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Data Battle Tower MkII (For all your Match-Seeking Needs!) [POST THE QUEUE]

Discussion in 'Network Center' started by Its_A_Random, Jan 2, 2013.

  1. Complications

    Complications

    Joined:
    Aug 20, 2011
    Messages:
    2,404
    Take what? I haven't made a challenge recently...
  2. ZhengTann

    ZhengTann Nargacuga
    is a Pre-Contributor

    Joined:
    Mar 7, 2012
    Messages:
    2,158
    Reffing this, though I'm a bit slow, given that my hols are around the corner.
  3. Frosty

    Frosty ._.
    is a Forum Moderatoris a Community Contributor
    Moderator

    Joined:
    Mar 25, 2008
    Messages:
    731
    Open Challenge:
    2vs2 FE doubles
    Training Battle!
    Item: Training
    Arena: ASB
    3 Subs

    Other stuff up to acceptor

    Will use:

    Veran the Whimsicott (open)

    [​IMG]
    Whimsicott[Veran] (F)
    Nature: Timid (Adds 15% to Speed; Subtracts 1 From Attack, +21% accuracy)
    Typing: Grass
    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:
    Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
    Infiltrator: (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.
    Chlorophyll (DW): UNLOCKED(Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

    Stats:
    HP: 90
    Atk: 2 (-)
    Def: 3
    SpA: 3
    SpD: 3
    Spe: 134 (+)
    Size Class: 1
    Weight Class: 1
    Base Rank Total: 19

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

    Attacks (30):
    Absorb
    Growth
    Leech Seed
    Stun Spore
    Mega Drain
    Cotton Spore
    Razor Leaf
    PoisonPowder
    Sunny Day
    Cotton Guard
    Helping Hand
    Giga Drain
    Endeavor
    Energy Ball
    Gust
    Tailwind
    Hurricane
    Charm

    Encore
    GrassWhistle
    Worry Seed
    Switcheroo
    Fake Tears
    Memento
    Natural Gift

    Toxic
    Taunt
    SolarBeam
    Protect
    Trick Room
    Knock Off
    Light Screen
    Safeguard
    Substitute
    Rest
    Sleep Talk
    Attract
    Swagger


    and

    Blizzeta the Abomasnow (open)

    [​IMG]
    Abomasnow (Blizzeta) (F)
    Nature: Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
    Type: Grass/Ice
    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:
    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.
    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 (60/1.15) (-)
    Size Class: 4
    Weight Class: 5
    Base Rank Total: 17

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

    Moves (42):
    Powder Snow
    Leer
    Razor Leaf
    Icy Wind
    GrassWhistle
    Swagger
    Mist
    Blizzard
    Wood Hammer
    Ice Shard
    Ingrain
    Sheer Cold
    Ice Punch

    Bullet Seed
    Leech Seed
    Avalanche

    Energy Ball
    Ice Beam
    Protect
    Giga Drain
    Synthesis
    Earthquake
    Rock Slide
    Substitute
    Block
    Focus Punch
    Bulldoze
    Focus Blast
    Endure
    Role Play
    Sleep Talk
    Light Screen
    Secret Power
    Grass Knot
    Rest
    Rain Dance
    Block
    Toxic
    Hyper Beam
    Brick Break
    Frost Breath
    Fling
  4. GemOftheDay

    GemOftheDay

    Joined:
    Jan 2, 2013
    Messages:
    1,012
    Open Challenge:
    3v3 LC singles
    Item: Training
    2 subs per mon
  5. Someoneelse

    Someoneelse Why am I here?

    Joined:
    Sep 7, 2012
    Messages:
    2,125
    One ability

    Taking this.

    Switch=OK
    2 Day DQ (3 for refs) if that's fine.
    No recovers / 2 Chills

    Tower of Heaven (open)
    [​IMG]

    The Tower of Heaven is an ancient structure that stretches deep into the clouds, the heavens, and far beyond. It is composed of a material similar to rock, but far more durable and nearly impossible to break. Most of the structure is open-air giving a good glimpse of the clear sky. Moss and other small plant life have grown on the outcropping on the rock-like material with small butterflies flying about. There are small streams and pools of water within the structure for Water attacks and Water Pokemon. The battle will take place within one of the many chambers of the tower.

    All moves can be used within the Tower of Heaven. However, there is a catch. Within my hands is the Book of Laws. At the end of each round, I'll write down a new law. The laws restrict what attacks, actions, or commands you may or may not take in battle. Violation of any law in battle will still allow you to perform the command, however the offender will be struck down with a lightning bolt that deals 10 damage flat and ignores abilities, weakness, and resistance. The lightning bolt cannot be deflected, dodged, evaded, or otherwise blocked. It will hit the Pokemon behind a Substitute, find its way through Double Team, and will go through Wonder Guard. Pokemon that are immune to Electric attacks by ability or typing will still be struck down and will gain no benefit such as Motor Drive's Speed boost. Violation of multiple laws in an action will drop down multiple lightning bolts on the offender depending on how many laws they've broken in a given action.

    For instance, Pikachu decides to use Thunderbolt on a Staryu. If I restrict the usage of Thunderbolt, Pikachu will be smote once for 10 damage. If I restrict the usage of Thunderbolt and all Electrical attacks, Pikachu will be hit twice for 20 damage. Finally, if I restrict the usage of Thunderbolt, Electrical attacks, and super-effective moves, Pikachu will be struck thrice for 30 damage.

    If there's any questions or need clarification on anything, PM me.

    Summary: All moves can be used initially, however new laws added in each round will restrict what commands can be used. Violation of any law will be penalized with a lightning bolt dealing 10 damage flat ignoring typing and abilities. Combatants can be penalized multiple times in an action.

    Teleportation Corollary: If this arena is picked randomly as a result of arena effect, then the ref is free to generate up to three rules for the combatants to follow until a new arena is chosen.
  6. DFrog

    DFrog

    Joined:
    Aug 1, 2009
    Messages:
    1,172
    Yush!
    Standard everything else!

    ADMIRE MY MANLY POKEMON!
    Blue - Machoke - 19 moves (open)

    [​IMG]
    Machoke [Blue] M[​IMG]
    Nature: Quiet
    Type: Fight
    Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

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


    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. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a 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 benefitted by No Guard, they will have their normal accuracy.

    Steadfast (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

    EC: 8/9
    MC: 0
    DW: 5/5


    Moves:
    Low Kick
    Leer
    Focus Energy
    Karate Chop
    Low Sweep
    Foresight
    Seismic Toss
    Revenge
    Dynamic Punch
    Cross Chop
    Close Combat
    Ice Punch
    Encore
    Counter
    Fire Blast
    Stone Edge
    Substitute
    Light Screen
    Bide​
    Pharaon - Revenanhk - 15 moves (open)

    [​IMG]
    Revenanhk [Pharaon] M[​IMG]
    Nature: Brave
    Type: Ghost/Fight
    Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
    Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.


    Stats:
    HP: 100
    Atk: Rank 5 (+)
    Def: Rank 3
    SpA: Rank 3
    SpD: Rank 4
    Spe: 56 (-10% Evasion)
    Size Class: 3
    Weight Class: 3
    Base Rank Total: 20


    Abilities:

    Shed Skin (Innate):This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.

    Air Lock (Innate): This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.

    Infiltrator (Innate)Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

    DW: 0/5
    MC: 0

    Moves:
    Wrap
    Bide
    Sand Tomb
    Wring Out
    Rock Tomb
    Arm Thrust
    Mean Look
    Glare
    Shadow Punch
    Wide Guard
    Force Palm
    Shadow Sneak
    Toxic
    Rock Slide
    Earthquake​
  7. Complications

    Complications

    Joined:
    Aug 20, 2011
    Messages:
    2,404
    DFrog and Frosty I'll take your match. It'll be up this afternoon.
  8. IceSpade

    IceSpade

    Joined:
    Oct 11, 2012
    Messages:
    227
    Reposting this, though changed it to 2v2
  9. Dare234

    Dare234

    Joined:
    Aug 26, 2011
    Messages:
    132
    I'll accept that, IceSpade.

    Arena: Unown Soup.

    Need a ref.
  10. GemOftheDay

    GemOftheDay

    Joined:
    Jan 2, 2013
    Messages:
    1,012
    2 days is fine. We need a ref for this!
  11. danmantincan

    danmantincan

    Joined:
    Apr 7, 2010
    Messages:
    2,806
    Who wants to battle?

    Challenge 1:
    4v4 Doubles
    2 Day DQ (3 for Ref)
    2 Recovers/5 Chills
    Items: Off
    Abilities: All
    Substitutions: 2
    Switch: On
    Arena: Evil Circus (open)
    It seemed like a great idea at the time, to go to the circus to have a good old friendly brawl. But then that damn evil puppet master came and ruined all the fun. Drat... but the fight must go on! At the end of each round, the puppet master will cast a tricky effect, directly attack both pokemon, or summon a wild pokemon to attack the competitors. He cannot be attack directly, but the Puppet master's attacks can be defended against.

    Summary: A traveling circus with an evil puppet in the background, who will active one of the following effects at the end of each round: Use Wonder Room, Trick Room, Magic Room, use a Thunderbolt on all pokemon, use an Ice Beam on all Pokemon, use a Flamethrower on all pokemon, summon a wild Drifblimb to attack, summon a wild Houndoom to attack, or summon a Mr. Mime to attack. Each effect has the same chance of happening (1/9). The puppet master cannot be attacked.

    No weather is allowed inside the circus tent, and the ground is dig-able. There are also standard items that you would expect to find in a traveling circus, such as large crates and performing pokemon in cages. I heavily encourage the ref to be creative with the crates and caged pokemon; I want this match to be fun!


    Challenge 2:
    6v6 Singles
    2 Day DQ
    Unlimited Recoveries/Chills
    Items: On
    Abilities: All
    Switch: On
    Substitutions: 2
    Arena: Your choice

    Challenge 3:
    4v4 LC Doubles
    2 Day DQ (3 for Ref)
    2 Recovers/5 Chills
    Items: Off
    Abilities: All
    Substitutions: 1
    Switch: Off
    Arena: Unown Soup
  12. Complications

    Complications

    Joined:
    Aug 20, 2011
    Messages:
    2,404
    I'll ref the 6vs6 singles match when it gets accepted.
  13. Glacier Knight

    Glacier Knight

    Joined:
    May 12, 2011
    Messages:
    2,445
    Ok i lied i'll take Danman's 6vs6
  14. Someoneelse

    Someoneelse Why am I here?

    Joined:
    Sep 7, 2012
    Messages:
    2,125
    I'll ref Ullar and Kevin. My battle with GotD still needs a ref.
  15. LupusAter

    LupusAter

    Joined:
    Apr 19, 2009
    Messages:
    1,084
    Accepting Danmantican's first doubles challenge.

    And this is still open:
    4v4 FE doubles
    No items
    All abilities
    Arena: Naglfar

    Naglfar (open)
    This mythical ship, constructed from the nails of the dead, houses a full fledged arena, permitting every move save those who require natural plant life or weather changing moves.
    Mournful shades are watching the match, and at the end of every action there's a 60% chance that they'll try to copy a move that was used, targetting it randomly. Due to their unliving nature, they use the moves at 50% their BAP, and with a Rank 3 Attack/Special Attack.
    The dark and gloomy nature of the surroundings makes it hard to see for mons who are not accustomed to it (non Dark and Ghost types), reducing their accuracy on ranged (non contact-making) moves by 10%. Dark and Ghost types, conversely, enjoy a 10% accuracy increase against those unawary targets.
    Take care when using powerful and inaccurate moves, since they could damage the ship, bringing on you the wrath of the shades (If a >10 BAP move misses, it is bounced back at the user at 75% of the BAP, if the same mon does it again the percentage modifier increases by 25%, until 150%, reflected moves ignore immunities).
  16. King Serperior

    King Serperior

    Joined:
    Sep 15, 2011
    Messages:
    3,029
    Issuing an Open Challenge!

    3v3 Triples
    1FE + 1Middlemon + 1LC
    No Positions
    All Items
    All abilities
    2/5 Recovers/Chills
    2 Subs per mon

    Arena:
    Underground Daycare (open)

    Arena: Underground Day Care Center
    Field Type: Neutral
    Complexity: Simple
    Format: All
    An untold secret about the Day Care Center in an unspecified region. Supposedly, there is one in every region. Beneath those hallowed halls of love and care is a war pit. Declined eggs speckle the shelves on all the walls. Pokemon who battle in this place gain a boost from their Egg Group. The floor is made of impenetrable organic concrete. The fighting area is about 50 x 50 x 30 meters. The actual room is about 75 x 60 x 50.

    Pokemon belonging to two (2) egg groups gain the following effects:
    Monster Group: Increases this pokemon's accuracy by a flat 10%.
    Water 1 Group: Increases the effect chance of all moves by 200% (x2).
    Bug Group: Gains one (1) extra attack on multi-hit moves, with no cap.
    Flying Group: All pokemon in this Egg Group are immune to the effects of Smack Down and do not lose the Ground immunity while using Roost.
    Field Group: This pokemon's STAB becomes five (5) instead of three (3).
    Fairy Group: Attraction is inflicted upon opponents that come in contact with this pokemon, even if they are genderless or the same gender.
    Grass Group: The pokemon heal twenty percent (x0.2) of damage inflicted to opposing pokemon with STAB moves.
    Water 3 Group: At the end of each round, there is a 50% chance of boosting ATK, DEF, SPA, or SPD one (1) stage.
    Mineral Group: All super effective attacks against this pokemon are reduced by 3 BAP. All regular damage attacks against this pokemon are reduced by 2 BAP. All not very effective attacks against this pokemon are reduced by 1 BAP.
    Amorphous Group: The physical form of these pokemon is ever changing. This provides a flat 5% boost in evasion.
    Water 2 Group: This pokemon has learned to adapt to all weathers. It dodges hail stones, sand particles, rays of light, and rain drops with ease. All this exercise has given it a 50% (x1.5) boost in weather to speed.
    Dragon Group: EN use is decreased by 10% (x0.1).**
    Human-Like: Increase the end damage of "Punch", "Kick", and "Chop" moves by three (3) damage.*

    Pokemon belonging to one (1) egg group gain the following effects:
    Monster Group: Increases this pokemon's accuracy by a flat 15%.
    Water 1 Group: Increases the effect chance of all moves by 200% (x2). Increases the effect chance of combo moves by 250% (x2.5)
    Bug Group: Gains two (2) extra attacks on all multi-hit moves, with no cap.
    Field Group: This pokemon's STAB becomes seven (7) instead of three (3).
    Flying Group: All pokemon in this Egg Group are immune to the effects of Smack Down and do not lose the Ground immunity while using Roost. This pokemon is unaffected by the secondary effects of super-effective attacks.
    Fairy Group: Attraction is inflicted upon opponents that come in contact with this pokemon, even if they are genderless or the same gender. Attraction lasts four (4) rounds.
    Grass Group: The pokemon heal thirty percent (x0.3) of damage inflicted to opposing pokemon with STAB moves.
    Water 3 Group: At the end of each round, there is a 50% chance of boosting ATK, DEF, SPA, or SPD two (2) stages.
    Mineral Group: All super effective attacks against this pokemon are reduced by 4 BAP. All regular damage attacks against this pokemon are reduced by 3 BAP. All not very effective attacks against this pokemon are reduced by 2 BAP.
    Amorphous Group: The physical form of these pokemon is ever changing. This provides a flat 10% boost in evasion.
    Water 2 Group: This pokemon has learned to adapt to all weathers. It dodges hail stones, sand particles, rays of light, and rain drops with ease. All this exercise has given it a 50% (x1.5) boost to speed.
    Dragon Group: EN use is decreased by 20% (x0.2).***
    Human-Like: Increase the end damage of "Punch", "Kick", and "Chop" moves by five (5) damage.
    Ditto Group: When Transformed, the Pokemon Ditto Transformed into gains the Limber Ability.
    Undiscovered Group: This Pokemon's uniqueness has make it hardy and tough. It gains a flat 25 more HP.

    *Note: End Damage means the damage is calculated normally. Then, add 3 or 5 on to that damage to get the final damage.
    **For simple calculation, multiply the base EN by 0.9.
    ***For simple calculation, multiply the base EN by 0.8.
  17. Glacier Knight

    Glacier Knight

    Joined:
    May 12, 2011
    Messages:
    2,445

    taking this
  18. akela

    akela

    Joined:
    Mar 22, 2012
    Messages:
    4,307
    Open Challenge
    3v3 Triples
    All Items
    All Abilities
    Recoveries: Acceptor's Choice
    Chills: Acceptor's Choice
    Substitutions: Acceptor's Choice
    DQ: Acceptor's Choice
    Arena:
    Underground Daycare Center (open)

    Arena: Underground Day Care Center
    Field Type: Neutral
    Complexity: Simple
    Format: All
    An untold secret about the Day Care Center in an unspecified region. Supposedly, there is one in every region. Beneath those hallowed halls of love and care is a war pit. Declined eggs speckle the shelves on all the walls. Pokemon who battle in this place gain a boost from their Egg Group. The floor is made of impenetrable organic concrete. The fighting area is about 50 x 50 x 30 meters. The actual room is about 75 x 60 x 50.

    Pokemon belonging to two (2) egg groups gain the following effects:
    Monster Group: Increases this pokemon's accuracy by a flat 10%.
    Water 1 Group: Increases the effect chance of all moves by 200% (x2).
    Bug Group: Gains one (1) extra attack on multi-hit moves, with no cap.
    Flying Group: All pokemon in this Egg Group are immune to the effects of Smack Down and do not lose the Ground immunity while using Roost.
    Field Group: This pokemon's STAB becomes five (5) instead of three (3).
    Fairy Group: Attraction is inflicted upon opponents that come in contact with this pokemon, even if they are genderless or the same gender.
    Grass Group: The pokemon heal twenty percent (x0.2) of damage inflicted to opposing pokemon with STAB moves.
    Water 3 Group: At the end of each round, there is a 50% chance of boosting ATK, DEF, SPA, or SPD one (1) stage.
    Mineral Group: All super effective attacks against this pokemon are reduced by 3 BAP. All regular damage attacks against this pokemon are reduced by 2 BAP. All not very effective attacks against this pokemon are reduced by 1 BAP.
    Amorphous Group: The physical form of these pokemon is ever changing. This provides a flat 5% boost in evasion.
    Water 2 Group: This pokemon has learned to adapt to all weathers. It dodges hail stones, sand particles, rays of light, and rain drops with ease. All this exercise has given it a 50% (x1.5) boost in weather to speed.
    Dragon Group: EN use is decreased by 10% (x0.1).**
    Human-Like: Increase the end damage of "Punch", "Kick", and "Chop" moves by three (3) damage.*

    Pokemon belonging to one (1) egg group gain the following effects:
    Monster Group: Increases this pokemon's accuracy by a flat 15%.
    Water 1 Group: Increases the effect chance of all moves by 200% (x2). Increases the effect chance of combo moves by 250% (x2.5)
    Bug Group: Gains two (2) extra attacks on all multi-hit moves, with no cap.
    Field Group: This pokemon's STAB becomes seven (7) instead of three (3).
    Flying Group: All pokemon in this Egg Group are immune to the effects of Smack Down and do not lose the Ground immunity while using Roost. This pokemon is unaffected by the secondary effects of super-effective attacks.
    Fairy Group: Attraction is inflicted upon opponents that come in contact with this pokemon, even if they are genderless or the same gender. Attraction lasts four (4) rounds.
    Grass Group: The pokemon heal thirty percent (x0.3) of damage inflicted to opposing pokemon with STAB moves.
    Water 3 Group: At the end of each round, there is a 50% chance of boosting ATK, DEF, SPA, or SPD two (2) stages.
    Mineral Group: All super effective attacks against this pokemon are reduced by 4 BAP. All regular damage attacks against this pokemon are reduced by 3 BAP. All not very effective attacks against this pokemon are reduced by 2 BAP.
    Amorphous Group: The physical form of these pokemon is ever changing. This provides a flat 10% boost in evasion.
    Water 2 Group: This pokemon has learned to adapt to all weathers. It dodges hail stones, sand particles, rays of light, and rain drops with ease. All this exercise has given it a 50% (x1.5) boost to speed.
    Dragon Group: EN use is decreased by 20% (x0.2).***
    Human-Like: Increase the end damage of "Punch", "Kick", and "Chop" moves by five (5) damage.
    Ditto Group: When Transformed, the Pokemon Ditto Transformed into gains the Limber Ability.
    Undiscovered Group: This Pokemon's uniqueness has make it hardy and tough. It gains a flat 25 more HP.

    *Note: End Damage means the damage is calculated normally. Then, add 3 or 5 on to that damage to get the final damage.
    **For simple calculation, multiply the base EN by 0.9.
    ***For simple calculation, multiply the base EN by 0.8.


    Reffing it.
  19. LockDown

    LockDown

    Joined:
    Jul 27, 2011
    Messages:
    673
    Accept ALL the challenges!

    (Danmantincan's other doubles battle (whichever it is, Lupus didn't specify), Lupus's challenge, Akela's challenge.)
  20. Someoneelse

    Someoneelse Why am I here?

    Joined:
    Sep 7, 2012
    Messages:
    2,125
    I'll also ref LupusAter and LockDown's 4v4 Doubles. PM the mons.

    Obligatory "My battle with GotD still needs a ref" with every Battle Tower post.
  21. IceSpade

    IceSpade

    Joined:
    Oct 11, 2012
    Messages:
    227
    I'll take Someoneelse and GotD, PM me the mons.

    My 2v2 doubles against Dare234 still needs a ref.
  22. Texas Cloverleaf

    Texas Cloverleaf meh
    is a Forum Moderator Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Server Moderator Alumnus

    Joined:
    Oct 23, 2009
    Messages:
    7,653
    I accept the match glacier will be posting shortly

    comp is reffing
  23. Dogfish44

    Dogfish44 Banned from 22 Casinos
    is a Forum Moderator
    Moderator

    Joined:
    Jan 1, 2009
    Messages:
    1,010
    Off we go Texas!

    Format: Gym-Style 3v3 Singles [Leader Brings 6, Challenger brings 3]
    DQ Time: 2 Days
    Banned Moves: N/A
    Recovery moves: 2
    Chills: 5
    Switch: OK
    Items: ON
    Abilities: All
    Substitute Orders: 2
    Arena: Tesla's Orchastra

    Tesla's Orchestra (open)
    Tesla's Orchestra. Another one of Dogfish's wild artificial arenas, this arena is another cube. A layer of sand coats the ground, alongside patches of grass and dirt, and with the room centre being filled with a giant tesla coil, powered by what appears to be a giant ThunderStone. Around the room, towards the edges, is an orchestra formed of electrically powered instruments, continuously playing. This advanced arena also comes with a natural weather generator, which normally mimics clear. but slightly misty weather (Solarbeam etc. work fine). There is also a small pond available for those not accustomed to land.

    - The Giant ThunderStone in the arena centre grants the effect of "ThunderStone" to all Pokémon who naturally gain the effect.
    - The Orchestra makes quite a racket, preventing any non-soundproof pokemon from sleeping.
    - The Tesla Coil takes the item of any electric type, transfers that item into pure power, and sends the power through the user, literally causing the power of that item to run through them. Thus, electric types are immune to the removal or stealing of their items, are not able to use fling, and are not counted as encumbered at any time, whilst still recieving the effect of the item.
    - Damaging Evasive moves still hit as normal, but instead only half incoming damage.
    - Wild Charge and Volt Tacke recoil is reduced to 0 (Wild Charge & Volt Tackle still count as a recoil moves).
    - Nature Power is treated as Shock Wave
    - Mud Sport decomposes at the end of each round
    - A mist permeates the room at all times, increasing the BAP of water moves by one.
  24. Glacier Knight

    Glacier Knight

    Joined:
    May 12, 2011
    Messages:
    2,445
    Challenging Texas

    3vs3 Fe doubles
    1 Day DQ
    2 Recoveries/5 Chills
    2 subs per pokemon
    Items: Training and Berries only
    Switch= OK
    Abilities= All

    Arena: "This is a random place where I'm testing different ice gym mechanics"
    Ice gym mechanics Testing arena land (open)

    -Permanent Sleet (Rain and Hail, all abilities/moves are activated normally)
    -Slippery floor, ice pokemon gain x1.33 permanent speed
    -Slippery floor, non ice pokemon lose a flat 10% accuracy, and take -5HP damage if they miss (crash into walls and shit)
    -All berries are Flash Frozen before the battle begins. Only ice pokemon can bite through the icy exterior (Non Ice pokemon cannot use berries, unless they use an actions to incinerate their own berry, melting the ice away)
    -All ice moves (and Water moves that use an external water source) have a 10% chance to freeze)

  25. Texas Cloverleaf

    Texas Cloverleaf meh
    is a Forum Moderator Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Server Moderator Alumnus

    Joined:
    Oct 23, 2009
    Messages:
    7,653
    Testing gym arenas lets get to it

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