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

Open Challenge:
2vs2 FE doubles
Training Battle!
Item: Training
Arena: ASB
3 Subs

Other stuff up to acceptor

Will use:


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


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
 
Open Challenge:
3v3 LC singles
Item: Training
2 subs per mon
One ability

Taking this.

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



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.
 
Open Challenge:
2vs2 FE doubles
Training Battle!
Item: Training
Arena: ASB
3 Subs

Other stuff up to acceptor

Will use:


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


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
Yush!
Standard everything else!

ADMIRE MY MANLY POKEMON!

Machoke [Blue] M

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​

Revenanhk [Pharaon] M

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​
 
Open Challenge:
3v3 LC singles
Item: Training
2 subs per mon
One ability
Switch=OK
2 Day DQ (3 for refs)
No recovers / 2 Chills



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.
2 days is fine. We need a ref for this!
 
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 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
 
Accepting Danmantican's first doubles challenge.

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

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).
 
Issuing an Open Challenge!

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

Arena:
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.
 
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:
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.
 

Someoneelse

Why am I here?
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.
 

Dogfish44

^_^
is a Forum Moderator
Moderator
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. 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.
 
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"
-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)