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

Taking both of Espy's matches, PM mons!

EDIT: Glacier your arena creativity is going away D: I mean, a small wooded area? You can do better than that! :P Anyway, accepted!
 
Challenging Flamey to a battle <3

2vs2 doubles (Weak FE's/Middlemons/Single Stagers, Pokemon cannot have more than 25 moves)
2 Day DQ
0 Recoveries/ Infinite Chills
Training Items Only
All Abilities
1 Sub per pokemon

Arena: A small wooded area.
 
Open challenge!!
1v1 LC singles
3 day dq
2 recoveries/5 chills
Items=Training
Abilities=All
2 subs

Request that ref and opponent enjoy bad puns because... [size=-11](I'm sorry if this arena sucks it just seems really fun to me)[/size]
Arena: Chamber of PUNishment
Field type: Dark/Ghost
Complexity: Moderate/High
Format: Singles

Description: It's a dark chamber underground, so no weather or moves that require natural light. There's no plants for mons to manipulate for moves like grass knot. There is a small stream running off to one side, allowing moves that require external water, but it's small and muddy, so those moves lose 2BAP and gain an extra 15% chance to lower the opponent's accuracy. Due to the darkness of the chamber, dark and ghost moves gain an extra 2BAP. Moves that require external rocks are allowed.

The fun part: Each round, when a trainer orders, they must add a relevant pun to their flavor. If a pun isn't bad enough/relevant (ref's judgment), the trainer's mon loses 10 HP and EN; however, if ONE SIDE'S pun (if they both are, don't do anything) is especially horrible or there are several (six or seven) good puns that make sense to the flavor (again, ref's judgment), the ref will rng a stat to be raised by one stage for that mon for the next round. (i.e. If side A made a ridiculously funny pun and side B's pun was average, the ref will RNG 1-5 and raise that stat by one stage. 1=Atk, 2=Def, 3=SpA, 4=SpD, 5=Spe)
 
Open challenge!!
1v1 LC singles
3 day dq
2 recoveries/5 chills
Items=Training
Abilities=All
2 subs

Request that ref and opponent enjoy bad puns because... [size=-11](I'm sorry if this arena sucks it just seems really fun to me)[/size]
Arena: Chamber of PUNishment
Field type: Dark/Ghost
Complexity: Moderate/High
Format: Singles

Description: It's a dark chamber underground, so no weather or moves that require natural light. There's no plants for mons to manipulate for moves like grass knot. There is a small stream running off to one side, allowing moves that require external water, but it's small and muddy, so those moves lose 2BAP and gain an extra 15% chance to lower the opponent's accuracy. Due to the darkness of the chamber, dark and ghost moves gain an extra 2BAP. Moves that require external rocks are allowed.

The fun part: Each round, when a trainer orders, they must add a relevant pun to their flavor. If a pun isn't bad enough/relevant (ref's judgment), the trainer's mon loses 10 HP and EN; however, if ONE SIDE'S pun (if they both are, don't do anything) is especially horrible or there are several (six or seven) good puns that make sense to the flavor (again, ref's judgment), the ref will rng a stat to be raised by one stage for that mon for the next round. (i.e. If side A made a ridiculously funny pun and side B's pun was average, the ref will RNG 1-5 and raise that stat by one stage. 1=Atk, 2=Def, 3=SpA, 4=SpD, 5=Spe)
I'll take it. :3
 
Two Open Challenges:

1 v 1 FE
Switch = Why?
1 Day DQ
Training Items
0 Chills
0 Recoveries
2 Substitutions
ASB Arena


---------

1 v 1 LC
Switch = Why?
1 Day DQ
Training Items
0 Chills
0 Recoveries
2 Substitutions
Arena: Underground Day Care Center
Field Type: Neutral
Complexity: Simple
Format: All
Restrictions: Weather is allowed
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: This pokemon is a horrible creature, capable of hitting its target with astounding precision. This provides a flat ten percent (10%) boost in accuracy.
Water 1 Group: Increases the effect chance of all moves by fifty percent (1.5x).
Bug Group: Gains one (1) extra attack on multi-hit moves, with no cap.❷
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.❺
Grass Group: The pokemon heal twenty percent (x0.2) of damage inflicted to opposing pokemon with STAB moves.❹
Water 3 Group: At the end of each round, there is a twenty five percent (25%) chance of boosting ATK, DEF, SPA, or SPD one (1) stage.
Mineral Group: All super effective attacks against this pokemon are reduced by three (3) BAP. All regular damage attacks against this pokemon are reduced by two (2) BAP. All not very effective attacks against this pokemon are reduced by one (1) BAP.
Amorphous Group: The physical form of this pokemon is ever changing. This provides a flat ten percent (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 fifty percent (1.5x) boost in weather to speed.
Dragon Group: This pokemon has refined its attacks to be as efficient as possible. This has resulted in a decrease of EN use by ten percent (0.1x).❶
Human-Like: Increase the final damage of "Chop", "Head", "Kick", "Punch", and "Slap" moves by three (3) damage.

Pokemon belonging to one (1) egg group gain the following effects:
Monster Group: This pokemon is a horrible creature, capable of hitting its target with astounding precision. This provides a flat fifteen percent (15%) boost in accuracy.
Water 1 Group: Increases the effect chance of all moves by fifty percent (1.5x). Increases the effect chance of combination moves doubles (2.0x)
Bug Group: Gains two (2) extra attacks on all multi-hit moves, with no cap.❸
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.❺
Grass Group: The pokemon heal thirty percent (0.3x) of damage inflicted to opposing pokemon with STAB moves.❹
Water 3 Group: At the end of each round, there is a fifty percent (50%) chance of boosting ATK, DEF, SPA, or SPD one (1) stage.
Mineral Group: All super effective attacks against this pokemon are reduced by four (4) BAP. All regular damage attacks against this pokemon are reduced by three (3) BAP. All not very effective attacks against this pokemon are reduced by two (2) BAP.
Amorphous Group: The physical form of this pokemon is ever changing. This provides a flat fifteen percent (15%) 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 fifty percent (1.5x) boost to speed.
Dragon Group: This pokemon has refined its attacks to be as efficient as possible. This has resulted in a decrease of EN use by twenty percent (0.2x).❶
Human-Like: Increase the final damage of "Chop", "Head", "Kick", "Punch", and "Slap" moves by five (5).
Ditto Group: When Transformed, the Pokemon Ditto Transformed into gains the Limber Ability.
Undiscovered Group: This Pokemon's uniqueness has made it hardy and tough. It gains a flat twenty five (25) more HP.

Notes:
❶ Resulting EN use is calculated by (Base EN + Ability Effects + Consecutive Use Penalty) * Egg Group [0.8 for Pure Dragon, 0.9 for Dual Dragon] - STAB.
❷ Increases the number of guaranteed hits on multi-hit moves. 3/8 chance of four (4) hits, 1/8 chance of five (5) hits.
❸ Increases the number of guaranteed hits on multi-hit moves. 3/8 chance of five (5) hits.
❹ If a healing move is used, the formula to calculate health recovered is Damage * (Move Effect + Egg Group).❖
❖ If a healing move is used by a pokemon holding Big Root, the formula to calculate health recovered is Damage * ((Move Effect * Big Root) + Egg Group).
❺ Pokemon with Oblivious are still immune to the effects of Infatuation.
 
akela said:
1 v 1 LC
Switch = Why?
1 Day DQ
Training Items
0 Chills
0 Recoveries
2 Substitutions
Arena: Underground Day Care Center
Field Type: Neutral
Complexity: Simple
Format: All
Restrictions: Weather is allowed
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: This pokemon is a horrible creature, capable of hitting its target with astounding precision. This provides a flat ten percent (10%) boost in accuracy.
Water 1 Group: Increases the effect chance of all moves by fifty percent (1.5x).
Bug Group: Gains one (1) extra attack on multi-hit moves, with no cap.❷
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.❺
Grass Group: The pokemon heal twenty percent (x0.2) of damage inflicted to opposing pokemon with STAB moves.❹
Water 3 Group: At the end of each round, there is a twenty five percent (25%) chance of boosting ATK, DEF, SPA, or SPD one (1) stage.
Mineral Group: All super effective attacks against this pokemon are reduced by three (3) BAP. All regular damage attacks against this pokemon are reduced by two (2) BAP. All not very effective attacks against this pokemon are reduced by one (1) BAP.
Amorphous Group: The physical form of this pokemon is ever changing. This provides a flat ten percent (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 fifty percent (1.5x) boost in weather to speed.
Dragon Group: This pokemon has refined its attacks to be as efficient as possible. This has resulted in a decrease of EN use by ten percent (0.1x).❶
Human-Like: Increase the final damage of "Chop", "Head", "Kick", "Punch", and "Slap" moves by three (3) damage.

Pokemon belonging to one (1) egg group gain the following effects:
Monster Group: This pokemon is a horrible creature, capable of hitting its target with astounding precision. This provides a flat fifteen percent (15%) boost in accuracy.
Water 1 Group: Increases the effect chance of all moves by fifty percent (1.5x). Increases the effect chance of combination moves doubles (2.0x)
Bug Group: Gains two (2) extra attacks on all multi-hit moves, with no cap.❸
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.❺
Grass Group: The pokemon heal thirty percent (0.3x) of damage inflicted to opposing pokemon with STAB moves.❹
Water 3 Group: At the end of each round, there is a fifty percent (50%) chance of boosting ATK, DEF, SPA, or SPD one (1) stage.
Mineral Group: All super effective attacks against this pokemon are reduced by four (4) BAP. All regular damage attacks against this pokemon are reduced by three (3) BAP. All not very effective attacks against this pokemon are reduced by two (2) BAP.
Amorphous Group: The physical form of this pokemon is ever changing. This provides a flat fifteen percent (15%) 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 fifty percent (1.5x) boost to speed.
Dragon Group: This pokemon has refined its attacks to be as efficient as possible. This has resulted in a decrease of EN use by twenty percent (0.2x).❶
Human-Like: Increase the final damage of "Chop", "Head", "Kick", "Punch", and "Slap" moves by five (5).
Ditto Group: When Transformed, the Pokemon Ditto Transformed into gains the Limber Ability.
Undiscovered Group: This Pokemon's uniqueness has made it hardy and tough. It gains a flat twenty five (25) more HP.

Notes:
❶ Resulting EN use is calculated by (Base EN + Ability Effects + Consecutive Use Penalty) * Egg Group [0.8 for Pure Dragon, 0.9 for Dual Dragon] - STAB.
❷ Increases the number of guaranteed hits on multi-hit moves. 3/8 chance of four (4) hits, 1/8 chance of five (5) hits.
❸ Increases the number of guaranteed hits on multi-hit moves. 3/8 chance of five (5) hits.
❹ If a healing move is used, the formula to calculate health recovered is Damage * (Move Effect + Egg Group).❖
❖ If a healing move is used by a pokemon holding Big Root, the formula to calculate health recovered is Damage * ((Move Effect * Big Root) + Egg Group).
❺ Pokemon with Oblivious are still immune to the effects of Infatuation.
I'll also take this one for a full queue!
 
Two Open Challenges:

1 v 1 FE
Switch = Why?
1 Day DQ
Training Items
0 Chills
0 Recoveries
2 Substitutions
ASB Arena
[/HIDE]
I'll take this one then :3

Also, an open challenge:

2 v 2 LC doubles
Switch = Lumps!
1 Day DQ
Training Items
0 Chills / Recoveries
2 Sub per mon
ASB Arena
 
Well I was going to put up a 3v3, but who am I to resist a 6v6? This is like my calling card! :D

Switch=OK
All abilities
2 subs
ASB Arena

If I missed anything the ref can figure it out. Time to see how rusty I am.

EDIT: Also accepting deadfox's challenge below; the rules for my match with rickheg should be good for that match as well.
Challenging Flamestrike to a good old 6v6 ASB arena off.

He can choose the rest but I assume we will go with standard.
Flamestrike and I have lots and lots of juicy UC on offer for some dedicated ref :)
 

Birkal

We have the technology.
is a Top Artistis a Top CAP Contributoris a Top Smogon Media Contributoris a Site Content Manager Alumnusis a Battle Simulator Admin Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnus
Gotta fill up my battle slots:

Open Challenge:

3 vs. 3 NFE / Weak FE Triples
Switch = Nope.
2 Day DQ
Training Items
5 Chills
2 Recoveries
2 Substitutions
ASB Arena
 

Users Who Are Viewing This Thread (Users: 1, Guests: 5)

Top