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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. IceSpade

    IceSpade

    Joined:
    Oct 11, 2012
    Messages:
    227
    Accepting Haradion's challenge.
    2 Subs
    3 recovery, 6 chills
  2. Haradion

    Haradion

    Joined:
    Aug 30, 2011
    Messages:
    62
    Fine with me. just need a ref.
  3. The Royal Guard

    The Royal Guard

    Joined:
    Sep 20, 2011
    Messages:
    1,495
    Challenging Matezoide to a match!

    4V4 Doubles
    2 Day DQ
    All abilities
    Arena: Gentlemans Ballroom

    This is a grand room that spans over three hundred feet all across in a circle. The ground is made of a solid marble, making digging impossible(also who would trash a classy mans floor) in the very center, the lord of this house has installed a 50 ft across and 50 ft deep pool of crystal clear water(drinking it might even heal you a bit). The outside of the circle is rimmed in black marble pillars and a bit beyond that are extremly tall windows showing a beautiful courtyard. Now to keep things interesting, the lord(ref) may ask the combatants to prefor different feats of skill, or suffer his displeasure.
    Mat can decide all else
  4. Matezoide

    Matezoide

    Joined:
    Jul 4, 2012
    Messages:
    513
    I accept.

    All Items
    1 Sub per mon
    1 Recover/3 Chills per mon
  5. Deck Knight

    Deck Knight Photorealistic Seagull (PSG)
    is a Forum Moderatoris a CAP Contributoris a Smogon Media Contributor
    Moderator

    Joined:
    May 27, 2005
    Messages:
    7,592
    I will ref this flashily.
  6. Entei999

    Entei999

    Joined:
    Sep 23, 2012
    Messages:
    145
    Open Challenge!

    3v3 Mid-Stage Doubles
    2 Day DQ
    2 Subs
    2 Recoveries/Unlimited Chills
    Arena: Objection's Treadmills of Doom
    Treadmills of Doom (open)
    Arena: Treadmills of Doom
    Field Type: Neutral
    Complexity: Intense
    Format: Singles
    Restrictions Water Source only for Surf, No Weather, No SolarBeam, No Natural Elements, No Digging, No suspending Fly, No Entry Hazards

    Arena basics:

    • No weather or SolarBeam
    • External water source can only be used for Surf
    • No natural elements (rocks, grass, etc.)
    • No digging
    • No suspending Fly
    • Seismic moves allowed

    The pokemon are inside what looks like an evil mastermind's lair, complete with death traps for any superheroes or secret agents that think they can bring said mastermind to justice. The actual arena is just one of these death traps: a bunch of treadmills set out in several rows with shark tanks at the ends of the rows. The walls on the sides of the arena have been marked at 10ft intervals and it is clear that the length of the treadmill arena is 100ft, not counting the shark tanks at each end. The treadmills' constant movement disrupts all entry hazard placement.

    The key aspect of this arena is position, or more specifically, how far along the treadmills the pokemon are. The treadmills span positions from 1ft to 100ft, and the shark tanks are at locations 0ft and 101ft. The treadmills go in the direction of the shark tank that they are closer to, so from 1ft to 50ft, they go towards 0ft, and from 51ft to 100ft, they go towards 101ft. If a pokemon should fall into a shark tank, that pokemon is KO'd immediately. Flying and levitating pokemon are not exempt from this as the gravity in this room is slightly intensified - not enough for Gravity's effect to happen or for flying and levitating pokemon to lose their immunities to Ground-type and seismic moves respectively, but enough to force them to come to the ground briefly at the end of each action.

    Detailed arena mechanics:

    At the start of the battle, whoever sends out their pokemon first sends them out at the 50ft mark and whoever sends their pokemon out second sends theirs out at the 51ft mark. Any time a new pokemon is sent out, it is sent out at whichever position the trainer's first pokemon was sent out at.

    At the end of every action, every pokemon will be pulled 1ft by the treadmills. For pokemon whose position is between 1ft and 50ft, subtract 1ft. For pokemon whose position is between 51ft and 100ft, add 1ft. In addition, all pokemon lose 1 energy as they try to stay away from the shark tanks. Pokemon with Hustle enabled lose 2 energy but do not get pulled by the treadmills. However, there are certain situations in which a pokemon will not run to stay out of the shark tanks. If a pokemon finds itself in one of those situations, it loses no energy but the treadmills pull it 5ft towards the nearest shark tank. These situations are as follows:
    • The pokemon chilled in that action.
    • The pokemon cooled down in that action after using a combo.
    • The pokemon is immobile, meaning that it is either under the effect of Ingrain, Wrap, Bind or Clamp, or it is grappling an opponent (dealing damage to it per action) with Wrap, Bind or Clamp.
    • The pokemon is anchored (see the Anchor command for details).
    • The pokemon failed to act at all in the action for any reason (including but not limited to flinch, sleep and full paralysis; however, not including a move missing or having no effect due to immunity).

    All direct damaging moves except partial trapping ones like Wrap and Fire Spin have a knockback component. Unless the target is immobile, it will be pushed away from the user of a direct damaging move that hits it. If the user and target are in the same position, or if the move involves picking up or throwing the target (such as Circle Throw, Psychic or Sky Drop), the move sends the target towards the nearest shark tank. The knockback component is equal to the BAP of the move (before all adjustments except Technician, the *0.75 for multi-target moves and multi-hit calculation) plus the user's attack or special attack rank (depending on whether the move is physical or special) minus double the target's weight class. For moves that deal fixed damage, treat their BAP as half of the damage dealt. If the move is a contact move, its BAP is multiplied by 1.5. The end result is rounded off to the nearest whole number using normal rounding rules, but the knockback component is always at least 0ft.
    For example, a Modest Tomohawk's Hurricane against a Quiet Machamp has a knockback component of (12+5-2*5)=7ft, while that same Machamp's DynamicPunch against the same Tomohawk has a knockback component of (10*1.5+5-2*3)=14ft.​

    In this arena, a pokemon that isn't immobile may use the Dash command to run to a particular integer position. The range of valid positions the pokemon can run to is its current position plus or minus 10% of its current speed (rounded to the nearest whole number) and the energy cost for using the command is (5 * distance travelled / maximum possible distance), rounded to the nearest whole number with a minimum energy cost of 1. If a pokemon tries to run to an invalid position, it will simply run as far as it can in that direction and the command will cost 5 energy. It doesn't matter whether there's another pokemon at the same position or not - the rows of treadmills are wide enough to allow multiple pokemon to share the same spot along the length of the arena.
    For example, an Adamant Raticate with no speed boosts or drops can run up to (97/10)=9.7ft (which gets rounded to 10ft) in either direction. If said Raticate is at the 20ft mark, this means it can run to the 10ft mark, the 30ft mark or anywhere in between. Running to the 13ft mark or the 27ft mark would cost it (5*7/10)=3.5 energy, which would be rounded to 4. If it tries to run to the 35ft mark, it will run as far in that direction as it can, which will take it to the 30ft mark.​
    The Dash command cannot be encored or disallowed by moves that typically prevent certain moves from being used such as Taunt, and it is not subject to the consecutive move penalty.

    Contact moves have a limited range based on the pokemon's size class. If the distance between the pokemon using the contact move and the intended target is less than or equal to the user's size class, the move will work as normal. Otherwise, as long as the pokemon is not immobile, it will try to run up to its target and use its intended move as if using the Dash command as part of the move, with the maximum distance being doubled if the move is Pursuit. The pokemon will only run until the distance between it and its target is equal to its size class before attempting to use the move; however, if the move misses, there is a 50% chance that the pokemon will then continue to run until it runs as far as it possibly could. If the move being used is U-turn, the pokemon will then return to its previous position immediately. Otherwise, it will remain in its new position until it is moved by the treadmills. In the event that the pokemon cannot reach its target, it will fail to use its intended move, but the fact that it managed to Dash means it doesn't count as failing to act and, if the intended move was a combo, the pokemon is not forced to cool down on the following action. An immobile pokemon that attempts to hit an out-of-range opponent with a contact move will simply fail to act.
    For example, an Adamant Gliscor at the 30ft mark can use Acrobatics on an opponent whose position is between 27ft and 33ft as usual. Said Gliscor can run up to (95/10)=9.5ft (which gets rounded to 10ft), so would also be able to hit opponents whose position is between 17ft and 43ft, but this would require Gliscor to spend some energy travelling towards the opponent. Attempts to hit opponents any further away will result in Gliscor running to either the 20ft mark or the 40ft mark, whichever is closer to the intended target of Acrobatics, but Gliscor won't execute its intended move.​

    There are other commands that may be used in this arena. The Sprint command allows a pokemon to run up to three times as far as it could with the Dash command for an energy cost of (20 * distance travelled / maximum possible distance). However, the pokemon will have to cool down on the next action as though it had just used a combo. This command, like the Dash command, cannot be encored or prevented by moves that usually prevent moves. Unlike the Dash command, this command cannot be used while enduring.

    The Anchor command costs 5 energy and gives the pokemon a "permanent" anchored effect. This effect prevents the pokemon from being removed from play by opponents' moves and reduces the knockback of all damaging moves except those that involve picking up or throwing the pokemon (such as Circle Throw, Psychic or Sky Drop). If the pokemon has Suction Cups, the knockback is eliminated completely; otherwise, the knockback is halved and rounded to the nearest whole number. However, being anchored also removes any immunity to Ground-type moves and, any time the pokemon is hit by a direct damaging move that doesn't involve picking it up or throwing it, it loses energy equal to 50% of the knockback the move has. If the pokemon is successfully picked up or thrown, or if it attempts to use the Dash command, the Sprint command, a contact move on an out-of-range target or any move that involves jumping or flying, or if the pokemon is ordered to end its anchored effect as part of another action, its anchored effect ends. Finally, this command cannot be encored and, with the exception of Taunt, cannot be prevented by moves that usually prevent moves.
  7. LupusAter

    LupusAter

    Joined:
    Apr 19, 2009
    Messages:
    1,084
    I accept.
    Training Items
    All abilities
  8. deadfox081

    deadfox081

    Joined:
    Mar 31, 2011
    Messages:
    4,133
    Looking for a 1v1 to raid train my Cradily. All else is up to you.
  9. Haradion

    Haradion

    Joined:
    Aug 30, 2011
    Messages:
    62
    Can we get a ref for this please?
  10. ZhengTann

    ZhengTann Nargacuga
    is a Pre-Contributor

    Joined:
    Mar 7, 2012
    Messages:
    2,158
    Reffing the above (Haradion vs IceSpade) but IceSpade is obligated to VM me the Switch Clause, lest I decide it myself. Note that PM-ing teams is still done as per standard procedure. Have a nice day.
  11. The Wanderer

    The Wanderer

    Joined:
    Nov 2, 2011
    Messages:
    2,790
    So! I never ref anymore, and I really do think it's time to fix that, so I'm gonna be reffing a big one!

    6v6 FE singles
    2 subs
    2 recoveries/5 chills
    2 day DQ
    Items = Up to the first player to accept
    Switch = Up to the second
    Abilities = All
    And the arena is...
    Yume Nikki (open)
    Yume Nikki
    Field Type: Depends on the battlefield (see below)
    Complexity: Ridiculously Intense
    Restrictions: Depends on the battlefield (see below)

    Description: The pokemon fight within the dreams of a little girl who may or may not be severely f***ed up. Who knows what could happen...

    At the end of each round, unless using an effect dictates otherwise, the ref will RNG d4. Depending on what is rolled, the corresponding event happens:

    1. Nothing happens - Continue the battle as normal.
    2. Change battlefield - Change the arena (See Battlefields).
    3. Effect - RNG a trainer. That trainer gains an effect (See Effects).
    4. Arena Event - What happens depends on the arena the battle is currently in (See Battlefields).

    Battlefields: If the RNG at the end of the round lands on a 2, the ref will RNG d5. Whatever number it lands on, the environment will turn into the corresponding arena:

    1. The Nexus - A creepy place full of aztec-like paintings on the floor and a circle of doors in the center. This arena is pretty vanilla, as despite there being no plants, dust or even weather, it is somehow possible to use grass knot and weather moves. The only real restriction is that there's no actual water source. This is the arena at the start of the battle.
    Field Type: Neutral
    Restrictions: No water source
    Arena Event: Strange eggs pop up in front of the pokemon. Each player gains an effect.

    2. Snowfield - A vast field of snow, the occasional tree, and a few igloos. It is always hailing, and only the umbrella effect can override this. There's no water source, unless you have a fire move to melt some of the snow. Also, there's too much snow to take advantage of Grass Knot.
    Field Type: Ice
    Restrictions: Always hailing (only umbrella effect can change the weather), no water source initially, no Grass Knot
    Arena Event: Brrr! All pokemon in play are frozen. Ice- and fire-types are immune to this.

    3. Corpse Road - A rainy, forested highway with a dead body in the center...hit by a car, most likely. It is always raining, and only the yukionna effect can override this. Puddles are everywhere, making moves like surf viable.
    Field Type: Ghost
    Restrictions: Always raining (only yukionna effect can change the weather)
    Arena Event: Your pokemon swears it sees that corpse twitching...for the next round, all pokemon in play suffer -2 to their attack and special attack stats.

    4. Pastel Lake - An island in a strangely pink body of water and balloons floating in the sky. If the pokemon is not holding an item, it can grab onto one and gain the benefits of an air balloon - however, it will only work in this arena. There's also an odd house that's home to a girl with a ponytail...and a horrifying abomination, too...
    Field Type: Water
    Restrictions: Pokemon gains air balloon if not already holding an item (disappears at end of battle/switching of arena)
    Arena Event: It's Uboa! And he's scared the crap out of your pokemon! For the next round, each pokemon in play has a 50% chance of being unable to attack. Ghost-types are immune to this.

    5. White Desert - A vast, desolate realm where the sky is black and everything else is stark white. There's no water or plants; just Monoko, a bizarre girl with limbs sticking out of every part of her body...
    Field Type: Ground
    Restrictions: No water source, No Grass Knot
    Arena Event: Monoko starts spinning around recklessly, crashing into you. All pokemon in play suffer a fixed, typeless 15 damage that bypasses any means of protection.

    Effects: Occasionally, the RNG may bestow a player with an effect. In which case, the ref will RNG d100 to determine just which effect that is. Some effects are passive and last only for a round; others allow for a single use, but can only be used within the next round. Using an effect takes up a single action, does not cost any energy, and has a priority of -9. Moreover, non-damaging effects can be used even while taunted. Only one team member at a time can use an effect, so if you get one in a doubles or triples battle, you will have to choose which pokemon gets it. The effects are as follows:

    1-10: Bicycle (Passive) - The pokemon rides a bicycle, and gains +1 priority to all its attacks for the next round.
    11-20: Lamp (Passive) - The pokemon's head turns into a lamp, illuminating any and all weak spots. All of the pokemon's attacks will bypass any type immunities or abilities that would negate damage for the next round. Any other effects of said abilities, however, will still take effect (e.g. using a fire attack on a pokemon with flash fire would do damage, but still boost the power of his fire moves).
    21-30: Nopperabou (Passive) - The pokemon's face disappears, and gains the ghost type and all its benefits (in addition to its current types) for the next round. If the pokemon is already ghost-type, it gains +2 to its attack and special attack instead.
    31-40: Frog (Passive) - The pokemon's head turns into that of a frog, and gains the water type and all its benefits (in addition to its current types) for the next round. If the pokemon is already water-type, it gains +2 to its defense and special defense instead.
    41-50: Yukionna (Usable) - The pokemon turns into the snow woman and summons a hailstorm that lasts for 6 actions, even in the corpse road.
    51-60: Umbrella (Usable) - The pokemon sports an umbrella and summons rain that lasts for 6 actions, even in the snowfield.
    61-70: Demon (Usable) - The pokemon turns into a red-skinned demon and uses the attack Thunderbolt. If it's raining, the pokemon will use Thunder instead, with a 30% chance of bypassing protect/detect. Either way, this attack costs no energy.
    71-80: Hat and Scarf (Usable) - The pokemon dons a winter hat and scarf and uses the attack Ice Beam. If it's hailing, the pokemon will use Blizzard instead, with a 30% chance of bypassing protect/detect. Either way, this attack costs no energy.
    81-90: Stoplight (Usable) - The pokemon turns into a stoplight, and renders a single opponent unable to use damaging moves or taunt for the rest of the round. In that same timeframe, the user cannot use such attacks, either. Moreover, If the current arena is the white desert when this is used, The RNG will be skipped at the end of the round, and the arena event will be triggered.
    91-99: Medamaude (Usable) - The pokemon's head turns into a hand with an eye in the palm and does a fixed, typeless 15 damage to a single opponent that bypasses protect/detect/substitutes. Moreover, if the current arena is not the Nexus when this is used, the end-of-round RNG will be skipped, and the arena will be changed to the Nexus.
    100: Knife (Usable) - The pokemon stabs a single opponent with a kitchen knife, resulting in an automatic KO that bypasses any means of protection - no ifs, ands or buts. If the trainer has already used this effect earlier in the battle, or if his/her opponent only has one pokemon left, the trainer will not gain the effect, and the ref will reroll.


    Have at it, gents!
  12. DFrog

    DFrog

    Joined:
    Aug 1, 2009
    Messages:
    1,172
    Dropping Match with aleka to take this. Hopefully this proves to be a fun time, because the arena promises much but can it deliver?
    Items = All
  13. SimonSays

    SimonSays

    Joined:
    Aug 13, 2010
    Messages:
    143
    A battle that comes with a ref? Yes please~!

    Switch = OK
  14. AOPSUser

    AOPSUser

    Joined:
    Dec 3, 2011
    Messages:
    1,587
    My battles with DFrog and SoS from the previous page still need refs.
  15. rickheg

    rickheg

    Joined:
    Aug 31, 2009
    Messages:
    2,536
    Challenging Matezoide to a match!

    4v4 FE Singles
    2 Day DQ
    Items = on
    2 recovers/5 chills per mon

    Matezoide can pick the rest.

    EDIT: Now with blackjack! And hookers!
  16. Matezoide

    Matezoide

    Joined:
    Jul 4, 2012
    Messages:
    513
    ^ Yup.
    Switch = KO
    2 Subs
    Abilites: All
    Arena:
    Show Hide

    Field Type = Neutral
    Complexity = Moderate
    Format = Eh, whatever
    No Restrictions on anything

    Here at the magical type shop, Mr.Heefloot sells many strange and mystical devices. Within these seemingly ordinary devices, a great power is contained, so great that it is even capable of changing the types of Pokemon! For a meager price of less than nothing, Mr.Heefloot is glad to rent these items out to budding trainers for the duration of a battle in his yard. He just loves seeing small creatures crushed by Shieldons! His yard is rather regular, covered in grass and with a small pond nearby, so there are no move restrictions.

    The arena is nothing special, but Mr.Heefloot will gladly give one of his precious seventeen items away to a Pokemon at the start of a battle, adding an additional type to them! For example, if the Fairy Wings are given to a Shieldon, then it would be counted for purposes of STAB, type resistances, etc. as a Rock/Steel/Flying type! Just to clear some stuff up, Mr.Heefloot says a Rock/Steel/Dark type is considered 8x weak to Fighting attacks (for an ASB modifier of 3.0), and a Water/Ice/Fire type is 8x resistant to Ice attacks (for an ASB modifier of .29). In addition, a Pokemon may take an item of a type they already are. For example Conkeldurr can go ahead and grab a Super Karate Black Belt to gain double the STAB bonus on fighting-attacks, but also doubling his weaknesses! Only one of each item can be attached per battle, and they do not take up the regular hold item a Pokemon usually has. Here is the list of items, have fun incorporating them into your flavor refs!

    Exceptionally Ordinary Something-or-other: This something-or-other has a habit of somewhat normalizing the Pokemon that somehow manages to wear or use it or something like that. Nobody really knows, its just kind of really ordinary and regular and stuff.
    Super Karate Black Belt: This black belt is extremely empowering, and instantly gives any Pokemon that wears it the fighting prowess of Jet Lee, Chuck Norris, Yip-man, and Sawk combined! "Be wary of flying feet and fists," it says on the genuine label.
    Fairy Wings: Though these wings may just look like they were ripped off of some five-year old's Halloween costume, they are genuine fairy wings. Easily super-glued on to even the most resistant of Pokemon, it grants them the ability to soar around like the average flying-type.
    Hive Mind: A small and insectoid brain in a jar, the trainer applies this item by deftly lobotomizing their Pokemon and replacing their frontal lobes with this. The Pokemon is then conquered by a strange alien hive race, and begins acting far more buggy than usual.
    Rotten Flower: With on whiff of this disgusting flower, any Pokemon becomes capable of spewing out toxic, poisonous goop like no other. It really is that disgusting. Trainers are suggested to wear gas masks around this item.
    Prickly Rose: To apply the powers of this item, the trainer simply slaps their Pokemon silly with it. Eventually, the thorny flower will cause a puncture wound, and its grassy juices with enter the Pokemon's bloodstream. Often, the Pokemon will have a habit of lying around inactively in the sun shortly after being Roseified. Studies are inconclusive on whether this is due to photosynthesis or blood loss.
    Scuba Flippers: Just stick these finely-crafted flippers onto any Pokemon's feet, and they'll be swiftly swimming through any drizzle! Instantly gain access to water sources like never before! Note: not proven to work on Pokemon without feet; Mr.Heefloot suggests jamming the flippers on the Pokemon's head.
    Torch: Light up your favorite pal, and voila! Instant fire-type!
    Mad Scientist Goggles: Equip these stereotypical goggles to a Pokemon, and watch as their fur/hair/scales/shield-faces becomes instantly frazzled by electricity! Soon, they'll be conducting dangerous experiments with Frankensteins and Tesla coils! They grow up so fast...
    Refrigerator: Often used in haikus, fridges apparently have another use! Stick this smaller version on top of a Pokemon's head, and they'll be calling Blizzards down upon the battle. It's a wonder what a little bit of chilled ice can do for someone!
    Bastiodon Skeleton: Unfortunately, not all Bastiodon fossils were in a good enough condition to resurrect. So, Mr.Heefloot hoarded them, and will gladly preform a rough full skeleton transplant with any brave Pokemon. The sturdy bones of the tough Bastiodon imbue the the patient with rock-hard skin.
    Model Train (1:2 scale): When a Pokemon conducts this half-size train, they barely even need their own powers anymore! Honestly, do they really need to use wimpy Pokemon moves when they can just crush their opponent beneath a steel train?
    Shovel: As Diglett and Dugtrio show, all you need to be a ground-type is live halfway underground! The shovel makes this unusually tough change much easier.
    Gypsy Tent: A Pokemon walks into this gypsy tent a simple Pokemon, and out comes a mystical psychic mind-reader, fully equipped with spoons, crystal globes, and tarot reading skills.
    Rusty Ghostbuster: Even Mr.Heefloot doesn't know he managed to acquire this antique, but he does know how it works. Just give it a little kick, and out comes a wicked ghost, eager to posses the nearest Pokemon!
    Ominous Hood: When hiding behind this dark, shrouded hood, a Pokemon seems to become evil and wicked, no matter how nice it usually is. It just seems to bring out the worst in everyone. Extended exposure is not suggested.
    Master Ball: Everybody knows that legendary dragons belong in Master Balls! So, Mr.Heefloot will gladly allow your Pokemon to sit in this legendary pokeball for a couple minutes, giving them the power of the dragons that used to call it home! Note: Mr.Heefloot does not guarantee the release of your Pokemon, especially if they are a well-trained strongmon.



    Ref, please? Also, me and TIO are needing a ref.


  17. akela

    akela

    Joined:
    Mar 22, 2012
    Messages:
    4,312
    RE-ISSUING OPEN CHALLENGE!
    2 vs 2 singles
    2 recoveries/5 chills.
    All Items
    All Abilities
    Substitutions and DQ period is up to whoever accepts.

    Arena (open)

    LEGOLAND!
    100 x 100 x 100 m area
    The ground is covered in legos. The walls are made of legos. The ceiling is made of legos. There are no doors. There are no windows. The ground causes 2 damage per action to those walking/standing/sitting on it. The effect of acupressure is doubled.


    I will be using the following 2 pokemon for it:
    Bagheera the Purrloin (open)
    [​IMG]
    Purrloin [Bagheera] [M]
    Nature: Naughty (+1 Atk, -1 SpD)
    Type: 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.
    Abilities:
    Limber (Innate): This Pokemon’s body is well trained and immune to paralysis.
    Unburden (Innate): This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its Speed doubles (x2) until it receives another item.
    Prankster (Innate) (Locked): The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
    Stats:
    HP: 90
    Atk: Rank 3 (+)
    Def: Rank 2
    SpA: Rank 2
    SpD: Rank 1 (-)
    Spe: 66
    Size Class: 1
    Weight Class: 2
    Base Rank Total: 13

    EC: 1/6
    MC: 0
    DC: 1/5

    Attacks:
    Level Up (11)
    Scratch
    Growl
    Assist
    Sand-Attack
    Fury Swipes
    Pursuit
    Torment
    Fake Out
    Hone Claws
    Snatch
    Night Slash
    Egg (3)
    Faint Attack
    Foul Play
    Pay Day
    Tutor (0)
    Event (0)
    Anime (0)
    Manga (0)
    TM/HM (3)
    Shadow Claw
    Snarl
    Cut

    Calci the Miltank (open)

    [​IMG]
    Miltank (*) [Calci] [F]
    Nature: Adamant (+1 Atk, -1 SpA)
    Type: Normal
    Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

    Abilities:
    Thick Fat (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.)
    Scrappy (Innate): This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
    Sap Sipper (DW) (Innate) (LOCKED): This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

    Stats:
    HP: 100
    Atk: Rank 4 (+)
    Def: Rank 4
    SpA: Rank 1 (-)
    SpD: Rank 3
    Spe: 100
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 19

    EC: 0/0
    MC: 0
    DC: 2/5

    Attacks:
    Level Up (10)
    Tackle (*)
    Growl (*)
    Defense Curl (*)
    Stomp (*)
    Milk Drink (*)
    Bide (*)
    Rollout (*)
    Body Slam (*)
    Zen Headbutt
    Wake-Up Slap
    Egg (3)
    Curse (*)
    Dizzy Punch (*)
    Sleep Talk (*)
    Tutor (0)
    Event (0)
    Anime (0)
    Manga (0)
    TM/HM (4)
    Rest (*)
    Gyro Ball (*)
    Substitute (*)
    Facade
  18. Frosty

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

    Joined:
    Mar 25, 2008
    Messages:
    731
    a cradily, eh?

    I will bite it. Bring it on and all.

    Switch: KO
    Item: Training
    Subs: 3
    Abilities: All
    Arena: ASB Arena

    I will use my Ludicolo for that.

    Odolwa the Ludicolo (open)

    [​IMG]
    Ludicolo [Odolwa] (M)
    Nature: Quiet (Adds One (1) Rank to Special 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)
    Typing: Water/Grass
    Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
    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:
    Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.
    Rain Dish: (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
    Own Tempo (DW): (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.

    Stats:
    HP: 100
    Atk: Rank 3
    Def: Rank 3
    SpA: Rank 4(+)
    SpD: Rank 4
    Spe: 60 (70/1.15) (-)
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 19

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

    Moves (49):

    Astonish
    Growl
    Absorb
    Nature Power
    Mist
    Natural Gift
    Mega Drain
    BubbleBeam
    Zen Headbutt
    Energy Ball
    Rain Dance
    Fake Out
    Fury Swipes
    Water Sport
    Thief
    Uproar
    Hydro Pump

    Counter
    Giga Drain
    Leech Seed
    Endure

    Ice Beam
    Protect
    Surf
    Scald
    Solarbeam
    Synthesis
    Substitute
    Focus Blast
    Blizzard
    Toxic
    Fire Punch
    Dive
    Drain Punch
    Icy Wind
    Focus Punch
    Ice Punch
    Sleep Talk
    ThunderPunch
    Seed Bomb
    Hyper Beam
    Double Team
    Rest
    Swagger
    Grass Knot
    Hail
    Sunny Day
    Brick Break
  19. Madotsuki

    Madotsuki

    Joined:
    Apr 5, 2011
    Messages:
    229
  20. Glacier Knight

    Glacier Knight

    Joined:
    May 12, 2011
    Messages:
    2,445
    Taking This. 1 sub, 2 Day DQ (also, i call switch=KO since you didnt specify)

    Pokemon will be edited in
    Rotom (open)


    [​IMG]
    Felix the Rotom (none)

    Nature: Modest (+special Attack, -attack)

    Type:
    Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

    Ghost: 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.


    Abilities:
    Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

    Stats:
    HP: 90
    Atk: Rank 1 (-)
    Def: Rank 3
    SpA: Rank 4 (+)
    SpD: Rank 3
    Spe: 91
    Size Class: 1 (0.3m)
    Weight Class: 1 (0.3kg)
    Base Rank Total: 16

    (fridge rotom stats, for convenience)
    Rotom-F
    HP: 90
    Atk: Rank 2 (-)
    Def: Rank 4
    SpA: Rank 5 (+)
    SpD: Rank 4
    Spe: 86
    Size Class: 4 (2.3m)
    Weight Class: 5 (100.03kg)
    Base Rank Total: 20

    MC: 0


    Attacks:
    Trick
    Astonish
    Thunder Wave
    Thundershock
    Confuse Ray
    Uproar
    Double Team
    Shock Wave
    Ominous Wind
    Hex
    Discharge

    Sucker Punch
    Pain Split
    Signal Beam

    Will-o-Wisp
    Protect
    Toxic
    Substitute
    Thunderbolt
    Snatch
    Volt Switch
    Shadow Ball

    18 Moves
    Castform (open)


    [​IMG]
    Dexter the Castform (M)


    Nature: Modest (+special attack, -attack)

    Type:
    Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

    Abilities:
    Forecast: (Innate) Changes Weather Ball’s type based on weather, and Changes Castform’s form during Sunlight, Rain, and Hail. It reduces the Energy Cost of all weather changing moves by 4 and Weather Ball by 1.

    Stats:
    HP: 100
    Atk: Rank 2 (-)
    Def: Rank 3
    SpA: Rank 4 (+)
    SpD: Rank 3
    Spe: 70
    Size Class: 1
    Weight Class: 1
    Base Rank Total: 18


    MC: 0


    Attacks:
    Tackle
    Water Gun
    Ember
    Powder Snow
    Headbutt
    Rain Dance
    Sunny Day
    Hail
    Weather Ball
    Hydro Pump
    Fire Blast
    Blizzard

    Clear Smog
    Disable
    Ominous Wind
    Hex

    Icy Wind
    Mimic
    Thunder Wave
    Tail Wind
    Endure

    Ice Beam
    Flamethrower
    Thunder
    Energy Ball
    Solar Beam
    Protect
    Shadow Ball
    Scald
    Sandstorm

    30 Moves
  21. yoshinite

    yoshinite

    Joined:
    Aug 26, 2012
    Messages:
    1,016
    @Madotsuki, I'll take both, expect reffing by the end of tomorrow.
  22. Ragnarokalex

    Ragnarokalex

    Joined:
    Jan 7, 2011
    Messages:
    3,994
    Well, i has slots now, so i better challenge Kevin

    2v2 Training NFE doubles
    1 Day DQ
    1 Sub
    1 Recov/Chill
    Items:ON
    Abilities:ALL
    Switch:Vi will come for you
    Arena: ASB arena, or whatever ref wants i guess

    and another:

    2v2 Training FE Doubles
    1 Day DQ
    1 Sub
    1 Recov/Chill
    Items:ON
    Abilities:ALL
    Switch:Teemo knows where you sleep
    Arena:
    Gentlemans Ballroom (open)


    This is a grand room that spans over three hundred feet all across in a circle. The ground is made of a solid marble, making digging impossible(also who would trash a classy mans floor) in the very center, the lord of this house has installed a 50 ft across and 50 ft deep pool of crystal clear water(drinking it might even heal you a bit). The outside of the circle is rimmed in black marble pillars and a bit beyond that are extremly tall windows showing a beautiful courtyard. Now to keep things interesting, the lord(ref) may ask the combatants to prefor different feats of skill, or suffer his displeasure.


    Looking for quick refs for these hopefully
  23. waterwarrior

    waterwarrior

    Joined:
    Oct 20, 2010
    Messages:
    1,542
    LET'S GET IT LOCKDOWN

    1v1 NFE Singles
    1 Day DQ
    2 subs
    no recovers/chills
    Training items
    All abilities
    ASB Arena

    Using Sealeo:
    The Walrus the Sealeo (open)


    [​IMG]
    Sealeo (The Walrus) Male
    Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)

    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.
    Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

    Abilities:
    Thick Fat: (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.)
    Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
    Oblivious (DW Ability- UNLOCKED): (Innate) This Pokemon is incapable of being affected by Attract or Cute Charm.

    Stats:
    HP: 100
    Atk: Rank 2
    Def: Rank 3
    SpA: Rank 4 (+)
    SpD: Rank 3
    Spe: 39 (45/1.15) (-)
    Size Class: 2
    Weight Class: 4
    Base Rank Total: 16

    EC: 7/9
    MC: 0
    DC: 5/5

    Attacks: (21 total)
    Physical:
    Body Slam
    Dive
    Earthquake
    Ice Ball
    Waterfall

    Special:
    Aurora Beam
    Blizzard
    Ice Beam
    Powder Snow
    Sheer Cold
    Signal Beam
    Surf
    Water Gun

    Status:
    Aqua Ring
    Defense Curl
    Encore
    Growl
    Hail
    Protect
    Rest
    Sleep Talk
  24. LockDown

    LockDown

    Joined:
    Jul 27, 2011
    Messages:
    673
    I seem to battle you a lot. (accepting)

    wait wut
  25. waterwarrior

    waterwarrior

    Joined:
    Oct 20, 2010
    Messages:
    1,542
    Reffing. Send me your mons, fellas!

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