
    Protect
    Shadow Ball
    Thief
  21. SubwayJ

    SubwayJ

    Joined:
    Dec 16, 2011
    Messages:
    2,746
    SUBWAYJ WOULD LIKE TO BATTLE!

    4v4 FE Singles/Doubles (Your choice)
    Any move count
    2 Day DQ
    Your (non ASB and non rigged to your mons) arena choice
    Items = On
    All Abilities
    2 Recovers/5 Chills

    You can decide the rest

    HAVE AT YE!
  22. Yarnus of Bethany

    Yarnus of Bethany

    Joined:
    Mar 5, 2010
    Messages:
    2,065
    Accepting the above.
    Doubles
    Signature move arena (open)

    ASB arena with a twist
    When you send your mons to the ref, give them a signature move that follows DK's restrictions. At the start of every round, there is a 5% chance of one of the moves made to hit a random pokemon with it's own attack stat. Any non signature attack(not command) can combo with another.
  23. Complications

    Complications

    Joined:
    Aug 20, 2011
    Messages:
    2,404
    Setting an open challenge!
    FE 1 vs. 1 Singles
    ASB Arena
    2 Day DQ
    0 Recoveries/2 Chills
    All Items
    Switch= Jay Gatsby will rise from the grave and strangle you
  24. ThePhalanx

    ThePhalanx

    Joined:
    Nov 9, 2011
    Messages:
    255


    There's a shortage of refs, so you guys get an amateur. Since there's no need to PM mons, I guess I'll set this up shortly.
  25. TIO

    TIO

    Joined:
    Jul 30, 2012
    Messages:
    742
    Reffing, pm me mons.
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