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

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Challenging Glacier's scRotom.

1v1 Singles
ASB Arena
Switch=Magic
1 Sub
0Chill/0Recovery
Items=Training

Did i miss anything?
 
OPEN CHALLENGE

3v3 Doubles
1 Day DQ Battlers / 2 Days Ref
All Abilities
ASB Arena
Switch = KO
No Chills/Recovers
Only Pokemon that have not evolved

Requesting Training Items On
 
Open Challenge

1v1 Babymon Singles
Training Items
One Ability
Switch = NO
2 Day DQ: all
3 Chill, maximum
0 Recoveries

Arena: Stigma Archipelago
These small patches of rock serve as a poor man's hideaway. Located south of Kanto, these primitive "islands" are no more than stepping stones. The size of the largest island is 20ft in diameter, and the others are clustered around the one as if they were kneeling in mourning. The smooth stones that are the embodiment of the islands are slick in some places, creating a wet film that is undeniably slippery. Somehow, a rotten wooden cross sticks out of the larger island which seems to reflect the overall hostility of the area. A once-holy artifact, the crucifix seems to wail a warning to those who approach. The skies are ominous, and shed a grudging drizzle. The rain has no aiding properties, however, and water-types will not decieve any boost from it. The waves, as if mad dogs, constantly tear at the rocks, creating a deafening roar. The sun has fallen, and clouds cover up the stars. The combating pokemon will have a sight reduction; unless their eyes are enchanted and are able to pierce the night.

-Small, slick islands
-Constant rain, yet water types recieve no benefit
-Weather may not be changed
-Pokemon with the Soundproof ability are suceptible to sound-based attacks
-Pokemon who are not Ghost-typed will recieve -10% accuracy
-No seismic activity or digging
-Pokemon who use Fly or Bounce are frozen after usage
 
Open Challenge

1v1 Babymon Singles
Training Items
One Ability
Switch = NO
2 Day DQ: all
3 Chill, maximum
0 Recoveries

Arena: Stigma Archipelago
These small patches of rock serve as a poor man's hideaway. Located south of Kanto, these primitive "islands" are no more than stepping stones. The size of the largest island is 20ft in diameter, and the others are clustered around the one as if they were kneeling in mourning. The smooth stones that are the embodiment of the islands are slick in some places, creating a wet film that is undeniably slick. Somehow, a rotten wooden cross sticks out of the larger island which seems to reflect the overall hostility of the area. A once-holy artifact, the cricifix seems to wail a warning to those who approach. The skies are ominous, and shed a grudging drizzle. The rain has no aiding properties, however, and water-types will not decieve any boost from it. The waves, as if mad dogs, constantly tear at the rocks, creating a deafining roar. The sun has fallen, and the clouds cover up the stars. The combating pokemon will have a sight reduction; unless their eyes are enchanted and are able to pierce the night.

-Small, slick islands
-Constant rain, yet water types recieve no benefit
-Weather may not be changed
-Pokemon with the Soundproof ability are suceptible to sound-based attacks
-Pokemon who are not Ghost-typed will recieve -10% accuracy
-No seismic activity or digging
-Pokemon who use Fly or Bounce are frozen after usage
Dropping my MegaDoubles with Mr.L to take this. You basically covered everything.
 
slightly late 3k:
NFE Doubles (acceptor chooses from 4 to 30ish, the bigger the better)
1 substitution per mon
1 recovery/2 chills per mon
1 day DQ preferably
items on
switch=ok
all abilities
at:

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 two full rounds before returning to normal. The field will always remain in the normal state for one full round (including the beginning of the match) before changing again. 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:


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).


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).


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.


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).


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).


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.


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.


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.

NOTE: Format and Complexity are the same for all fields featured in this Arena, so these sections are left off of the 8 elemental fields.
I'm taking 2 of C$FP's Challenges!

First, a 8v8 Match versus Typhon77. Everything that C$FP laid out, though typhon requests switch=KO.

Second, a 13v13 Match versus the happy 3k himself. Again, exactly what C$FP set.
Mr.L and I need a ref for our 13v13... it will be so much fun to ref!
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Who wants to play...

KILL THE LUVDISC!!!

1v1 Singles
1 Day DQ Time
Training Battle (Doesn't Count Towards W/L/T)
2 Subs
2 Recoveries/5 Chills per Pokemon
Arena: Some Desert, always Sunny & unalterable, No Water Source, No Grass, blah blah blah

Luvdisc [Gold Medal] (F)
NATURE: Mild

TYPE

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

ABILITIES
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Hydration (DW): (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

STATS
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 97
Size Class: 1
Weight Class: 1
Base Rank Total: 15

EC: N/A
MC: 0
DC: 0/5

ATTACKS (14)

PHYSICAL
Tackle
Take Down

SPECIAL
Brine
Hidden Power (Ground 7)
Ice Beam
Water Gun
Water Pulse

OTHER

Attract
Agility
Charm
Heal Pulse
Lucky Chant
Mud Sport
Rain Dance


Who wants to play?
 
Who wants to play...

KILL THE LUVDISC!!!

1v1 Singles
1 Day DQ Time
Training Battle (Doesn't Count Towards W/L/T)
2 Subs
2 Recoveries/5 Chills per Pokemon
Arena: Some Desert, always Sunny & unalterable, No Water Source, No Grass, blah blah blah

Luvdisc [Gold Medal] (F)
NATURE: Mild

TYPE

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

ABILITIES
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Hydration (DW): (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

STATS
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 97
Size Class: 1
Weight Class: 1
Base Rank Total: 15

EC: N/A
MC: 0
DC: 0/5

ATTACKS (14)

PHYSICAL
Tackle
Take Down

SPECIAL
Brine
Hidden Power (Ground 7)
Ice Beam
Water Gun
Water Pulse

OTHER

Attract
Agility
Charm
Heal Pulse
Lucky Chant
Mud Sport
Rain Dance


Who wants to play?
MEEEEEEEEEEEE

I'll be using my Absol.

All Abilities
No Items
Switch=Magic Bananas
FUCK YEAH ABSOL, FUCK NO LUVDISC.

In other words, I shall be reffing this (probably ridiculously fast) match.
 
OPEN CHALLENGE

1v1 NFE battle
2 Subs
Recoveries/Chills off
Items off
Switch=lol
36 Hour DQ
Arena:
Field Type-Grass/Bug
Complexity-Intense
Format-All

This is an abandoned safari park. As a result, there are many exotic Pokemon living here. In this place, there are plants everywhere, so there is reduced mobility (-30% Evasion) for all Pokemon that cannot navigate through trees (namely anything other than Grass and Bug types). The Pokemon that are Grass or Bug have a huge advantage-there are many wild Pokemon living in the trees, some friendly, others not so much. All Grass and Bug Pokemon may use one Action, costing 10 Energy, to climb a tree and attempt to recruit a fellow Grass or Bug type. The ref will RNG a number between 1 and 10. Any number between 1 and 7 represents a success, any other number represents a failure. If the recruitment succeeds, the ref will take that Pokemon, decide its moves, and that Pokemon will join the Pokemon who recruited it in combat. There is a stream in this jungle. However, for any non-Grass or Bug type, they must spend one action, costing 10 Energy to jump into the stream, at which point all mobility issues are solved. Bug and Grass types may also use one Action, costing 3 Energy, to jump onto a branch and start "sniping" the other Pokemon, in other words, their critical hit ratio increases by 2 Stages, and they are given the abilities Sniper and Levitate. In 5 Actions, they will jump down. If both Pokemon jump up into the branches, then it is an even playing field, except that there is a 10% chance that with every attack they take, they will fall down. Also, Bug and Grass moves gain an additional 2 Base Power.


You'll see why I chose this arena when I battle whoever takes this.
I hate having to wait.

Oh and btw I'm using Metapod if any of you guys are interested.
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus
Going to start work on my new Axew.

Challenging Orcinus Duo!

1v1 Singles(My Axew, his Bonsly)
1 day DQ
ASB Arena
2 Subs
0 Recoveries/5 chills
Training Items = ON
Switch=Magic Bananas
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus
Going to continue work on my new Axew.

Challenging jas61292

1v1 Singles
1 day DQ
ASB Arena
2 Subs
0 Recoveries/5 chills
Training Items = ON
Switch = Magic Bananas
All Abilities
 

jas61292

used substitute
is a Community Contributoris a Top CAP Contributoris a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnus
Going to continue work on my new Axew.

Challenging jas61292

1v1 Singles
1 day DQ
ASB Arena
2 Subs
0 Recoveries/5 chills
Training Items = ON
Switch = Magic Bananas
All Abilities
Accepting. Lets see what my new Sentret can do.

EDIT: Oh, and I am dropping my battle with Elevator_Music for this. But EM's in 3 battles, so it doesn't really matter anyways.
 
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