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

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2x2 Little Cup singles
DQ 5 days
0 Recoveries/ 5 Chills
Arena: Silvan's Autoshop Gym
Field Type: Steel/Poison
Complexity: Moderate
Format: All
Restrictions:
No Weather
Artificial Field
Limited Ceiling
No Digging
No Water Source

Description:
A simple Autoshop, a place where people take their cars to be serviced. Today bussiness is booming. With the exhaust of all the cars stinking up the room when the doors close, things can get pretty dangerous. Most cars are on the ground and can be used to hide behind, and can be destroyed with too much damage, but a few cars are aloft. A large area for battle has been crafted in the middle of the shop.

10% chance each turn for the large shop doors to open or close.
For each turn the doors are closed exhaust levels rise by 5% every turn and Poison type attacks get a 5% attack boost, capping at 25%.
The exhaust levels return to 0% when the doors open.
When exhaust levels reach 25%, Toxic becomes more potent and is able to effect steel type pokemon without acid corrosion, and effects all other pokemon except poison types, steel types, and pokemon with immunity with regular poison that goes away when exhaust levels return to 0%.
About 6 cars that can be used to Take Cover behind, or throw even, 3 small (class 3 size, Class 6 weight, 40 hp) 2 Medium (class 4 size, class 6 weight, 65 hp), and 1 large (class 4 size, class 7 weight, 90 hp)
 
Anyone feeling creative?

1v1 NFE Singles
DQ: 2 days
2 Recoveries/ 5 Chills
Arena:
A grassy park with a pond in the middle. Pokemon cannot use any moves at all. Instead, before each round begins, several random objects will appear (the ref decides how many, what they are and their effects - they can be literally anything so go nuts) and pokemon must use these objects to do anything.

Here are some rules regarding the use of items in this arena:
All objects are usable by all pokemon with roughly equal capability.
Picking up an object always takes an action and costs 3 energy unless specified otherwise.
If an object's description says you can pick two up in one action, you can do this and it will cost 6 energy.
An object that has been picked up can be dropped. This takes an action but has no energy cost.
An object that has been picked up can be given to an ally. This takes an action and costs 3 energy.
Throwing an object, swinging an object, equipping an object, shooting an object or using an object in any way always takes an action unless specified otherwise. The energy cost varies between items and commands.
If an object can be picked up, it needs to be picked up before it can be used. If not, it can be used immediately.
A pokemon may only hold up to two objects at once and may only equip one object at a time.
2-handed objects (eg, a battleaxe) will take up both hold item slots.
Equipped objects do not take up a hold item slot.
Objects that do typed damage do not get a STAB bonus unless specified otherwise.

WARNING: REQUIRES VERY CREATIVE REF AND OPPONENT.
 
Anyone feeling creative?

1v1 NFE Singles
DQ: 2 days
2 Recoveries/ 5 Chills
Arena:
A grassy park with a pond in the middle. Pokemon cannot use any moves at all. Instead, before each round begins, several random objects will appear (the ref decides how many, what they are and their effects - they can be literally anything so go nuts) and pokemon must use these objects to do anything.

Here are some rules regarding the use of items in this arena:
All objects are usable by all pokemon with roughly equal capability.
Picking up an object always takes an action and costs 3 energy unless specified otherwise.
If an object's description says you can pick two up in one action, you can do this and it will cost 6 energy.
An object that has been picked up can be dropped. This takes an action but has no energy cost.
An object that has been picked up can be given to an ally. This takes an action and costs 3 energy.
Throwing an object, swinging an object, equipping an object, shooting an object or using an object in any way always takes an action unless specified otherwise. The energy cost varies between items and commands.
If an object can be picked up, it needs to be picked up before it can be used. If not, it can be used immediately.
A pokemon may only hold up to two objects at once and may only equip one object at a time.
2-handed objects (eg, a battleaxe) will take up both hold item slots.
Equipped objects do not take up a hold item slot.
Objects that do typed damage do not get a STAB bonus unless specified otherwise.

WARNING: REQUIRES VERY CREATIVE REF AND OPPONENT.
Zipo, you are on!
Switch: Nyan Cat
All Abilities
No Items.
Why yes, I do feel pretty creative thank you very much. :3 Send me your single Pokemon please and let's get started!
 

LouisCyphre

heralds disaster.
is a Forum Moderatoris a Community Contributor
Moderator
Requesting a 3v3 Doubles.

FEs, but nothing worth two substitutions.
DQ: 18 Hours
2 Recoveries / 5 Chills
ASB Arena.

  • Smeargle with 20 or more moves.
  • Pokemon with 18 or less in their Original Ranks (convert HP and Speed to a Rank) with 25 or more moves. (ex. Pidgeot, Nidoking, Alakazam, Noctowl, Girafarig, Mismagius)
  • Pokemon with 19 or more in their Original Ranks (convert HP and Speed to a Rank) with 22 or more moves. (Ex. Gengar, Excadrill, Conkeldurr, Cyclohm, Steelix, Tyranitar, Salamence, Emboar)
 

Orcinus Duo

Banned deucer.
Open challenge...yawn...

2v2 doubles, one strongmon and one NFE
Items=on for token boosts
Abilities=all
Arena: your choice
 
Requesting a 3v3 Doubles.

FEs, but nothing worth two substitutions.
DQ: 18 Hours
2 Recoveries / 5 Chills
ASB Arena.

  • Smeargle with 20 or more moves.
  • Pokemon with 18 or less in their Original Ranks (convert HP and Speed to a Rank) with 25 or more moves. (ex. Pidgeot, Nidoking, Alakazam, Noctowl, Girafarig, Mismagius)
  • Pokemon with 19 or more in their Original Ranks (convert HP and Speed to a Rank) with 22 or more moves. (Ex. Gengar, Excadrill, Conkeldurr, Cyclohm, Steelix, Tyranitar, Salamence, Emboar)
Accepting, Lou.

Switch=OK
Items=Training only
Abilities=All
Got this. PM me mons.
 

jas61292

used substitute
is a Community Contributoris a Top CAP Contributoris a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnus
Ok, lets train some Pokemon

Open Challenge

3v3 NFE singles
2 Day DQ
2 Rec / 5 Chill
ASB Arena

If anyone wants to do a bigger battle though, I would be willing to increase the size up to 6v6.
 
2x2 Little Cup singles
DQ 5 days
0 Recoveries/ 5 Chills
Arena: Silvan's Autoshop Gym
Field Type: Steel/Poison
Complexity: Moderate
Format: All
Restrictions:
No Weather
Artificial Field
Limited Ceiling
No Digging
No Water Source

Description:
A simple Autoshop, a place where people take their cars to be serviced. Today bussiness is booming. With the exhaust of all the cars stinking up the room when the doors close, things can get pretty dangerous. Most cars are on the ground and can be used to hide behind, and can be destroyed with too much damage, but a few cars are aloft. A large area for battle has been crafted in the middle of the shop.

10% chance each turn for the large shop doors to open or close.
For each turn the doors are closed exhaust levels rise by 5% every turn and Poison type attacks get a 5% attack boost, capping at 25%.
The exhaust levels return to 0% when the doors open.
When exhaust levels reach 25%, Toxic becomes more potent and is able to effect steel type pokemon without acid corrosion, and effects all other pokemon except poison types, steel types, and pokemon with immunity with regular poison that goes away when exhaust levels return to 0%.
About 6 cars that can be used to Take Cover behind, or throw even, 3 small (class 3 size, Class 6 weight, 40 hp) 2 Medium (class 4 size, class 6 weight, 65 hp), and 1 large (class 4 size, class 7 weight, 90 hp)
Anyone want to battle me? Its like a guarenteed win on your part :<
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
OPEN CHALLENGE

2v2 NFE/FE Singles (Doesn't matter)
2 Day DQ Time
2 Recoveries/5 Chills per mon
Arena: Opponent's choice, or the ref's choice if he/she doesn't care. As long as it isn't ASB Arena/Unown Soup/Any variations of the aforementioned two.
 
I'll accept that challenge Its_A_Random.

Switch = OK
Items = Off
Abilities = One

Arena: Treadmills of Doom 2: Electric Boogaloo!

Arena basics:

  • No weather or SolarBeam
  • No external water source
  • No natural elements (rocks, grass, etc.)
  • No digging
  • Seismic moves allowed

The pokemon are inside what looks like an evil villain's hideout. The actual arena is a bunch of treadmills set out in several rows. The walls on the sides of the arena have been marked at 10ft intervals and it is clear that the length of the treadmill arena is 100ft, not counting the spike pits at each end.

The key aspect of this arena is position, or more specifically, how far along the treadmills the pokemon are. The treadmills span positions from 1ft to 100ft, and the spike pits are at locations 0ft backwards and 101ft onwards. The treadmills go in the direction of the spike pit that they are closer to. Flying and levitating pokemon are not exempt from this as the gravity in this room is slightly intensified - not enough for the move Gravity's effect to happen, but enough to force flying and levitating pokemon to come to the ground briefly at the end of each action.

Detailed arena mechanics:

At the start of the battle, whoever sends out their mons first sends them out at the 50ft mark and whoever sends their mons out second sends theirs out at the 51ft mark.

At the end of every action, every pokemon will be pulled 1ft by the treadmills. For pokemon whose position is between 1ft and 50ft, subtract 1ft. For pokemon whose position is between 51ft and 100ft, add 1ft. In addition, all pokemon lose 1 energy as they try to stay away from the spike pits. However, if a pokemon chills, cools down after a combo, is under the effects of Ingrain or fails to act at all for any reason (including but not limited to flinch, sleep and full paralysis), the pokemon is pulled 5ft instead but loses no energy.

All direct damaging moves, in addition to doing damage, knock the target away from the user of the move. If the user and target are in the same position, the move knocks the target towards the nearest spike pit. The knockback component is equal to the BAP of the move (before all adjustments except Technician, the *0.75 for multi-target moves and multi-hit calculation) plus the user's attack or special attack rank minus double the target's weight class. The end result is rounded off to the nearest whole number using normal rounding rules, but the knockback component is always at least 0ft.
  • For example, a Modest Tomohawk's Hurricane against a Machamp has a knockback component of (12+5-2*5)=7ft.

In this arena, a pokemon may use the Run command for 5 energy to run to a particular position. The valid range of positions the pokemon can run to is its current position plus or minus 10% of its current speed (rounded to the nearest whole number).
  • For example, a neutral-nature Raticate at 20ft can run up to 10ft in either direction, so it can move to 10ft or 30ft or anywhere in between.
Two pokemon can share the same position - it can be assumed that in such a scenario the pokemon are at different points along the width of the arena. If a pokemon attempts to run to a position out of range, it will simply run as far as it can in that direction.
  • For example, if the aforementioned Raticate tries to run to 35ft, it will run to 30ft as that is as far as it can go.
The Run command cannot be Encored or disallowed by any moves at all, including Taunt, and it is not subject to the consecutive move penalty. However, a pokemon under the effects of Ingrain cannot use this command.

Contact moves can only be used if the user is close enough to the target. That is, the difference between the user and target's positions must be no greater than the user's size class.
  • For example, a Gliscor at 30ft can only use Acrobatics on an opponent whose position is between 27ft and 33ft.
However, when calculating the knockback for a contact move, multiply the move's BAP by 1.5. If a pokemon tries to use a contact move on an opponent not in range, that pokemon simply runs in the appropriate direction as far as it can or until its opponent is in range, whichever comes first. If the former, the pokemon expends 5 energy as if it had just used the Run command. If the latter, the pokemon expends 2 energy for the running and then uses the move as normal.
  • For example, let us suppose that the aforementioned Gliscor is Adamant. If it tries to use Acrobatics on an opponent at position 20ft, it has 95 speed so it can run (95/10)=9.5->10ft. However, it only needs to run to 23ft to be able to use the move, so it runs to 23ft, expending 2 energy, and then uses Acrobatics. The knockback of the move will be (11*1.5+4-2*Target's WC), rounded to the nearest whole number.
If a pokemon successfully uses U-Turn on an opponent out of its range, it immediately returns to the position it started at. In the Gliscor example, if it used U-Turn, it would travel to 23ft, use the move and then go back to 30ft. If a pokemon tries to use a contact move that has a random target (eg, Thrash), targets already in that pokemon's range will be given priority over targets that the pokemon can reach, and those will be given priority over further away ones.

Note: A pokemon under the effects of Ingrain cannot run at all.

Lastly, if a pokemon is pulled into a spike pit (ie, its position is not between 1ft and 100ft), it is KO'd immediately.
 
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