ZhengTann
Nargacuga
Taking this one.
Taking this one.
Challenging Texas to a match!
4v4 Doubles FE
3 Day DQ
2 Substitutions
Items=On
Arena: Sword and Shield Gym v. 2.1 (Rotation Battle rules are omitted for this battle)
Flavor:
Hidden in Opelucid City in the Unova region, there lies an old gym that was once used for Rotation Battles, but was left abandoned after some people were hurt in the gym. Maxim has renovated (and improved the safety features of) this gym, and now serves as his (possible and unlikely) gym arena. The gym puzzle generally involves two types of rotating platforms, long sword platforms that connect one place to the next, and circular shield platforms that connect to four places. Every time one platform is rotated, all the others rotate as well. The trick of the gym is to get rotate the shield platforms in such a manner that the sword platforms lead you to the gym stadium.
Recently however, he renovated the arena again in order to fit a new concept that he had figured out (with Lou's help). The gym puzzle remains the same, but now everything has a slightly more organic look, with a pool of water underneath the platforms giving a cool look to the still somewhat dark area. Additionally, some grass and a few trees have been inserted all around the place, though the spinning platforms retain their futuristic look.
Arena:
The arena however has undergone massive revisions. Instead of a long arena with black platforms for the rotations, the battle now takes place in a much bigger room (connected to the puzzle by means of a door). This room is a very wide open space just outside the city itself, filled with grass and, more importantly, lots of berry trees. When one enters the arena, he crosses a small bridge past the moat that wraps around the arena, albeit with a few very small creeks going across the arena itself. The arena is about the size of an average football stadium (well, the playing area at least) and is covered in grass. Outside the moat, the aforementioned berry trees dot the "landscape" around the arena, giving a natural feel to the place. However, the arena also has a much less natural pair of circular, blue platforms, one on each side of the field. Additionally, upon closer inspection, another "moat" wrapping around the arena actually carries a conveyor belt, big enough for all items but small enough that it won't interfere with the battle. Upon looking ever closer the challenger finds that he/she is not outside, but rather in a greenhouse sort of area with a round glass ceiling and concrete walls, the walls painted with a mural that gives the impression of being in a field that stretches across over the horizon and a huge city in the distance.
But enough about that. The arena has an interesting set of rules for the aspiring challenger. First, the two blue platforms are where the Pokemon will stand and face rotation battle rules, though other types of battles can be fought there if the leader wishes. Next, the conveyor belt surrounding the arena is a special item catching belt; if a Pokemon's item is Knocked Off or lost in any other way, the conveyor belt will hand the item back to the Pokemon automatically at the end of the round. Next, all of the challenger's Pokemon and the leader's Pokemon will each get to choose one of the sixteen type resistant berries to give their Pokemon that they can hold alongside their standard item. This berry is put into a special compartment that cannot be stolen, lost, or destroyed in any way. Turns out these berries are necessary, as there's a strange generator under the arena that has an unusual effect. This effect is that when a Pokemon is either weak against or resistant to a move, the damage they take is modified as follows:
4x Weak: 3x Multiplier
2x Weak: 2x Multiplier
Neutral: 1x Multiplier
2x Resist: .6x Multiplier
4x Resist: .35x Multiplier
With that out of the way, can you use your knowledge and strategy to defeat the leader?
Summary:
Items cannot be stolen or destroyed, but can be knocked off. However, any items that are knocked off will be returned
The Trainer can choose one Type Resistant Berry to give to each of his Pokemon in addition to it's normal hold item. This berry cannot be destroyed, stolen, or knocked off.
Type effectiveness multipliers are determined by the chart above instead of the normal multipliers.
I accept!
Well everybody, it's finally time for:
Maxim's 2K Extravaganza! Okay so it's my 2001st post, so sue me.
6v6 Singles
2 Day DQ
Items=On
All Abilities
2 Substitutions
Switch=OK
Unlimited Chills/Recoveries
Arena: Oracle's Tower
After such a long journey...you're finally here.
Before you stands a tall stone tower, reaching up into the heavens. Once, this place had held significant meaning to the people that had inhabited this land before. They're all gone now, but this tower stands as a testament to their achievements. You're not sure why your opponent challenged you to a battle in this place, especially considering the rocky terrain you had to traverse to get here, but you go inside.
Once inside, you see weathered paintings and ancient runes inscribed on the walls. After taking a quick rest from your journey, you begin the arduous task of climbing the tall tower's many floors. Eventually, you manage to climb to the top of the tower, an open air vista. And what a view it is! Aurora's adorn the night sky, and a fierce wind blows through the arena. On the other end of the arena, your opponent, Maxim, greets you.
"Ah, so you've finally arrived. Well, let's not waste time with words, let's battle!"
As you grab your pokemon, you notice a few things about the arena:
First, the mysterious aura surrounding this arena appears to give every Pokemon the ability to see the future. As such, all Pokemon learn Future Sight, regardless of whether they can naturally learn it or not. Even stranger, the move works off of their higher attack stat, as opposed to being a strictly special move. Additionally, it can be combined with any move, regardless of whether that makes sense or not. This move will act at the same time Future Sight hits, and works as normal
For instance, if one were to combine Focus Punch with Future Sight, then at the first action of the following round, Focus Punch would charge up as normal. If the user is hit, Focus Punch goes away, otherwise it combines as normal. Energy is consumed when the combo is ordered.
Second, these auroras have a strange effect of their own. Every round, at the end of the previous round (or the beginning of the match), each team has a 10% chance, rolled individually, or contracting an Aurora Burst. This increases the base stats of the Pokemon by 1 for the entirety of that round.
Third, these winds are quite fierce, Each round, after actions are completed, there is a 10% chance of Razor Wind hurting each Pokemon team, calculated once. Strangely, these winds are only as powerful as their opponent, and thus have an effective special attack stat as the Pokemon's special defense stat (basically, just ignore the stat difference part).
Fourth, you notice that the arena is in perpetual night for some odd reason. Because of this, Moonlight and similar moves work at full effectiveness. For some strange reason, Morning Sun and Solarbeam also work as if it were a sunny day. However, Fire moves are unaffected unless Sunny Day is used, but this has no effect on the other conditions which already exist.
Finally, Digging up on the top of this tower is a very suicidal idea.
Can you hope to win Maxim's 2K Battle?
Summary:
- Future Sight is given to every mon, and it can be comboed with any move. It works off the user's higher attack stat.
- 10% chance of Aurora Burst happening on each team before each round
- Fierce Winds wrap around the Arena, causing a 10% chance during each round to damage all mons with a Razor Wind at the same special Attack stat as the pokemon's Special Defense Stat. STAB is applied.
- The arena is at Nighttime, making Moonlight and similar moves work at full effectiveness. Curiously, moves such as Morning Sun and Solarbeam also work at extra effectiveness. Fire moves are unaffected unless Sunny Day is used, in which case all other effects remain the same.
- Dig will result in instant death
All right then, 2000 posts, this is quite crazy even for me. I would never have gotten here if it weren't for ASB that's for sure! I joined Smogon a number of years ago after searching for some Shaymin movesets for a "competitive team" (for reference, this team included Shuckle and Blissey...). At first, I dismissed Smogon because I thought it was some weird psychology project made by an actual university! How crazy is that? Thankfully, I soon realized my error and have been part of Smogon ever since.
My early years here were kind of on and off, mostly just me trying to craft competitive teams that I could then train for in-game stomping of my friend. Sadly this never really happened because my friend mostly retired from Pokemon. I joined the competitive scene shortly after Garchomp was banned. For a while, I challenged people on Shoddy Battle with my first ever team of Aerodactyl, Cresselia, Porygon-Z (later switched to Heatran), Salamence, Scizor, and Togekiss. This team actually worked pretty well for the longest time. In fact, I used it a couple times past it's supposed "prime" and it still worked reasonably well.
After that, my time here gets kind of blurry, I crafted a few other teams, but never found much success with any of them. Then I signed up for a Battling 101 round. My first experience with it wasn't that great, as I wasn't particularly active and I never got around to meeting with my tutor, Great Sage (or something like that). Thankfully my second experience with undisputed turned out much better. With him, I crafted a pretty unique Dragon Dance Tyranitar team with a Leech Seed Protect Shaymin that worked wonders. Once 5th gen rolled around, I tried a couple of teams, most notably a Sun team, but got bored of the constant weather battles. Currently, I spend what little competitive battling time I have into BW UU.
Well, sometime while I was waiting for 5th gen to stabilize, I didn't really do that much in the forums. I checked up on it occasionally to read some analyses and such, but wasn't posting for a long time. Eventually in my boredom, I clicked on some subforum calling itself CAP ASB. I saw a couple of battles there and was instantly hooked. A short time later, I created my profile with the mons Larvesta, Budew, and Privatyke. A nice fire water grass core to start out with I figured. Later on I went around buying more Pokemon like crazy, notably Stratagem and Snorlax. After seeing how good Stratagem was doing, I started going for the Rock gym, but lost interest after some time for various reasons. Too much competition I think. Then I looked at Snorlax and the lack of viable competition in the Normal group and started buying Normal mons. I was a bit worried about Rolf, who at the time was going for the gym and was supposedly very good, but he apparently went inactive, and now my biggest threat is probably Yarnus. Well, a few things happened and in my boredom I started checking out the raid zone, which I had mostly ignored, and I got hooked on that too. My first raids weren't too successful, getting murdered by Moltres and then by Ho-oh and Lugia before finally succeeding against Moltres with Leethoof I believe. After that, I joined forces with a specific other ASB personality to take on Frozen Vault.
After that, I found the Free RPG group, a newly created group dedicated to having some fun RPG's. I figured "why not?" and signed up, where I met a lot of great people on the forums. If you're wondering where the Soldiers of Gaia team got their name, it was from the first of the RPG's we had there, Bending Past Breaking. Frankly, it's one of our longest and most successful RP's, generally involving a plot involving a monster awakening deep beneath the earth and some...for lack of a better term "mutants" called Omnipotes. It's better than it sounds, believe me. Currently, the group is in a bit of a slump, but we're aiming to get out of said slump with a new PMD based RP. Everyone is welcome to join.
Regardless though, you guys are the best forum I think I've ever seen, and I hope to keep it that way!
Dogfish44-The aforementioned raid partner. I actually didn't know you that well until you decided to ask about doing a Frozen Vault Hard Mode raid. After that, we became best buds...to an extent. :P
Veil of Maya-The leader of Free RPG, and one of the few female Smogonites that I've had the pleasure of meeting. A very kind, sweet person, though she probably has the worst luck in the world. If you're seeing this Maya, just make sure not to worry about life, everything will fall into place eventually.
Demo Gorgon-The second in command of Free RPG, usually takes over if Maya is having problems. He's a pretty cool guy, and is the owner of our Classic Pokemon RPG, which keeps stalling. He needs to post more, but otherwise is an overall great guy!
King Serperior-What a screwball. :P In all seriousness though, he's also pretty cool. He regularly posts in Free RPG (up until recently), and is one of the few from that group that does ASB. His battling skills could use some improvement, but he's an okay battler nonetheless. Also, hurray for Maxim the Dewgong in Nuzlocke Scramble!
Complications-Another one of my Tourney teammates, too bad he got faced up against guys that quite frankly outclassed him. Also a regular poster in Free RPG.
Team Magma Boss Maxie-Probably the craziest guy I know on the forums. At one point I joined his 2nd attempt to revive Team Magma and it worked...sort of.
undisputed-Congratulations on winning the world tournament buddy! My best Battling 101 tutor and all around great guy. I've not been able to beat him too many times, though given his accomplishments I shouldn't be surprised. Haven't talked to him much recently though, and I probably should.
Honorable Mentions:
Rediamond
Dark Pulse
Axmaster68
Flamestrike
Brotom
Battlestar
Venser
vonFiedler
Aura Guardian
Deck Knight
Well, that's all for me, tune in next time when I hit 3K :P.
Maxim, I will take your match. Nothing seems to be left for me to decide.
Open Challenge accepted.
Subreffing this.Okay I'm gonna bail your costume-covered behinds out.
Also if someone could subreff this, I'd be much obliged.
Open Challenge B (Vs. The Wolfe):2 subs per mon
ASB Arena
All Abilities
3 Recoveries / 5 Chills
3 Recoveries/3 Chills
Switch: OK
Abilities: All
Substitutions: Two
Arena: Type Changing Arena
Arena: Type Changing Arena
Field Type: All Types
Complexity: Simple
Formats: All Formats
Restrictions: All moves are allowed.
Description:
It's the standard arena, except somebody has implanted a strange device in the middle of the field! For the duration of the first round, this device is off. After the end of each round, though, it beeps and suddenly alters the elemental makeup of the arena, giving certain benefits to certain types and detriments to some other ones. Each time the makeup is altered, a random type is chosen. All attacking moves whose types hit the chosen type for super-effective damage have 2 more BAP, while all attacking moves whose types hit the chosen type for not very effective or zero damage have 2 less BAP. There is one exception to this rule; all attacking moves whose type matches that of the gem receive +3 BAP, disregarding the weakness bonuses and the resistance nerfs.
Summary: Certain types get buffed every round.
You had plenty of time and was online constantly through the several days while me and Ranger waited.Okay, I don't really mind that much but are you freaking kidding me? It's been 3 days! Excuse me if I'm busy!
Gym Thread said:A few miles off the coast of land a large pillar sticks out of the ocean. It reaches up into the clouds, the top blocked from view when the sky is not clear. Atop the pillar lies a square battlefield, traditional in almost every sense. However, a few important differences set this place apart from your standard Pokemon arena.
First of all, the pillar itself is hollow and filled with water, that creates a pool at the fields center, giving combatants a water source other than the sea miles below. Secondly, the field itself is exceptionally thin, and as such all Pokemon who attempt to bury through it will plummet to their demise if they cannot keep themselves aloft. Finally, at each corner of the field are pillars with what appear to be nest-like structures at the top. These features allow sky based Pokemon to rest their wings more easily.
But what is even more important than the physical features of the arena are the natural effects of the location. Due to its location above the tropical seas and the directness of the sun's rays, hail turns to rain before it ever reaches the ground. Additionally, a lack of sand makes summoning a sandstorm impossible.
However, the most prominent feature of the gym is the wind. At this high altitude, strong winds are nearly a constant. The prevailing air currents bring big gusts in from the west on a regular basis, from right behind where the gym leader stands. This provides a constant effect similar to a Tailwind at one third of normal strength for the gym leader's Pokemon. In addition, the strong winds also amplify moves that use their effects, boosting their power and their accuracy as.
Summary:
- No Sandstorm or Hail
- The thin battle platform prevents Dig.
- Well technically using Dig will just cause the digging Pokemon to plummet thousands of feet into the water below, putting them out of bounds and knocking them out of the battle.
- Flying and Levitating Pokemon who won't fall can still use Dig, but it won't actually do anything.
- Seriously though, this is the flying gym. Why would you be using Dig anyways?
- All other attacks are allowed.
- Energy Cost of Roost reduced by 1.
Permanent Tailwind-like effect on Gym Leaders side (provides 1.33x speed boost)- Wind Based attacks have their base accuracy increased by 10% up to a maximum of 100%
- Wind Based attacks have base power increased by 2
- Wind based moves include the following: Hurricane, Razor Wind, Gust, Twister, Air Slash, Ominous Wind, Silver Wind, Heat Wave, Icy Wind (There may be others that I am forgetting)
- Changes to the accuracy of attacks due to the wind are factored in before any other effects, such as stage boosts to accuracy or evasion.
- All effects, including the power boost to wind moves and the Tailwind effect, are arena effects, not weather effects, and thus can not be negated by Cloud Nine, Air Lock or other such effects.
issuing an open challenge
3vs3 babymon triples (I will post the pokemon i am using below, your pokemon should be around the same level as theirs)
1 day DQ
1 recovery/1 chill
1 sub per pokemon
all abilities
training items on
no switch
Arena: A grassy plain, with harsh sun. Sun is always shining bright (perma), and the grass is very thick and lush (grass moves gain 2bap).
Swinub [Snuggles, "The Runt"] (Female)
Nature: Sassy (+spd, -spe)
Info on Snuggles:
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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Thick Fat (DW): (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.)
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3 (+)
Spe: 43 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 12
EC: 3/9
MC: 0
DC: 3/5
Attacks:
Tackle
Odor Sleuth
Mud Sport
Powder Snow
Mud-Slap
Endure
Mud Bomb
Icy Wind
Earthquake
Ice Shard
Take Down
Icicle Crash
Body Slam
Rock Slide
Protect
Bulldoze
Substitute
Hail
18 moves
Nova the Torchic (F)
Nature: Hasty (-Def, +Spe)
Type: Fire
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.
Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Speed Boost: (DW LOCKED,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).
Stats
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 52 (+9% accuracy)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Scratch (*)
Growl (*)
Focus Energy (*)
Ember (*)
Peck (*)
Sand Attack (*)
Fire Spin (*)
Feint
Endure
Night Slash
Dig
Protect
Fire Blast
Bellsprout (Nepenthes) (M)
Nature: Quiet (+Spa, -Spe)
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.
Gluttony (DW unlocked): (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 34 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Vine Whip
Growth
Wrap
Sleep Powder
Poison Powder
Stun Spore
Acid
Gastro Acid
Knock Off
Razor Leaf
Weather Ball
Synthesis
Worry Seed
Giga Drain
Sunny Day
Sludge Bomb
Protect
Energy Ball
Grass Knot
Total Moves: 19
Accepting this as well.Want a beginner battle.
2v2
Singles
1 Days
2 recovery moves, 5 chills
An abandoned arena
No restrictions except a roof to prevent weather, and most of the arena is dark (except in the middle) because the lights are broken.
dolan plshttp://www.smogon.com/forums/showthread.php?t=3474671
Need subref because douche Yoshi ditched another one of my battles.
Open Challenge B (Vs. The Wolfe):2 subs per mon
ASB Arena
All Abilities
3 Recoveries / 5 Chills
3 Recoveries/3 Chills
Switch: OK
Abilities: All
Substitutions: Two
Arena: Type Changing Arena
Arena: Type Changing Arena
Field Type: All Types
Complexity: Simple
Formats: All Formats
Restrictions: All moves are allowed.
Description:
It's the standard arena, except somebody has implanted a strange device in the middle of the field! For the duration of the first round, this device is off. After the end of each round, though, it beeps and suddenly alters the elemental makeup of the arena, giving certain benefits to certain types and detriments to some other ones. Each time the makeup is altered, a random type is chosen. All attacking moves whose types hit the chosen type for super-effective damage have 2 more BAP, while all attacking moves whose types hit the chosen type for not very effective or zero damage have 2 less BAP. There is one exception to this rule; all attacking moves whose type matches that of the gem receive +3 BAP, disregarding the weakness bonuses and the resistance nerfs.
Summary: Certain types get buffed every round.
Open challenge
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
Yeah ok.Open challenge
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
Bring it on! >:DWell i need to get more fights rolling, so heres this:
4v4 Doubles
1 Day Player/2 Day Ref DQ
2 Subs per mon
Items: On
Abilities: All
Switch: OK
Arena: An old arena of IceBug's
Giant tree with incredibly thick branches and a trunk that can easily hide small Pokemon. If a Pokemon is knocked out of the tree, they will take 10 damage and have to spend an action climbing back up the tree. A Pokemon climbing back up cannot be attacked or targeted by effects while they haul themselves back up. Seismic attacks will mearly shake the tree, not dealing any damage to the combatants on the tree, but will cause it to shake violently, sending any mons that aren't ready for it flying out of the tree. Pokemon that are climbing up the tree will be able to maintain their grip on the tree in this instance.
If anyone wants to switch something about the fight around they may say so when they accept
Optional Rule that is highly recomended said:*Note: This arena is designed for using Prose style actions. Though this is optional, the arena is less fun when you don't take advantage of the armors themselves. Ex: Use Vital Throw to rip an arm off of the Power Armor and lower the effectiveness of Close Combat.
Mine.Seeking a 1 vs 1 LC Flashmatch!
Nincada (Envy) Male
Nature: Adamant (+Atk, -SAtk)
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Abilities:
CompoundEyes
Type: (Innate)*
This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Run Away *(DW)
Type: (Innate)
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 3 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 1/6
MC: 1
DC: 1/5
Attacks
Scratch (*)
Harden (*)
Leach Life (*)
Sand Attack (*)
Fury Swipes(*)
Mind Reader(*)
False Swipe *(*)
Dig
Endure (*)
Night Slash (*)
Final Gambit (*)
X-Scissor (*)
Aerial Ace (*)
Substitute (*)
ASB Arena
Training Items
12 Hour DQ
All Abilities
ASB Arena