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

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Open Challenge!
2v2 Basic Pokemon Singles
1 Day DQ
Unlimited recovers and chills
Arena: SINGLE ARENA OF DOOM (CAPASB Arena)

It's a comeback battle!! Yes that's right after a yearlong hiatus, I, Box, HAVE RETURNED. WHO DARES FACE ME IN THIS DEBUT BATTLE!?
 

Orcinus Duo

Banned deucer.
1v1'ing Box's Ninetales with my pyroak


Pyroak - Trace (M)
KOC: 2
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: 120
Atk: Rank 4(+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 52(-) (-10% Evasion)
Size Class: 4
Weight Class: 5

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

Attacks:(57)
Bullet Seed
Sweet Scent
Absorb
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Leaf Tornado
Fire Spin
Petal Dance
Flame Burst
Synthesis
Lava Plume
Wood Hammer
Flare Blitz
Iron Defense
Amnesia
Zap Cannon
Heat Crash

Counter
Aromatherapy
Blaze Kick
Earth Power
Heat Wave
Iron Tail
Low Kick
Seed Bomb
Psybeam
Dragonbreath
Grasswhistle
Revenge
Block

Solarbeam
Flamethrower
Double Team
Toxic
Sunny Day
Facade
Flame Charge
Rock Slide
Grass Knot
Swagger
Protect
Flash Cannon
Substitute
Rest
Sleep Talk
Earthquake
Dragon Tail
Hyper Beam
Low Sweep
Sunny Day
Endure
Stealth Rock


1v1 singles
2 day DQ
2 subs
All Abilities
ASB Arena
 
1v1'ing Box's Ninetales with my pyroak


Pyroak - Trace (M)
KOC: 2
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: 120
Atk: Rank 4(+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 52(-) (-10% Evasion)
Size Class: 4
Weight Class: 5

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

Attacks:(57)
Bullet Seed
Sweet Scent
Absorb
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Leaf Tornado
Fire Spin
Petal Dance
Flame Burst
Synthesis
Lava Plume
Wood Hammer
Flare Blitz
Iron Defense
Amnesia
Zap Cannon
Heat Crash

Counter
Aromatherapy
Blaze Kick
Earth Power
Heat Wave
Iron Tail
Low Kick
Seed Bomb
Psybeam
Dragonbreath
Grasswhistle
Revenge
Block

Solarbeam
Flamethrower
Double Team
Toxic
Sunny Day
Facade
Flame Charge
Rock Slide
Grass Knot
Swagger
Protect
Flash Cannon
Substitute
Rest
Sleep Talk
Earthquake
Dragon Tail
Hyper Beam
Low Sweep
Sunny Day
Endure
Stealth Rock


1v1 singles
2 day DQ
2 subs
All Abilities
I accept obviously.


Ninetales (*) Kyuu (Female)
Nature: Modest (Special Attack increased by * ; Attack decreased by *)
Type:
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.

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 Unlocked)
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.
Command: (Ability: Drought)

Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 100
Size Class: 2
Weight Class: 2
Base Rank Total: 20

EC : 6/6
MC : 0

DC : 5/5

Attacks (19 Total):
Ember (*)
Tail Whip(*)
Roar(*)
Quick Attack(*)
Fire Spin(*)
Will-o-Wisp(*)
Confuse Ray(*)
Imprison(*)
Flame Burst(*)
Flamethrower(*)
Safeguard(*)
Nasty Plot

Extrasensory(*)
Energy Ball(*)
Disable(*)
Magic Coat
Endure
Hex

Substitute(*)
Toxic(*)
Fire Blast(*)
Reflect
Bide


Items: Off
Switch: lol
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
OPEN CHALLENGE
4v4 NFE Singles / Doubles
Items: ON
Abilities: ALL
Subs: TWO
Switch: OK
DQ: 2 Days
Infinite chills / Recovers
Arena: The Hive Mind
Arena: The Hive Mind
Complexity: Simple
Field Type: Neutral
Formats: All Formats

Restrictions: All moves are allowed.

Found in the heart of a gigantic beehive that trainers and even Wailord can fit into, the Hive Mind promotes a pack mentality of sharing among teammates. Thus, for each team of trainers that enter, their Pokemon's Level-Up attacks are combined into a massive pool that all of their Pokemon may use; Combee and Vespiquen have adapted especially, and thus they may use moves from any of their teammates and their teammates may use any of their moves.

Aside from the hive mentality, there is little outside of environmental differences to distinguish the Hive Mind from a standard arena. The floors and walls of the Hive Mind are made of hexagonal honeycomb structures, with just a bit of sticky honey on the sides; if slammed upon with enough force, it just might be enough to immobilize a smaller Pokemon, but it'll take a lot for that to happen.

I'll leave the match format up to whoever accepts.
 
OPEN CHALLENGE
4v4 NFE Singles / Doubles
Items: ON
Abilities: ALL
Subs: TWO
Switch: OK
DQ: 2 Days
Infinite chills / Recovers
Arena: The Hive Mind
Arena: The Hive Mind
Complexity: Simple
Field Type: Neutral
Formats: All Formats

Restrictions: All moves are allowed.

Found in the heart of a gigantic beehive that trainers and even Wailord can fit into, the Hive Mind promotes a pack mentality of sharing among teammates. Thus, for each team of trainers that enter, their Pokemon's Level-Up attacks are combined into a massive pool that all of their Pokemon may use; Combee and Vespiquen have adapted especially, and thus they may use moves from any of their teammates and their teammates may use any of their moves.

Aside from the hive mentality, there is little outside of environmental differences to distinguish the Hive Mind from a standard arena. The floors and walls of the Hive Mind are made of hexagonal honeycomb structures, with just a bit of sticky honey on the sides; if slammed upon with enough force, it just might be enough to immobilize a smaller Pokemon, but it'll take a lot for that to happen.

I'll leave the match format up to whoever accepts.
Doubles!
(You didn't tought I would choose any other, right?)
 
Me vs. Gerard (is at top of the page) still needs a ref
Also reposting (again)
3v3 LC triples
2 Day DQ
2 recovers, 5 chills
Arena: TELEPORTATION!
 

Orcinus Duo

Banned deucer.
Challenging Texas' Axew with my monohm.

Monohm [Denice] (F)
KOC: 1
Modest Nature (+1 Special Attack, -1 Attack)

Type: Electric/Dragon
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.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

HP: 90
Atk: Rank 1
Def: Rank 3
SpA: Rank 4
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 14

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

Abilities:
Shield Dust: (Innate) 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.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Overcoat (DW) [Locked]: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Attacks:
Tackle
Growl
Twister
Dragon Rage
Charge
Thundershock
Rain Dance
Sonicboom

Heal Bell
Magnet Rise
Mud-Slap

Thunderbolt
Flamethrower
Surf
Slack Off
Dragon Pulse
Dragon Tail
Weather Ball
Toxic
Thunder Wave


1v1

And then stuff happens
 

Texas Cloverleaf

This user has a custom title
is a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus

Axew, Slasher (M)
Nature: Jolly (plus Speed, minus Special Attack, +15% 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:
Axew
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 66 (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 17

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

Attacks:
Scratch
Leer
Assurance
Dragon Rage
Dual Chop
Scary Face
Slash
False Swipe
Dragon Claw

Counter
Endure
Reversal

Dig
Substitute
X-Scissor
Total Moves: 15/68

Yet To Get:
1 MC: Dragon Dance, Taunt, Dragon Pulse, Swords Dance, Guillotine, Outrage, Giga Impact (Subtotal: 7)
3 MC: Endeavor, Focus Energy, Harden, Iron Tail, Night Slash, Razor Wind (Subtotal: 18)
2 MC (Tutor): Aqua Tail, Draco Meteor, Low Kick, Sleep Talk, Snore, Superpower (Subtotal: 12)
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)

with an exp. share

asb arena
standard stuff
 
Going to offer two of the same challenges.

4v4 Singles/Doubles
2 Day DQ
2 Substitutions
Unlimited Chills/Recoveries
Switch = OK
All Abilities
Items On
Arena: Pokemon Stadium

You can chose whether it's Singles or Doubles.
 
Dropping my 3v3 LC Singles for this
1v1 Weak FE'S [<30 Moves]
2 Day DQ
2 recovers, 5 chills
Arena:
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.

This is a doozy of a Stage as it's essentially 9-in-1. I'm thinking of making it so that the players can mutually choose somewhere between 2-4 fields minimum to pop up, so it's easier on the ref.

Also feel free to make suggestions on what I can do to balance out each of the stages; I think I've done a pretty good job of making them relatively balanced with each other, but suggestions are welcome.

EDIT: Is the reason no one wants to ref me vs. Gerard because it's in TELEPORTAION!?
 
I'll take you on yoshinite.

Switch: Lol
Items: Training
Abilities : All

Also, yes it's because Teleportation imo.
 

Ullar

card-carrying wife-guy
is a Smogon Discord Contributor
Challenging Box to a LC Doubles match!

2v2 Doubles
2 Day DQ
1 Substitution per mon
5 Chills/2 Recoveries
Switch = lol
All Abilities
Items=Training

You can choose the arena.
 
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