Data Battle Tower (For all your Match-Seeking Needs!)

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Looking for a quick match to gage how well my pokemon is.
2v2 Singles
DQ 2 days
Arena: Palace of Fire: Nothing really special, a giant castle thats on fire. You can try to throw your foe's into the fire to burn them and no damage. The people of the Palace hate seeing people get hurt.
 
After my battle with Kaxtar ended prematurely, I need to train some of my pokemon some more. Combine with some funky new arena ideas I came up with and suddenly you have a ...

3v3 singles
2 day DQ for players, 3 day DQ for ref
Unlimited recoveries and unlimited chills
EDIT: I will be using fully evolved mons.
Arena: The acceptor can choose from one of these.

The arena is set in an underground mine (so weather, SolarBeam, Thunder, Moonlight and Morning Sun are unusable). There is no external water source and, due to the nature of this battle, seismic moves (including Earth Power), digging and flying aren't allowed.

Throughout this battle, the two pokemon will be riding in mine carts on adjacent tracks that twist and turn through a large part of the mine. Thus, pokemon are forced to remain at close range. Once per round, a pokemon may use the Ram command. This costs 5 energy, does a flat 10 damage and has a 50% chance of flinching the opponent (if the opponent is faster, it's a next action flinch like Sky Attack).

The arena is set in a canyon. Non-grass-types cannot use Grass Knot and there is a limit on the external water source (as explained below) but all other moves are legal and unrestricted.

Throughout the battle, Flavio the Thermal Fish will rest in his pool of water. At the end of each action, he will blow hot bubbles on all the pokemon in the arena. This counts as a special multi-hit water-type attack with 2 BP per hit and Flavio's special attack is rank 4. Flavio's attack also has a (5*number of hits)% chance to burn the target.

If Flavio is attacked at all during a round, however, he will not blow bubbles on the battling pokemon for the rest of the round after he is hit, and at the end of the round he'll dive into his pool of water. He will then come up again at the end of the following round and normal service will be resumed. However, while Flavio is underwater, his pool may be used as an external water source for moves like Surf. While Flavio is surfaced, his huge body prevents any pokemon from using his pool of water for anything.

While Flavio is underwater, ice-type attacks can be directed at the pool of water. The pool takes ice damage equal to the base power of the ice-type attack with no modifiers. Once the pool takes a total of 30 ice damage, it freezes over, making the pool unusable as an external water source and preventing Flavio from interfering for the rest of the battle.

This arena is set inside a stone tower (so weather, SolarBeam, Thunder, Moonlight and Morning Sun are unusable). Digging and seismic moves are not allowed. There is also no external water source.

The tower is full of green goo and there are platforms along the edges. Here's a diagram for you:
2jv5Q.png

When a pokemon is released, the trainer must specify which platform it starts out on. Also, pokemon may use the command Move to platform X. Which platforms the pokemon can access depends on which platform the pokemon is on and their current speed. The distance they may travel in terms of number of platforms is speed/75, rounded up to the nearest whole number, max 4. So, for example, if Blaziken is on platform 5, it can travel to any platform between 3 and 7, whereas Steelix on platform 5 can only travel to platform 4 or 6. This command costs 3 energy per platform traversed (so the Blaziken would pay 6 energy to travel from platform 5 to platform 3). This command is not subject to the consecutive energy penalty and cannot be encored or disabled but Taunt will work against it. Finally, contact attacks cannot be used unless the user and the target are on the same platform.

At the end of the round, one platform will go into the wall (randomly chosen, all with equal chance but never the same platform on two consecutive rounds). Any pokemon on that platform will fall into the goo below (including flying and levitating pokemon). If a pokemon falls in like this, it takes 20 damage and its first action must be Get up onto platform X (all platforms are reachable in this scenario except the one that disappeared). This command costs 10 energy, is not subject to consecutive energy penalty and cannot be encored or disabled. Falling into the goo cures a pokemon of sleep, freeze and taunt, but if it is fully paralysed when it tries to get out of the goo, it takes another 20 damage and it must try again.

Once a platform has gone into the wall, it stays there for one round and emerges at the end of the round (at the same time as another platform going into the wall). Pokemon cannot move across a hidden platform unless they can fly or levitate (so Blaziken can't travel from platform 5 to platform 3 if platform 4 is hidden) and obviously they can't stop on a platform that's not there.

If the acceptor doesn't have any preferences, the ref can decide. If the ref also doesn't have any preferences, we'll go with the mine cart ride.
 
Its_A_Random vs. Son_of_Shadoo

3v3 Triples
2 Day DQ Time
2 Recoveries/5 Chills per Pokemon Maximum
Unevolved mons only, no mid-battle evolutions
Switch = waffles.
One ability.
No items.
Arena: The Bosses' Way
Field Type: Ground/Electric
Complexity: Intense
Format: Singles

Restrictions: Limited Ceiling, Artificial Field, No Weather, No Water Source, No Digging

Description:

The arena is in a darkened, concrete indoor Gym with a large throne chair placed on top of a stone balcony with two flanking concrete brickwork stairwells on either side. In front of this lies a standard Gym floor pattern, with a twist. The arena is lined by 6 surrounding blue orbed poles that generate an electric field that keeps the Pokemon inside the 20 W x 40 L X 15 H (feet) arena. If any Pokemon other than an Electric or Ground type hits the barrier, they will suffer 4 HP damage. Resistance to electricity will reduce this damage by 2, while Weakness to electricity will increase it by 2.

Because it is enclosed, weather moves will not work in this arena. It has no water sources and the concrete is too thick and musty to be dug through. The arena has fairly low natural lighting, but most Pokemon can see just fine, and if the electric field is hit it will generate light.

Accepted SoS's challenge, now we need a ref for this!

Good on you SoS for picking a complicated arena. A simple arena would've been fine...X_X

I aim to please :)

Also, I fear we may suffer from last post on the page syndrome...

ShutupIknowweweresecondtolast.
 
I'll drop my previous challenge (expect the arena again someday!) and accept TravelLog's.

Switch = KO
No items
All abilities

What stage Pokemon are we using?
 
^^
I'll ref if that's ok
PM teams please :3

Arena: The Valley of the Dolls
Field Type: Ghost
Complexity: Intense
Format: All

Restrictions: Only Rainy Weather, Restricted Mobility, Increased Evasion

Description:

A Dark grove, where the sunlight barely reaches the ground, and where there is no sound, nothing moves in the forest, and long trees with somethings hanging from them is the only visible thing around, there are dolls, thousands of Dolls hanging from the trees, all the trees are full with old, mutilated dolls that give anyone the feeling that they’re constantly being watched, looking at the battlers and judging them from the shadows with their empty eye sockets, the woods are full of them, and there's almost no space to move into the forest, and the forest itself cannot be harmed, still there are some clear spaces with some empty houses and some human-made objects that haven't seen a person in a very long time, there are some canals around the valley, but be careful since it has been known that many people has drowned on them, the things that have happened in this place are tainted by the mistery since there's nobody left to tell the story, well... except for the dolls which are said to whisper in the shadows, ghost pokemon will feel at home in here, any other type, well... let's just say they better offer them a gift upon setting foot on the Valley, you know... just to be safe

island-of-the-dolls-1.jpg



  • Rain is the only weather possible
  • Ghost attacks have +3 in their BP
  • Normal pokemon are susceptible to Ghost attacks
  • Fire moves can be used, but will not affect the woods
  • Pokemon can fly, but they won't see a thing thanks to the woods
  • Pokemon have their speed reduced to 3/5 of their original speed (With the exception of ghost pokes and some regular pokemon*)
  • Every Pokemon that enters the field has their Attack reduced by one (1) (With the exception of ghost pokes and pokemon with the ability Justified, Guts or Reckless, but the ability is annulled)
  • Every pokemon begins with a +2 Evasion Bonus
  • After every action, every pokemon (With the exception of ghost pokes and pokemon with the ability Justified, Guts or Reckless) have a 5x%** chance of being affected by fear (reducing their attacks BP in two (2), and having a 25% chance of being paralysed by fear) for 6 actions
  • Light related moves have their light supply at minimum
  • Ground attacks have their BP halved (This is due to the ground being covered in many layers of dead leaves and other stuff)
  • Rock attacks are unusable if they need outside rocks (Stone Edge, Rock Slide, etc..., there are no many rocks in here)
  • Taunt last 3 more actions (At the cost of +2 energy)
  • Foresigh (And similar moves) cannot be used
  • Contact moves are harder to excecute***
  • Water supply on the canals in the forest (7.5% of faint if used)
  • Confusion last one more turn
  • Curse will do 8 damage per action
  • Destiny Bond, Nightmare and Spite will have their power doubled
  • Hex always acts as if the foe is statused
  • Moves that require Focusing have a 50% chance of failure (except ghost ones)
  • If a pokemon tries to damage the forest (or actually damages it), spirits will attack them****
  • Healing moves will regain half the health they should (bar Pain Split)
  • Every Bad Effect is removed if the pokemon uses his first action to honor the Woods (Like Pay Day, Naturl Gift, Present, etc...)
* Ref discretion, but something real, Aipom and Furret are OK, Ursaring and Claydol are NOT
* x being the number of rounds the pokemon has been on the field
***Ref discretion
****Shadow Snakes (number and everything else is up to the ref) that traps the pokemon, making it unable for it to move
 
Hmm...I seem to be amassing a LOT of mons VERY quickly...and they need training...

12v4+4+4 NFE only Triples
First player decides switch status
Second player decides ability status
Third player decides item status. The third player can never be Rising Dusk.

2 recoveries/5 chills per mon
2 days DQ, 4 days ref DQ

Arena: The Ice Canyon
Field Type: Ice (Ice-type moves take less energy, Hail costs less to summon, while Sandstorm costs more, and Sun does not boost Fire-type moves or unfreeze Pokemon, although other effects still apply.)
Complexity: Moderate (all moves available, but several restrictions, mostly weather-based, still apply.)
Format: All
Restrictions:
  • Ice-type moves other than Hail cost 1 less energy.
  • Hail, whether by move or by Snow Warning, costs 2 less energy to summon. Pokemon holding an Icy Rock extend move-based Hail to 7 rounds rather than 6.
  • Sandstorm, whether by Sand Stream or by move, costs 2 more energy to summon. This +energy effect works regardless of Smooth Rock-Sand Stream will cost 2 energy to activate with Smooth Rock here. Additionally, Smooth Rock only extends the duration of Sand to 5 rounds.
  • Sun does not boost Fire-type attacks OR affect freezing. All other effects, such as ability activation and SolarBeam having 0 priority, still works properly. However, Heat Rock only extends the duration of Sun to 5 rounds.
  • Rain faces no restrictions.
  • Dig is considered to be an Ice-type move.
  • Through various loopholes, all other moves are available.
Flavor

A hollow, symmetric depression in a glacier, 25 feet wide at the bottom, 35 at the top, and 50 feet high. It extends too far away to exit. There's a water source in the form of an icy brook or stream flowing through, but Dig deals Ice-type damage; the glacier is too deep to hit soil. If you need more water, you can always melt some of the wall. Stones and plant matter have been brought in from god-knows-where, and they can be used for attacks like Rock Slide and Grass Knot. Earthquake, Bulldoze, and Magnitude will still inflict seismic damage. Earth Power can pierce the ice long enough to deal Ground-type damage. The walls are surprisingly stable; no avalanches can be triggered here.

The icy locale naturally makes Ice-type moves and Hail easier to form...while buffering against most other weather types. All Ice-type moves but Hail cost 1 energy less to execute here, and Hail costs 2 less energy to summon, whether through Snow Warning or the move Hail. In fact, it's said that Icy Rock extends Hail's natural duration even further than usual here. Sandstorms, on the other hand, cost 2 extra energy to summon for want of material, whether through Sand Stream or the move Sandstorm and regardless of items, and the Sun's rays bounce off the reflective ice, preventing its heat from boosting Fire-type moves or melting the ice off frozen Pokemon. (However, SolarBeam and Sun-based abilities still trigger.) Both the Heat Rock and the Smooth Rock seem to lose a little power here-both only extend their respective weathers by a single round. Rain lacks restrictions.

And to the challengers, I can only say...
gi8wi.jpg

credit to icepick
Switch=OK (Rediamond)
2 abilities (Venser)

Needs one more battler with 4 NFEs!
 
I wanted to seek that same battle, but I have 6 NFEs, so as for Items...may I leave this for the ref, please? If so, I'm in!

Edit: Ninja'd! -.-
 
Tortferngatr said:
12v4+4+4 NFE only Triples
First player decides switch status
Second player decides ability status
Third player decides item status. The third player can never be Rising Dusk.

2 recoveries/5 chills per mon
2 days DQ, 4 days ref DQ

Would love to ref it that's ok
PM (huge) teams please :3
 
Looking for a battle.
3 vs 3 Doubles
1 Day DQ
2 Recs/5 Chills
nt2.jpg

The battle takes place on top of this huge rock in the centre of Australia.
The default weather is sunny. Sandstorm can occur, but you're deluding yourself if you're expecting precipitation any time soon. After a sandstorm, the weather will return to sunlight. There are no water sources either in the Australian desert, don't kid yourself.
The surface is hard and rocky, allowing seismic activity. The sadnstone is diggable but it will be costly in terms of energy, costing an additional 4 energy (or other amount if the ref feels this is not ideal).
 
I'll take this battle.

Items: None
Abilities: All
Switch: KO

Also NFE would be nice, but not necessary.

Looking for another battle.

1 v 1 Singles
1 day DQ/2 Ref
2 Recoveries/5 Chill
Arena: Challenger's choice
NFE please.
 
Looking for another battle.

1 v 1 Singles
1 day DQ/2 Ref
2 Recoveries/5 Chill
Arena: Challenger's choice
NFE please.
Accepting.
No items; Switch = heh switching in 1v1 (aka no)

08af1photo2_480.jpg

That's right, it's Air Force One. No Earthquakes, and no Hurricanes. However let's say there is a pool inside, so Surf is fine. Just not advisable.
Erm, the battle can take place inside a fireproof room so Fire-type attacks are OK.
However, no attacks are allowed with the words "Bullet" or "Bomb" and no Explosion or Selfdestruct (no this is not a jab at Muslim terrorists at all).
I think that covers it.
This should make for some interesting flavor text.
 
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