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

Sporeyoyo, since we're both brand new, I thought I'd challenge you to a battle!

2v2 NFE/NE Singles!
36 hr DQ
Training items
2 subs
2 recovers/5 chills
ASB Arena
All abilities
Switch: OK
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
PKMN Trainer Its_A_Random would like to battle!

4v4 FE Doubles (35 Moves Maximum per Pokémon)
3 Day DQ Time
∞ Recoveries/∞ Chills per Pokémon
2 Substitutions
Arena: Ampersandium
Field Type: And/&
Complexity: Intense
Format: All

Restrictions: No Restrictions.

Description: Here at the Ampers&ium, there is a big & in the middle of the arena, which looks like the ASB Tournament Arena, but what goes on in the arena is heavily influenced by this &. Basically, what this & does is buff everything with & in its name, by move, species, ability, & item. No nicknames, though. Otherwise, go nuts with that Rank 16 Attack Choice B& Rampardos you have always dreamed of using, or that Hippowdon/Excadrill combination for lots of & fun! ^_^

Mechanics:

  • The Ampersand in the arena creates an aura which buffs everything with "and" in its name.
    • The Moves: Helping-Hand, Sand-Attack, Sandstorm, & Sand Tomb, all cost 1 less Energy to execute.
    • The Pokémon: Chandelure, Charmander, Landorus, Mandibuzz, Sandile, Sandshrew, Sandslash, & Stoutland, have the EC of all their moves reduced by 1.
    • The following Abilities get the following buffs:
      • Sand Force now boosts the power of Rock/Ground/Steel-Type moves by 3.
      • Sand Rush now triples the Pokémon's Speed.
      • Sand Stream costs 3 less Energy to activate.
      • Sand Veil's 20% Evasion boost is now flat.
    • The following Items get the following buffs:
      • Binding Band now triples the residual damage dealt by trapping moves.
      • Choice Band now doubles the holder's Attack.
      • Focus Band's -2 BAP effect now applies at all times irrespective of the holder's HP.
      • Muscle Band now increases the BAP of Physical attacks by 2.
      • Power Band no longer halves the holder's Speed & now triples the Sp. Defence boost.
      • RageCandyBar's boost is now permanent until the Pokémon switches out.
      • Rare Candy increases the highest true base stat of Atk/Def/SpA/SpD by a further Rank, & the increase to the BAP of STAB moves is increased by a further 1 BAP.
      • Soft Sand now increases the final damage of Ground-Type attacks by 6.
Summary: <~Onion_Bubs> I think you mean "Ampers&ium"


Anyone?
 
PKMN Trainer Its_A_Random would like to battle!

4v4 FE Doubles (35 Moves Maximum per Pokémon)
3 Day DQ Time
∞ Recoveries/∞ Chills per Pokémon
2 Substitutions
Arena: Ampersandium
Field Type: And/&
Complexity: Intense
Format: All

Restrictions: No Restrictions.

Description: Here at the Ampers&ium, there is a big & in the middle of the arena, which looks like the ASB Tournament Arena, but what goes on in the arena is heavily influenced by this &. Basically, what this & does is buff everything with & in its name, by move, species, ability, & item. No nicknames, though. Otherwise, go nuts with that Rank 16 Attack Choice B& Rampardos you have always dreamed of using, or that Hippowdon/Excadrill combination for lots of & fun! ^_^

Mechanics:

  • The Ampersand in the arena creates an aura which buffs everything with "and" in its name.
    • The Moves: Helping-Hand, Sand-Attack, Sandstorm, & Sand Tomb, all cost 1 less Energy to execute.
    • The Pokémon: Chandelure, Charmander, Landorus, Mandibuzz, Sandile, Sandshrew, Sandslash, & Stoutland, have the EC of all their moves reduced by 1.
    • The following Abilities get the following buffs:
      • Sand Force now boosts the power of Rock/Ground/Steel-Type moves by 3.
      • Sand Rush now triples the Pokémon's Speed.
      • Sand Stream costs 3 less Energy to activate.
      • Sand Veil's 20% Evasion boost is now flat.
    • The following Items get the following buffs:
      • Binding Band now triples the residual damage dealt by trapping moves.
      • Choice Band now doubles the holder's Attack.
      • Focus Band's -2 BAP effect now applies at all times irrespective of the holder's HP.
      • Muscle Band now increases the BAP of Physical attacks by 2.
      • Power Band no longer halves the holder's Speed & now triples the Sp. Defence boost.
      • RageCandyBar's boost is now permanent until the Pokémon switches out.
      • Rare Candy increases the highest true base stat of Atk/Def/SpA/SpD by a further Rank, & the increase to the BAP of STAB moves is increased by a further 1 BAP.
      • Soft Sand now increases the final damage of Ground-Type attacks by 6.
Summary: <~Onion_Bubs> I think you mean "Ampers&ium"


Anyone?
Could you make it 35? Then I'm in

Ok takin'
Items = On
Switch = Ok
Two Abilities
 
"I do hope we can have a fantastic battle. Let us begin!"

Open 5v5 LC Doubles
All Abilities
2 Day DQ
Training Items
2 subs
2 recoveries/5 chills
Arena: Simulatron: Genshi
Format: All
Complexity: Moderate-Intense
Field Type: Fire/Ground
Restrictions: No Water, No Rain or Hail
"This simulator gives an accurate depiction of the harsh jungle-like environment of Genshi, the first planet in the Nanairo System! The exotic trees and beautiful landscape carve out the planet, but watch out for volcanos and the lava in the middle! Also, by being close to the sun, hail and rain dont seem to do much anyways! The heat is also pretty intense, strengthening fire and weakening water! Also, the area is geologically active, so moves like Earthquake work better than usual."
--
Summary:
The heat on Genshi is strong, but not strong enough as to make it hurtful. All Fire-Type moves' final damage is increased by 1, while all Water-Type moves' final damage is decreased by 1. Stacks with Sun.
No water but plenty of grass. However, Surf is usable with the lava, being treated as a Fire-Type move.
Rain and Hail cannot be summoned due to the proximity to the Sun. Sandstorm may still be summoned.
The geologically active area makes Earthquake, Dig, Magnitude and Fissure have an extra 2 BAP.
 

"Glacier's has been gone for a while on that expedition... I'm bored. He won't mind me training some of his pokemon."

Open Challenge
2vs2 Doubles (1 weak FE and 1 Strong FE)
1 Day DQ
Infinite Recoveries and Chills
No Switch
All Abilities
1 sub per pokemon

Arena: An open feild in the middle of a storm. It is raining extremely hard.
________________________________



"I forsee some trainers needing a referee. The Battle between Birkal and EspyOwner, I will take. PM me your pokemon."
 
^Taking one of these! Ref please also arena is Pokemon Stadium!


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.

NOTE: Format and Complexity are the same for all fields featured in this Arena, so these sections are left off of the 8 elemental fields.
 
Ok I'm going to throw a 1v1 out here WITH A DISCLAIMER that at any time I may be blocked from Smogon, so feel no regret if you want to call DQ.
1v1
Training Items
2 Day DQ
All Abilities
ASB Arena
2 Subs
 
Ok I'm going to throw a 1v1 out here WITH A DISCLAIMER that at any time I may be blocked from Smogon, so feel no regret if you want to call DQ.
1v1
Training Items
2 Day DQ
All Abilities
ASB Arena
2 Subs
Got a couple of battle slots. Might as well take this one. I hope that you don't get blocked, but we'll see.

In other news, I've lost patience with the current ref for this. The current ref is almost a month behind reffing the two battles here. However, before you accept this task, note that you won't get any UC for these particular battles in the group; they're for the beta version of the RPRP Leethoof has designed, and they are holding up the rest of the story in it. Be sure to read the notes on the victory meter before accepting this subreffing. Thank you!