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

Unless I missed a post, I still need someone to ref this.
I'll do it!

Speaking of refs, could I get some for these three battles?

OK, I have 3 battle slots, so I am issuing 3 challenges.

3v3 (see below for format)
LC mons, preferably up to 20 moves only
2 substitutions
2 recoveries, 5 chills
3-day DQ

Now, here's where this gets interesting. One of these challenges will be a singles, one will be a doubles and one will be a triples. Which one you accept will determine the arena.

If you pick singles, the arena will be this:

This battle takes place inside a tower that appears to be made of crystal. Actually, it's made of an unknown but incredibly sturdy material that has been enchanted to have a crystalline appearance. Because of this, any attempts to dig through the ground will fail. There is no water source available, nor are there any signs of plant life to use as a grass source or even any debris to use as a rock source.

This tower is the home of the powerful wizard Atharla. She is aware of the battle taking place in her home and has sealed off access to higher parts of the tower with an invisible, impenetrable wall. That doesn't mean she's going to leave you alone though. Taking a break from spell research, Atharla will observe the battle through her scrying mirror and use some of her low-level transmutation spells to make things a little more interesting. At the end of each round, she will cast a spell on each pokemon. The spells are as follows:
  • Tauros' Strength: This increases the pokemon's attack rank by 1. This spell may only be cast on a pokemon that used physical attacks on every action of the round.
  • Zoroark's Cunning: This increases the pokemon's special attack rank by 1. This spell may only be cast on a pokemon that used special attacks on every action of the round.
  • Ursaring's Endurance: This increases the pokemon's defence rank by 1. This spell may only be cast on a pokemon that was hit by physical attacks on every action of the round.
  • Noctowl's Wisdom: This increases the pokemon's special defence rank by 1. This spell may only be cast on a pokemon that was hit by special attacks on every action of the round.
  • Persian's Grace: This increases the accuracy of the pokemon's moves by a flat 10% after all other modifiers. This spell may only be cast on a pokemon that missed at least once in the round. A move simply failing or hitting a Double Team clone does not count.
  • Ninjask's Speed: If the pokemon's current speed stage is negative, it is reset to 0. Otherwise, it is increased by 1 and does not decay next round. This spell may only be cast on the pokemon with the lowest actual speed at the end of the round.
  • Enlarge: If the pokemon is affected by Minimize, the move's effect is removed. Otherwise, the pokemon's size class is increased by 1 (with a maximum size class of 7) and its weight class is increased by 2 (with a maximum weight class of 12). This spell may only be cast on pokemon that, at least once in the round, used Bodyblock or any damaging move whose BAP increases as the user's size class or weight class increases (such as Stomp or Head Smash).
  • Shrink: The pokemon's size class is reduced by 1 (with a minimum size class of 1) and its weight class is reduced by 2 (with a minimum weight class of 1). This spell may only be cast on pokemon that, at least once in the round, used Dodge or Take Cover or was hit by any damaging move whose BAP increases as the target's size class or weight class increases (such as Low Kick or Vital Throw).
Only one spell may be cast on each pokemon in each round. If a pokemon meets the preconditions for multiple spells, one is chosen at random. A pokemon that switches out (or uses a move like U-turn/is hit by a move like Roar if switch=KO) has all spell effects on it removed.


If you pick doubles, you'd better have a lot of fairly weak LC mons because the arena will be this:

You were traversing the dungeon. You reached the last floor before the boss battle. You found the room with the stairs. Then suddenly ... IT'S A MONSTER HOUSE!

But not just any monster house, oh no. The monsters in this monster house are pokemon from the player's own ASB profiles (with the condition that only pokemon suitable for the battle can be chosen - no bringing a 40-move Tyranitar to a weakmons fight for example - and pokemon that have been sent in for the players' teams cannot be monsters as well).

At the start of the battle, three suitable pokemon will be chosen by the ref from each player's profile, and then in each action, one of the six monsters will use one of its moves at random. The monsters will not use moves that affect only themselves or their allies except for stat-boosting moves, and when they use moves that affect opponents, the moves will only affect the battling pokemon, with single-target moves choosing randomly from the active battling pokemon and multi-target moves hitting all active battling pokemon. The monsters will not get any counters from the battle, including KOC. The monsters cannot be affected in any way by the battling pokemon.

All moves are still usable in the monster house and, apart from the monsters' moves working slightly differently as described above, they work as normal.


If you pick triples, the arena will be this:

This is what happens when you put a Match 3 game in the ASB arena. Don't worry, all your moves can be used as usual. However, any time 3 damaging moves of the same type are used in succession, the third one has its BAP boosted by 3. Note that this mechanic is a little more complicated than it first seems, so a detailed example is provided.

Suppose you have an Alakazam, a Starmie, a Gallade and a Reuniclus (in order of fastest to slowest), and on the first action, Alakazam uses Psychic, Starmie uses Psychic, Gallade uses Psycho Cut and Reuniclus uses Psyshock. By the time it gets to Gallade's turn, his move is the third Psychic move used in a row, so it gets the BAP boost. Reuniclus' Psyshock, on the other hand, is starting a new chain of Psychic-type damaging moves, and if both Alakazam and Starmie use Psychic-type moves on action 2, Starmie's one will get the BAP boost. Had Gallade used Shadow Ball, the chain would be broken and a new one of Ghost-type moves would start, and if Reuniclus used Astonish on action 1 (after Gallade had moved) and Alakazam used Shadow Ball on action 2, Alakazam's Shadow Ball would get the BAP boost. All non-damaging moves and commands break all chains and do not start new ones.
I have many a weak-mon to train!
Items training
Switch = On
All Abilities
Taking Obj's 3v3 LC Doubles in the Monster House here. This'll be a rather difficult reffing so please avoid this unless you really want to be bugged by ASB's Pedant of Pedants :P

Switch = KO
Items = Training
Abilities = One
I'll take Objection's triples battle.

One ability, switch = KO, training items.

woo 1k
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
OPEN CHALLENGE

4v4 FE Triples (Pokémon must have under 25 Moves)
3 Day Player DQ Time
∞ Recoveries/∞ Chills per Pokémon
2 Substitutions + 1 KO Substitution
Abilities=All
Arena: Type Changing Arena
Field Type: All Types
Complexity: Simple
Formats: All Formats

Restrictions: All moves are allowed.

Description:
It's the standard arena, except somebody has implanted a strange device in the middle of the field! For the duration of the first round, this device is off. After the end of each round, though, it beeps and suddenly alters the elemental makeup of the arena, giving certain benefits to certain types and detriments to some other ones. Each time the makeup is altered, a random type is chosen. All attacking moves whose types hit the chosen type for super-effective damage have 2 more BAP, while all attacking moves whose types hit the chosen type for not very effective or zero damage have 2 less BAP. There is one exception to this rule; all attacking moves whose type matches that of the gem receive +3 BAP, disregarding the weakness bonuses and the resistance nerfs.

Summary: Certain types get buffed every round.

Anyone?
But of course. Mons with under 25 moves? I have plenty :)

Positioning = off.
Items = off unless IAR objects.
Switch = KO.
I am fine with no Items. But does anyone want to ref this? :|
 
I challenge Glacier Knight to a 6v6 Doubles in his Ice Arena!!

6v6 Doubles
No mon restrictions
no chills/recovers
all abilities
all items
Glacier's Gym arena

Come at me, Glacier Knight!!!!
2 day DQ
2 substitutions

Taking! I'll show you just what I'm made of!

Note: on a phone, the gym arena is at my house, so no flavor for it yet (just the effects)

-Sleet weather is in permanent effect (hail+rain, all abilities and effects that activate in rain or hail do so normally)
-no external rock source; all rock moves that use an external source become ice-type
-floor is extremely icy, ice Pokemon gain a "tailwind" speed boost (x1.33 or whatever it is)
-No other weather
-at the end of every round, a frosty gale blows through the canyon and hits all non-ice pokemon (Ref RNG: 1-5 Powder snow, 6-9 Icy Wind, 10 Blizzard: all off rank 3 spa)
-steel and fighting pokemon are not used to the extreme cold, and there is a 20% chance if they use a STAB move with base BaP 10 or over, they will freeze up and be unable to perform the action
-avalanche gains +4 BAP
 
Also, issuing an open challenge

1vs1/2vs2 dubs/3vs3 trips (you pick which one)
1 day DQ
All items
0 recoveries and chills
2 substitutions (just 1 if 1vs1 singles)
All abilities

Arena: ASB Arena
 
setting up a couple (2) open challenges

2v2 doubles, LC.
2 subs
1 ability
training items
Arena: Mr. Heefloot's Magical Type Shop
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.
 
setting up a couple (2) open challenges

2v2 doubles, LC.
2 subs
1 ability
training items
Arena: Mr. Heefloot's Magical Type Shop
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.
Sorry deadfox, but I'm dropping our battle to take Espy's challenge
 

Woodchuck

actual cannibal
is a Battle Server Admin Alumnusis a Forum Moderator Alumnus
fite my lotad

Lotad [Bilious Slick] (Male)
Nature: Modest (+SpA, -Atk)
Type: 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: Innate, DW (Locked). 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: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 12

EC: 1/9
MC: 2
DC: 1/5

Attacks:
Astonish
Growl
Absorb
Nature Power
Mist
Natural Gift
Mega Drain
BubbleBeam

Counter
Leech Seed
Giga Drain

Toxic
Scald
Protect
Total Moves: 14

1v1 training
training items
asb arena
1 day dq

you can make this as even or as one-sided as you wish. i just want to actually send this out once v_v
I accept the challenge Woodchuck, I'll be using my new Bronzor:
Bronzor [Demolisher] (G)

Nature: Brave (+1 Atk, - 15%Spe, -10% Evasion)

Type:
Steel:
Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Psychic:
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:

Levitate:
Type: 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.

Heatproof:
Type: Innate
This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.

Heavy Metal: (Locked)
Type: Innate
The Pokemon's body structure is immensely dense, doubling its actual weight. Adds two (2) Base Attack Power to all Weight-Based Attacks. Adds Base Attack Power to Gyro Ball equal to half (0.5x) the Pokemon's Weight Class, rounded up.

HP: 90
Atk: Rank 2(+)
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 20(-)
Size Class: 1
Weight Class: 4 [5 Heavy Metal]
Base Rank Total: 11

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

Tackle
Confusion
Hypnosis
Imprison
Confuse Ray
Extrasensory
Psywave
Iron Defense
Faint Attack
Safeguard

Signal Beam
Stealth Rock
Rollout

Toxic
Earthquake
Solarbeam


EDIT: I would also be reffing Someoneelse vs Yoshinite, PM me the 'mons
posting challenge for x3 1v1 singles FE

DQ 1 Day
Item All
Ability All
2 Recovers / 5 Chills
ASB Arena
ACCEPTANCE X3 COMBO!!!
(I'll accept the third.)
Still looking for refs for both of these (rather short) battles!
 
setting up a couple (2) open challenges

2v2 doubles, LC.
2 subs
1 ability
training items
Arena: Mr. Heefloot's Magical Type Shop
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.
alright espy, let's dance
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
OK, I have 3 battle slots, so I am issuing 3 challenges.

3v3 (see below for format)
LC mons, preferably up to 20 moves only
2 substitutions
2 recoveries, 5 chills
3-day DQ

Now, here's where this gets interesting. One of these challenges will be a singles, one will be a doubles and one will be a triples. Which one you accept will determine the arena.

If you pick singles, the arena will be this:

This battle takes place inside a tower that appears to be made of crystal. Actually, it's made of an unknown but incredibly sturdy material that has been enchanted to have a crystalline appearance. Because of this, any attempts to dig through the ground will fail. There is no water source available, nor are there any signs of plant life to use as a grass source or even any debris to use as a rock source.

This tower is the home of the powerful wizard Atharla. She is aware of the battle taking place in her home and has sealed off access to higher parts of the tower with an invisible, impenetrable wall. That doesn't mean she's going to leave you alone though. Taking a break from spell research, Atharla will observe the battle through her scrying mirror and use some of her low-level transmutation spells to make things a little more interesting. At the end of each round, she will cast a spell on each pokemon. The spells are as follows:
  • Tauros' Strength: This increases the pokemon's attack rank by 1. This spell may only be cast on a pokemon that used physical attacks on every action of the round.
  • Zoroark's Cunning: This increases the pokemon's special attack rank by 1. This spell may only be cast on a pokemon that used special attacks on every action of the round.
  • Ursaring's Endurance: This increases the pokemon's defence rank by 1. This spell may only be cast on a pokemon that was hit by physical attacks on every action of the round.
  • Noctowl's Wisdom: This increases the pokemon's special defence rank by 1. This spell may only be cast on a pokemon that was hit by special attacks on every action of the round.
  • Persian's Grace: This increases the accuracy of the pokemon's moves by a flat 10% after all other modifiers. This spell may only be cast on a pokemon that missed at least once in the round. A move simply failing or hitting a Double Team clone does not count.
  • Ninjask's Speed: If the pokemon's current speed stage is negative, it is reset to 0. Otherwise, it is increased by 1 and does not decay next round. This spell may only be cast on the pokemon with the lowest actual speed at the end of the round.
  • Enlarge: If the pokemon is affected by Minimize, the move's effect is removed. Otherwise, the pokemon's size class is increased by 1 (with a maximum size class of 7) and its weight class is increased by 2 (with a maximum weight class of 12). This spell may only be cast on pokemon that, at least once in the round, used Bodyblock or any damaging move whose BAP increases as the user's size class or weight class increases (such as Stomp or Head Smash).
  • Shrink: The pokemon's size class is reduced by 1 (with a minimum size class of 1) and its weight class is reduced by 2 (with a minimum weight class of 1). This spell may only be cast on pokemon that, at least once in the round, used Dodge or Take Cover or was hit by any damaging move whose BAP increases as the target's size class or weight class increases (such as Low Kick or Vital Throw).
Only one spell may be cast on each pokemon in each round. If a pokemon meets the preconditions for multiple spells, one is chosen at random. A pokemon that switches out (or uses a move like U-turn/is hit by a move like Roar if switch=KO) has all spell effects on it removed.
I have many a weak-mon to train!
Items training
Switch = On
All Abilities
Send me them teams!
 
All right... I need to get a little training in for one of my Poke'mon, so...

Open Challenge *2
1 VS 1 Singles
DQ: 2 Days
Substitutions: 2
Infinite Recovers/Chills
Arena: Any (Above Complexity of ASB Arena and Below Insane Complexity)

Hope the Chimecho

Chimecho (Hope) (Female)
Bold Nature
Type: Psychic
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Ability:
Levitate: Type: Innate
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.

HP: 100
Atk: Rank 1-
Def: Rank 4+
SpA: Rank 3
SpD: Rank 3
Spe: 65
Size Class: 1
Weight Class: 1
Base Rank Total: 16

EC: 6/6
MC: 0

Attacks: (23 Moves Known)
Wrap
Growl
Astonish
Confusion
Uproar
Last Resort
Entrainment
Take Down
Yawn
Heal Bell
Safeguard
Heal Pulse
Psychic

Hypnosis
Recover
Wish

Mimic
Recycle
Signal Beam
Swift

Toxic
Light Screen
Protect
Shock Wave
Thunder Wave
 
Sorry Faylion, dropping our match to accept ED's.

I'll accept Eternal Drifter.
Items=Any
Arena=Unown Soup

I hope you are ok with me using Ninjask. Other than being my favorite arena, Unown Soup is useful for providing type coverage, so hopefully it's not too big of a deal.
Ninjask (Gasta) Male


Nature: Adamant (+Atk, -SAtk)

Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.

Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Speed Boost
Innate
Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that occurs at the end of each round (stats other than Speed are still affected).

Infiltrator (DW, Locked)
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.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 160
Size Class: 1
Weight Class: 2
Base Rank Total: 18

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

Attacks
Scratch (*)
Harden (*)
Leach Life (*)
Sand Attack (*)
Fury Swipes(*)
Mind Reader(*)
False Swipe *(*)
Dig
Bug Bite
Double Team
Fury Cutter
Screech
Swords Dance

Endure (*)
Night Slash (*)
Final Gambit (*)

X-Scissor (*)
Aerial Ace (*)
Substitute (*)
Protect
Facade
Toxic
U-Turn

If you are opposed to it, I will change my mon.
 
I am seeking two matches, with the following rules:

Open Challenge!
Match type: 3v3Singles
DQ time: 3 Days
Recoveries: 1 Recoveries / 2 Chills
Substitutions: 2
Arena: ASB Arena