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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. Someoneelse

    Someoneelse Why am I here?

    Joined:
    Sep 7, 2012
    Messages:
    2,125
    Reffing Galladiator EspyOwner and Ullar

  2. akela

    akela

    Joined:
    Mar 22, 2012
    Messages:
    4,311
    Open Challenge
    3 v 3 LC Singles
    2 Day DQ
    Training Items
    1 Substitution
    2 Recoveries
    5 Chills
    All Abilities
    ASB Arena
  3. Frosty

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

    Joined:
    Mar 25, 2008
    Messages:
    731
    I Accept.
  4. yoshinite

    yoshinite

    Joined:
    Aug 26, 2012
    Messages:
    1,016
    Bumping My challenge, however modifiying
    3v3 Weak FE Rotation Singles (<30 Moves)
    3 Day DQ
    Training Items
    Switch=lol
    INFINITY Subs
    ONE Abiliry
    2/5 R/C
    Pokemon Stadium
    Arena (open)

    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.

  5. Mylo Xyloto

    Mylo Xyloto

    Joined:
    May 12, 2012
    Messages:
    807
    Need a subref for this.
  6. waterwarrior

    waterwarrior

    Joined:
    Oct 20, 2010
    Messages:
    1,536
    Anyone?
  7. Pwnemon

    Pwnemon Switching is a metagame trend
    is a Tutoris a Forum Moderatoris a Community Contributoris a Tiering Contributoris a Contributor to Smogonis a Smogon Media Contributor
    Doubles Co-Lead

    Joined:
    Aug 26, 2010
    Messages:
    3,872
    CHALLONGE SUBWAYJ
    1v1 FE
    2v2 Singles/ Doubles (1 NFE, 1 LC)
    1 Day DQ
    All abilities
    ASB arena
    no chills/ recovers
    Items = Training
    2 subs

    edit dropping my match with engi sorry man
  8. UllarWarlord

    UllarWarlord

    Joined:
    Nov 8, 2011
    Messages:
    2,686
    [​IMG]
    My army requires further training...

    3v3 Weak FE Singles
    2 Day DQ
    All abilities
    ASB arena
    5 chills / 2 recovers
    Items = None
    2 subs per mon
    Arena: Faylion's Mind
  9. Faylion

    Faylion

    Joined:
    Nov 24, 2011
    Messages:
    473
    Reffing ^this^ when challenger is found.
  10. Leethoof

    Leethoof

    Joined:
    Feb 23, 2011
    Messages:
    2,451
    CHALLENGING PWNEMON
    4v4 LC Doubles
    2 Day DQ
    1 Subs
    2 Rec/5 Chills
    Arena: Unown Soup
  11. Eternal Drifter

    Eternal Drifter

    Joined:
    Apr 11, 2012
    Messages:
    1,604
    Refs are rare. I'd best be taking this, but dropping my battle with The Royal Guard since no refs are willing to take it. Sorry, The Royal Guard.
  12. Pwnemon

    Pwnemon Switching is a metagame trend
    is a Tutoris a Forum Moderatoris a Community Contributoris a Tiering Contributoris a Contributor to Smogonis a Smogon Media Contributor
    Doubles Co-Lead

    Joined:
    Aug 26, 2010
    Messages:
    3,872
    yep @ leet

    all abilities
    items training
    switch = ok
  13. Leethoof

    Leethoof

    Joined:
    Feb 23, 2011
    Messages:
    2,451
    Reffing WW and Geodude (is it singles or doubles??), Frosty and Akela.

    clearin dat q
  14. lucarioisawesome

    lucarioisawesome

    Joined:
    Jul 17, 2011
    Messages:
    477
    3vs3 triples. (1 FE each, 2 NFE)
    2 days dq
    All abilities
    Underground
    no chills/ recovers
    Items = Training
    2 subs
    arena (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 has an additional fifty percent (50%) chance to be 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 has an additional fifty percent (50%) chance to be inflicted upon opponents that come in contact with this pokemon, even if they are genderless or the same gender. Attraction lasts six (6) actions.
    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.
  15. Ragnarokalex

    Ragnarokalex

    Joined:
    Jan 7, 2011
    Messages:
    3,994
    taking LiA's Fight
  16. Its_A_Random

    Its_A_Random The imitated
    is a Forum Moderatoris a Community Contributor
    Moderator

    Joined:
    Mar 19, 2010
    Messages:
    2,321
    Looking for a Training Match.

    3v3 Triples (1 FE, 2 NFE)
    Training Match — Does not count towards W/L/T
    3 Day DQ Time
    ∞ Recoveries/∞ Chills per Pokemon
    2 Substitutions
    Items = Training Items Permitted
    Arena: ASB Tournament Arena

    Anyone?
  17. yoshinite

    yoshinite

    Joined:
    Aug 26, 2012
    Messages:
    1,016
    Accepting^
  18. inanimate blob

    inanimate blob

    Joined:
    May 31, 2011
    Messages:
    1,453
    Looking for a Training Match, too.

    2v2 Little Cup Doubles
    1 Day DQ
    2 Recoveries/5 Chills overall
    Training Items Permitted
    Arena: ASB Stadium (so essentially a blank battlefield)

    You know you want to. :3


    Killing this.
  19. SubwayJ

    SubwayJ

    Joined:
    Dec 16, 2011
    Messages:
    2,753
    Challenging Canis to a 1v1 Training Battle!

    NFE Mons

    Switch = Nope
    Abilities = All
    Items = Training
    1 Sub
    2 Recovers/5 Chills
    1 Day DQ (be faster)
    Ullar's choice of arena

    LETS DO THIS
  20. Canis Majoris

    Canis Majoris

    Joined:
    Jan 27, 2013
    Messages:
    1,503
    I hereby accept this challenge.
    Let's do this!
  21. UllarWarlord

    UllarWarlord

    Joined:
    Nov 8, 2011
    Messages:
    2,686
    [​IMG]
    As agreed, I shall referee this...but it shall take place in my domain...

    Arena:
    Spellcaster's Colosseum (open)
    The ASB Arena is covered by a black storm. Two tall pedestals have been erected on each side of the arena, one for each of the Trainers. These pillars seem...different. The truth is, they have been imbued with magical powers...allowing the Trainers to do more than just command their Pokemon...

    Arena Summary:
    -All moves are successful, just like the normal ASB Arena
    -At the beginning of each round, the trainer who is not moving first may cast a spell on either one of their Pokemon or the opposing team's Pokemon
    -All status, major and minor, as well as stat boosts and decreases, all vanish at the end of a round. This includes those inflicted by spells

    Spells that can be cast:
    -Infernal Fire: Target is burned for the round
    -Deadly Plague: Target suffers 3DPA Toxic for the round
    -Utter Disorientation: Target suffers confusion for entire round
    -Binding Electricity: Target suffers 25% Paralysis for entire round
    -Eastern Wind: Target is under effect of Tailwind for the round
    -Crippling of Defenses: Target suffers -2 Def and SpD for the round
  22. Faylion

    Faylion

    Joined:
    Nov 24, 2011
    Messages:
    473
    LF 1v1 flash match. dont really care about anything else.

    Using:
    [​IMG]

    Cottonee ♀ (Jubilee) (open)

    Nature:
    Timid (+Spe, -Atk)

    Type:
    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:
    Ability 1: Prankster
    Type: Innate
    The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

    Ability 2: Infiltrator
    Type: 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.

    Ability 3: Chlorophyll (DW: Locked)
    Type: Innate
    During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

    Stats:
    HP: 90
    Atk: Rank 1 (-)
    Def: Rank 2
    SpA: Rank 2
    SpD: Rank 2
    Spe: 76 (+) (13% Acc)
    Size Class: 1
    Weight Class: 1
    Base Rank Total: 13


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

    Attacks:
    Physical:
    Razor Leaf

    Special:
    Absorb
    Mega Drain

    Support:
    Cotton Spore
    Encore
    Grass Whistle
    Growth
    Leech Seed
    Poison Powder
    Safeguard
    Substitute
    Stun Spore
    Switcheroo
    Toxic
  23. UllarWarlord

    UllarWarlord

    Joined:
    Nov 8, 2011
    Messages:
    2,686
    [​IMG]
    This too is mine to referee...and as agreed, I select the arena...

    Arena:
    Spellcaster's Colosseum (open)
    The ASB Arena is covered by a black storm. Two tall pedestals have been erected on each side of the arena, one for each of the Trainers. These pillars seem...different. The truth is, they have been imbued with magical powers...allowing the Trainers to do more than just command their Pokemon...

    Arena Summary:
    -All moves are successful, just like the normal ASB Arena
    -At the beginning of each round, the trainer who is not moving first may cast a spell on either one of their Pokemon or the opposing team's Pokemon
    -All status, major and minor (including Reflect, Light Screen, Safeguard, Wish and the like), as well as stat boosts and decreases, all vanish at the end of a round. This includes those inflicted by spells

    Spells that can be cast:
    -Infernal Fire: Target is burned for the round
    -Deadly Plague: Target suffers 3DPA Toxic for the round
    -Utter Disorientation: Target suffers confusion for entire round
    -Binding Electricity: Target suffers 25% Paralysis for entire round
    -Eastern Wind: Target is under effect of Tailwind for the round
    -Crippling of Defenses: Target suffers -2 Def and SpD for the round
    -Protective Barrier: Target is under both Light Screen and Reflect for the round
    -Enchanted Spirit: Target is under Safeguard for the round
    -Fearful Presence: Target gains the effects of Pressure for the round
  24. inanimate blob

    inanimate blob

    Joined:
    May 31, 2011
    Messages:
    1,453
    Will take, let's get a started STAT! Setting a 1 Day DQ as well.

    Using Django.

    Django the Scraggy (open)

    [​IMG]
    Scraggy [Django] (M)

    Django is quite the little scrapper! He loves to pick out fights with Pokémon that are bigger than it, often failing but always getting back up. He also saved his wife from a life of slavery and killed Leo.

    Nature: Adamant (+1 Atk, -1 SpA)
    Type: Dark/Fighting
    Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
    Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

    Abilities:
    Shed Skin: 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.
    Moxie: This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
    Intimidate (DW LOCKED): When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.

    Stats:
    HP: 90
    Atk: Rank 4 (3+1)
    Def: Rank 3
    SpA: Rank 1 (2-1)
    SpD: Rank 3
    Spe: 48
    Size Class: 1
    Weight Class: 2
    Base Rank Total: 15

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

    Attacks:
    Level Up
    Leer
    Low Kick
    Sand-Attack
    Faint Attack
    Headbutt
    Swagger
    Brick Break
    Payback

    Egg Moves
    Dragon Dance
    Fake Out
    Ice Punch

    TMs/HMs
    Dragon Claw
    Dig
    Stone Edge
  25. Galladiator

    Galladiator

    Joined:
    Sep 5, 2010
    Messages:
    1,944
    Open arena testing challenge time...

    3v3 LC Training Singles
    2 Rec/5 Chill
    Switch=KO
    Training Items
    All Abilities
    2 Substitutions
    1 Day DQ

    Arena:

    The Wheel of Misfortune (open)
    This arena is similar to the ASB Arena, with the exception that the battling surface is completely clear, with a wheel underneath marked with each of the seventeen types. Before the beginning of the match, the wheel is spun, and the type the wheel lands on is affected in two ways: 1) all moves of that type will cost 3 more EN to use in the following round, and 2) any Pokemon of that type in the Trainers' teams--regardless of whether they are active--receive a flat unblockable ten (10) HP damage.

    At the end of each round, the wheel is spun again to select a new type, and the damage (if applicable) is dealt before the Trainers issue their actions. After every two rounds, an extra type will be spun, meaning that after Round 2, two types will be selected, and after Round 4, three types will be chosen. The maximum number of types to be spun is three. The damage received also stacks; for example, if at any point after Round 2 the Ice and Dark types are selected, a Weavile would receive 20 damage, whereas an Absol or Snorunt would take the normal 10 damage.

    Summary:
    -All moves allowed; functions as a normal ASB Arena
    -At beginning of match, a random type is RNGed by the ref; all Pokemon of this type on a Trainer's team (active or otherwise) take 10 damage, and all moves of the type cost an additional 3 EN to use
    -At end of round, ref RNGs type again, and same rules apply
    -After Round 2, ref RNGs two types instead of one, and after Round 3, ref RNGs three types (three max RNGed types)
    -All damage dealt by wheel stacks if a Pokemon is of two of the RNGed types


    Any takers?

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