Data Battle Tower MkII (For all your Match-Seeking Needs!) [SEE POST #6786]

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
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 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
Accepting Danmantican's first doubles challenge.
Accept ALL the challenges!

(Danmantincan's other doubles battle (whichever it is, Lupus didn't specify), Lupus's challenge, Akela's challenge.)
These two battles still require need refs.
 
4v4 FE doubles
1 Day DQ
2 Subs
2 Chills/recovers
All Abilities
Items:ON
Arena: Acceptors choice (No unown soup plz)



Takin' that.
Switch = KO
Arena: The Hall of the Mountain King
Field Type- Neutral
Complexity- Moderate
Format- Single/Double
Restrictions- Low ceiling, artificial arena, no seismic activity, no water source, No weather

The Hall of the Mountain King:
The Mountain King is filthy rich. How so? he invested in stocks. duh. The battle takes place in his fabulous mansion, which is built in, can you guess, a mountain. The area that you battle in is in one of the halls. more duh. The hall is 300 feet long, and 10 feet wide. the ceiling is 20 feet up, and the hall is rectangular. the east side of the hall is all glass, for its basically one giant window. it shows all of the land surrounding the Mountain King's beautiful mountain, and the splendor. The West side of the hall is decorated with fancy side tables, vases, pictures, and other fancy things you would expect in a fancy mansion. The feel of the hall is 17th century british, so think that era of fancy. And finally the most intersting aspect of the battle is that the hall is rigged to play this song non stop (The mountain King loves techno)

Ref still needed
 

ZhengTann

Nargacuga
is a Forum Moderator Alumnus
deadfox said:
I would like to fight someone in 1v1 evolution training singles
Here we go again. Using my Snorunt, this time - against your Magikarp right? If not then I'll retract it.
 
Challenging user Unoriginal Name to a 3v3 LC Singles Match
Everything Standard, Switch OK Arena is
KAP Attraction #71: Haunter's Haunted House
Type: Ghost
Complexity: Moderate
Format: All
Restrictions:
Evasive Teleport, Agility and similar actions only usable on Dark- and Ghost-types Due to the darkness and labyrinthine corridors, it is impossible for most Pokemon to use evasive actions, like Agility (Evasive). Protect and Detect may be used regardless, and Dark- and Ghost-types are immune to this restriction, due to the former's superior senses in such an environment and latter's comfortability in this place and most of the species' abilities to phaze through walls.
Seismic actions priority locked at -6, even in combos with priority moves Seismic attacks have -6 priority due to the well-constructed flooring.
No water source Due to the lack of a usable water source, attacks like Surf and Dive may not be used in the mansion.
Non-Ghost moves have accuracy reduction of 3% percent flat Excluding those that specialize in paranormal or Ghostly arts, every move has a 3% flat accuracy reduction. It's small, but can really effect a battle.

Description:
Koffing Amusement Park may be fun for the full family, but there are certainly some attractions that can scare a child out of their wits, and Haunter's Haunted House is one of the best, most literal examples of this. Even the outside shows traces of this: a rickety, old, wood house that almost radiates fear- and the Haunter's and Gastly that float around the outside doesn't hurt it's creepiness either. Perhaps you aren't looking forward to it, but this deliberately-possessed mansion is the setting of your next battle.

As you walk inside, you notice that, the closer you walk, the darker the sky appears to get. The outside is creepy enough, but once you walk inside, the pure atmosphere terrifies you. Various residents of multiple Ghost family lines float around the inside- and a Mismagius seems to be staring at you with malicious intent. Every step makes the floorboard creak, and the only source of light it the Chandelure hanging from the ceiling, and they hardly help at all. Ghosts phaze through the walls, muttering what are probably the Pokemon language equivalent of evil curses and despaired wishes to be alive again. Even in such a horrifying environment, you must go on with your battle. Pokeball in hand, you ready your team. If you have to battle in such a horrifying place, you should at least make the most of it, right?
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
CHALLENGING KS
3v3 Doubles
2 Day DQ
All Abilities
Items On
Switch OK
2 Subs
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.
 
CHALLENGING KS
3v3 Doubles
2 Day DQ
All Abilities
Items On
Switch OK
2 Subs
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.
I'm taking this!
 

Its_A_Random

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

4v4 NFE Singles
3 Day DQ Time
∞ Recoveries/∞ Chills per Pokemon
2 Substitutions
Switch=OK
Abilities=All
Items=On
Arena: Rainbow Road (SNES)
Field Type: Big/Heavy Pokémon
Complexity: Intense
Format: All

Restrictions: No External Grass, No External Water Source, No External Rocks, No Digging, Artificial Field, Weather is impossible to summon, even with a Weather Rock.

Description:

The arena is the original Rainbow Road circuit from the Mario Kart Series, initially appearing in the original instalment for the SNES. The battle takes place atop moving karts, & as a result, the battle is always moving around the track. As a result, all entry hazards summoned end up being left behind quickly as the battles races on. Furthermore, because of the moving nature, battlers will find themselves moving toward the Star Thwomps that reside on the circuit, & if you do not take evasive action, you will be either flattened by their fall onto the tiled floor, or running into them, which even then sees you take damage! Finally, there is zero guardrails around the arena to keep you on the circuit, so if you get hit hard enough, you might fall down & find yourself having to catch up after being put back on the arena! Finally, remember that this is high up in virtually space territory, so no weather can happen at all, & because the circuit is made up of tiles coloured in a rainbow-fashion, there is no external anything source around, & you cannot dig through the tiles either! Who will come out on top in this high-speed battle? Let us see!

Mechanics:

  • The Constantly moving nature of the battle means that all entry hazards will dissipate at the end of each round.
  • When a Pokémon either deals damage with a weight-based move, or scores a Critical Hit (Excluding Storm Throw, Frost Breath, Stick, & Focus Energy), to a Pokémon with a Weight Class value at least 3 lower than their own, the opponent will fall down the arena & will take a flat 10 damage. The stricken Pokémon will then be unable to complete their next action as they return to the arena, but will take no damage from any attack the next action as they catch up (The Avoid the Star Thwomps command overrides the lost action from falling).
    • Flying-Types, Levitators, & Pokémon under the influence of either Magnet Rise or the Levitate Command, as well as Pokémon holding a non-consumed Air Balloon, cannot be thrown off the arena in this manner.
  • At the end of each round (Not including the start of the battle), the referee will RNG an action, & publicly reveal the result. Next round, at the end of that action, Star Thwomps will fall onto the arena & flatten all Pokémon, dealing damage equal to ((8-Pokémon's SC)×5). Those Pokémon hit will flinch their next action.
    • This, however, can be avoided with the command: Avoid the Star Thwomps. This command has +6 Priority, costs 2 Energy, & cannot be prevented by Taunt or Torment. This command cannot be encored, either.
    • Suspending Fly will also allow the user to avoid the Star Thwomps as well.
Summary: Race around the original Rainbow Road from Super Mario Kart, & avoid the Star Thwomps! Also, remember to try & not fall, or use Entry Hazards!

Anyone want to fight on an "interesting" arena?
 

Geodude6

Look at my shiny CT!
Gonna get some training in for TLR.


2v2 beginner doubles
2-day DQ
No recovery moves
Infinite chills
2 subs
No items
1 ability
Unown Soup


For the ref's convenience:


Shelgon (M)
Hasty nature (+15% Speed, +12% Accuracy, -1 Def)
Type: Dragon

Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
 
Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Overcoat (DW): (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).

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3-
SpA: Rank 2
SpD: Rank 2
Spe: 58+
Size Class: 2
Weight Class: 5
Base Rank Total: 16

EC: 4/9
MC: 3
DC: 3/5


Attacks:
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Dragon Claw

Dragon Dance
Hydro Pump
Thrash

Brick Break
Fire Blast
Rock Slide

Draco Meteor

Torchic (F)
Naughty nature (+1 Atk, -1 SpD)
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 bushfire 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): (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 occurs at the end of each round (stats other than Speed are still affected).

Stats:
HP: 90
Atk: Rank 3+
Def: Rank 2
SpA: Rank 3
SpD: Rank 1-
Spe: 45
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 2/9
MC: 3
DC: 2/5

Attacks:
Scratch
Growl
Focus Energy
Ember
Peck
Sand-Attack
Fire Spin

Baton Pass
Night Slash
Reversal

Fire Blast
Shadow Claw
Swords Dance

Fire Pledge
Field Type = Neutral
Complexity = Moderate
Format = Multiples!!!
No Restrictions

The battlers are on a solid platform in the middle of a giant bowl filled with delicious broth. No move restrictions at all, because you can safely go seismetoad on the platform and there is plenty of broth to swampert your enemies with. In the soup, there is one of each letter unown floating in around aimlessly. They are all close enough to pick up, and a battler may use one action each round (they can't just use three unowns) to use any move that begins with that letter. Once an unown is used, it cannot be used again.
 

Geodude6

Look at my shiny CT!
3 open challenges all the same, I would prefer to fight a strong FE 'mon. This is not counter farming, however, as I plan to win.

1v1 singles
2-day DQ
No recovery moves
Infinite chills
2 subs
No items
1 ability
Unown Soup

For the ref's convenience:


Ralts (M)
Nature: Modest (+1 SpA, -1 Atk)
Type: Psychic
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
Trace: (Can be Activated) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.
Telepathy (DW): (Innate) This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.

Stats:
HP: 90
Atk: Rank 0-
Def: Rank 1
SpA: Rank 3+
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 10

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

Attacks:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind

Destiny Bond
Disable
Encore

Hidden Power (Ice, 7)
Thunderbolt
Psyshock
Field Type = Neutral
Complexity = Moderate
Format = Multiples!!!
No Restrictions

The battlers are on a solid platform in the middle of a giant bowl filled with delicious broth. No move restrictions at all, because you can safely go seismetoad on the platform and there is plenty of broth to swampert your enemies with. In the soup, there is one of each letter unown floating in around aimlessly. They are all close enough to pick up, and a battler may use one action each round (they can't just use three unowns) to use any move that begins with that letter. Once an unown is used, it cannot be used again.
 

Geodude6

Look at my shiny CT!
I will ED, on one condition: we battle on Unown Soup. I would prefer to fight your Scrafty if possible.
 

ZhengTann

Nargacuga
is a Forum Moderator Alumnus
Technically, its only 4 days >_> but whatever, reserving this. Also,

2v2 beginner doubles
2-day DQ
No recovery moves
Infinite chills
2 subs
No items
1 ability
Unown Soup


For the ref's convenience:


Shelgon (M)
Hasty nature (+15% Speed, +12% Accuracy, -1 Def)
Type: Dragon

Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
 
Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Overcoat (DW): (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).

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3-
SpA: Rank 2
SpD: Rank 2
Spe: 58+
Size Class: 2
Weight Class: 5
Base Rank Total: 16

EC: 4/9
MC: 3
DC: 3/5


Attacks:
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Dragon Claw

Dragon Dance
Hydro Pump
Thrash

Brick Break
Fire Blast
Rock Slide

Draco Meteor

Torchic (F)
Naughty nature (+1 Atk, -1 SpD)
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 bushfire 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): (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 occurs at the end of each round (stats other than Speed are still affected).

Stats:
HP: 90
Atk: Rank 3+
Def: Rank 2
SpA: Rank 3
SpD: Rank 1-
Spe: 45
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 2/9
MC: 3
DC: 2/5

Attacks:
Scratch
Growl
Focus Energy
Ember
Peck
Sand-Attack
Fire Spin

Baton Pass
Night Slash
Reversal

Fire Blast
Shadow Claw
Swords Dance

Fire Pledge
Field Type = Neutral
Complexity = Moderate
Format = Multiples!!!
No Restrictions

The battlers are on a solid platform in the middle of a giant bowl filled with delicious broth. No move restrictions at all, because you can safely go seismetoad on the platform and there is plenty of broth to swampert your enemies with. In the soup, there is one of each letter unown floating in around aimlessly. They are all close enough to pick up, and a battler may use one action each round (they can't just use three unowns) to use any move that begins with that letter. Once an unown is used, it cannot be used again.
I'll be taking up this challenge with Erza-Rebble and Cana-Grimer, now we need a reff.
 
Open Challenge:
5v5 NFE Doubles (Make the match as fair as possible please, don't bring 3-5 MidCup Pokemon or anything :P)
All abilities
1 day DQ
Switch = KO
Training items
Everything else is standard
Arena is up to the challenger

Edit: making it a 5v5 doubles, I'm buying a Deino from the PCT
 

Users Who Are Viewing This Thread (Users: 1, Guests: 3)

Top