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

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issuing a challenge. a very challenging challenge involving challenges. beware!

3vs3 triples (nfe)
3 day battler DQ/ 5 day Ref DQ
no recoveries/ 3 chills
arena: Algorstorm
Field Type- Ice
Complexity- Intense
Format- All


Restrictions and important notes:
Algorstorms can be generated by using hail
Algorstorms last three rounds
A-storms deal 4HP to all non ice types, give 30% freeze chance to ice attacks with freeze chance and 10% freeze chance to ice types originally without a freeze chance, and can the attack sheer cold
in an a-storm sheer cold becomes a 15BP ice move with 60 accuracy and a 75% chance to freeze foe completely
at the end of round one all non ice pokemon contract weak hypothermia
at the end of round three all non ice pokemon, non fire pokemon, and pokemon without thick fat contract moderate Hypothermia
at the end of round five all non ice/fire/thick fat pokemon contract extreme hypothermia
non ice pokemon use three more energy to dig
if non ice/fire/thick fat pokemon touch the water or make contact with the water, they go up one grade of hypothermia and ice attacks gain 5% more freeze chance when directed towards them

Algorstorm: A harsh and extreme enviroment, Algorstorm is a chilly paradise to ice types and a frozen hell for others. This arena resembles the taiga of Siberian Russia, and the area available to battle on is 1500 feet wide and long, circular shaped. for a description of the terrain, imagine the arena is a bullseye. the white outer ring consists of mountains, all snowy and treacherous (ring is 200 feet thick). the white and blue rings are merged together and form a large forest (300 feet thick). the forest's trees are tall and skinny, due to the massive snow storms packing the needles together. the forest is a large clump of frozen life. The red ring of the bullseye is plains, thick with snow (400 feet thick). in the center of the arena area lies a huge frozen lake (400 feet long and 200 feet wide). the water is 30 degrees, but surprisingly it isnt all ice. you dont want to touch the water though, unless you're part ice or have some thick fat. The area's temperature never reaches above -20 degrees fahrenheit, and it is always either snowing, hailing, blizzarding, or even worse, Algorstorming. named after the area in which it resides, Algorstorms are blizzards bigger and meaner old brothers. if one whips up, beware! it will release destructive hail, worse than regular, so non ice types will lose 4HP per action. The sub zero power of the storm, as well as the arena, boosts ice moves, so their ability to freeze is increased! (ice moves that give a chance to freeze now have a 30% freeze chance. ice moves that do not give a chance to freeze now have a 10% freeze chance. also ice move combonations have a 100% chance to freeze target.) and if that weren't enough, the trump move of all ice types changes drastically! Sheer cold gets more accuracy and will almost surely freeze you! (though it powers down oddly enough).

so, think you can handle algorstorms? sadly, the area does not produce these wonders naturally anymore. you'll have to trigger one yourself! if a pokemon uses the move hail, their icy powers to react with the already stormy ice weather can create, can you guess, an algorstorm! algorstorms last 3 round.

as if the storms weren't enough, another factor plays into this arena drastically. Due to the hellish climate of the area (remember, -20 fahrenheit!), your pokemon may succumb to Hypothermia. now, ice pokemon will never be affected by hypothermia, and fire types (and pokemon with the ability thick fat in play) can only contract weak hypothermia. but everyone else, beware! there are three stages of Hypothermia:

Weak Hypothermia: The battler loses 10 base speed (e.g a pokemon with originally 80 speed gets weak hypothermia and now has 70 speed)

Moderate Hypothermia: battler loses 20 base speed (e.g pokemon with 80 now has 60 base) and loses 1BP to all non ice attacks

Extreme Hypothermia: Battler loses 30 base speed (e.g pokemon with 80 speed now has 50 base speed), loses 2BP to all non ice attacks, and loses 2HP per action

Ways you contract Hypothermia:

1) battling in the Algorstorm arena: the climate and weather is too harsh! Hypothermia is always prone here! At the end of round one all non ice pokemon get weak hypothermia. after round three it goes up to moderate hypothermia (fire types and thick fat users do not get moderate or extreme). at the end of round five a pokemon with moderate hypothermia now has extreme hypothermia.

2) getting hit by ice moves: if a pokemon has weak hypothermia and loses 25 or more HP from ice attacks, they will get Moderate Hypothermia. if a pokemon has Moderate hypothermia and loses 45 or more HP form ice attacks, they will get extreme Hypothermia.

Other things to be wary of:

Due to the frozen ground, only ice types can use dig with ease. dig used by non ice types cost 3 more ener.

If a pokemon comes in contact with the water in the center of the arena and is not ice type or have thick fat, they get weak hypothermia (or hypothermia boosts up a grade if already present), and ice attacks against them will have a 5% more chance of freezing.

The weather cannot be changed, unless to induce a algorstorm. at the beginning of the match there is a 30% for snow, 30% for hail, 40% chance for blizzarding.
Mine! Now we need a ref.

For the refs benefit, the team i will use. (Go away Glacier)
Tepig
tepig.png

Tepig, HulaCloverPig, Male
Nature: Brave (+1 Atk, -15% Spe, -10% Evasion)
Type: Fire
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
(Hidden) Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Tepig
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 39 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 14

EC: 0/9
MC: 0
DC: 0/5

Tackle
Tail Whip
Ember
Odor Sleuth
Defense Curl
Flame Charge
Smog
Rollout
Take Down

Superpower
Curse
Yawn

Wild Charge
Grass Knot
Flamethrower
Total Moves: 15



Slowpoke
HGSS_Slowpoke_Sprite_by_Pokemon_Diamond.gif

Slowpoke, Female, Ivory
Nature: Relaxed (+1 Def, -15% Spe, -10% Evasion)
Type: Water/Psychic
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Oblivious (Innate): This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Own Tempo (Innate): 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.
(DW) Regenerator: When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Slowpoke
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 2
SpD: Rank 2
Spe: 13 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 14

EC: 0/9
MC: 0
DC: 0/5

Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt

Sleep Talk
Belly Drum
Zen Headbutt

Rest
Toxic
Scald
Total Moves: 14



Onix
95-shiny-frame1.png

Onix, Cannon, Male
Nature: Sassy (+1 SpD, -1 Spe, -10% Evasion)
Type: Ground/Rock
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Rock Head (Innate): This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Sturdy (Innate): This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
(DW) Weak Armor (Can be Enabled): The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.

Onix
HP: 90
Atk: Rank 2
Def: Rank 6
SpA: Rank 2
SpD: Rank 3 (+)
Spe: 60 (-)
Size Class: 7
Weight Class: 6
Base Rank Total: 17

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

Mud Sport
Tackle
Harden
Bind
Screech
Rock Throw
Rage
Rock Tomb
Smack Down
Sandstorm
Slam

Stealth Rock
Explosion
Rock Blast

Toxic
Dig
Taunt

Total Moves: 17
 
Right, I'm currently not in any battles.
Let's change that.
Issuing two open challenges!

Challenge Number One:
1v1 Singles!
NFE
2 Day DQ
0 Recoveries, 5 Chills.
Arena: Underwater.
The entire field is submerged with water, about a 30 x 30 x 30 foot cube of water. Only water pokemon can be in this battle (you need to breathe underwater), so don't accept this battle if you don't have a water pokemon.

Challenge Number Two:
3v3 Singles!
NFE only.
2 Day DQ
0 Recoveries, 5 Chills.
Arena: Warioware.
WarioWare.jpg

An artificial environment with no external water source or natural grass. Digging and seismic moves are allowed. Weather is allowed.

At the beginning of each round, the ref will give a task to the participating pokemon to perform during the round. It can be anything as long as all active pokemon can feasibly accomplish it (eg, use non-STAB moves only). Any pokemon that fail to complete the task take damage equal to 1/4 of their max HP.

Both battles can be training battles if the acceptor wishes.

Accepting number two.
Switch=KO
All abilities
items=amulet coin and the like
 
Mine! Now we need a ref.

For the refs benefit, the team i will use. (Go away Glacier)
Tepig
tepig.png

Tepig, HulaCloverPig, Male
Nature: Brave (+1 Atk, -15% Spe, -10% Evasion)
Type: Fire
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
(Hidden) Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Tepig
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 39 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 14

EC: 0/9
MC: 0
DC: 0/5

Tackle
Tail Whip
Ember
Odor Sleuth
Defense Curl
Flame Charge
Smog
Rollout
Take Down

Superpower
Curse
Yawn

Wild Charge
Grass Knot
Flamethrower
Total Moves: 15



Slowpoke
HGSS_Slowpoke_Sprite_by_Pokemon_Diamond.gif

Slowpoke, Female, Ivory
Nature: Relaxed (+1 Def, -15% Spe, -10% Evasion)
Type: Water/Psychic
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Oblivious (Innate): This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Own Tempo (Innate): 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.
(DW) Regenerator: When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Slowpoke
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 2
SpD: Rank 2
Spe: 13 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 14

EC: 0/9
MC: 0
DC: 0/5

Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt

Sleep Talk
Belly Drum
Zen Headbutt

Rest
Toxic
Scald
Total Moves: 14



Onix
95-shiny-frame1.png

Onix, Cannon, Male
Nature: Sassy (+1 SpD, -1 Spe, -10% Evasion)
Type: Ground/Rock
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Rock Head (Innate): This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Sturdy (Innate): This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
(DW) Weak Armor (Can be Enabled): The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.

Onix
HP: 90
Atk: Rank 2
Def: Rank 6
SpA: Rank 2
SpD: Rank 3 (+)
Spe: 60 (-)
Size Class: 7
Weight Class: 6
Base Rank Total: 17

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

Mud Sport
Tackle
Harden
Bind
Screech
Rock Throw
Rage
Rock Tomb
Smack Down
Sandstorm
Slam

Stealth Rock
Explosion
Rock Blast

Toxic
Dig
Taunt

Total Moves: 17

Taking this because I love triples.
 
Ok, two slots which need to be filled.

2v2 Doubles Training Battle (Doesn't count towards w/l)
2 Day DQ (3 Day Ref)
2 Recovery/5 Chills
Send 2 Pokemon to Ref
Darkamber8828 goes second during first round
Special Condition: All attacks during first round except Sketch have no effect, do no damage, and cost no energy :D
Sketch costs no Energy first round.
ASB Arena.

accept plz

Aaaaand

2v2 Doubles Training Battle (Doesn't count towards w/l)
2 Day DQ (3 Day Ref)
2 Recovery/5 Chills
ASB Arena

I'll accept Darkamber's second training challenge, please.

Irrelevant switching.
No items.
All abilities.

Needs ref, please?
 
3v3 Triples
FE ish Pokemon
Items ON
Arena: You Choose (nothing too unfair), but I still order second First Round
2 Recoveries/3 Chills per Pokemon
36 Hour DQ for Battlers, 2-3 Day DQ for ref

And, this still needs a ref:

Since these seem to be so popular with refs...

6v6 Training Brawls
FEish- Just don't bring weak NFE unless you have Evolite or want to get crushed
ITEMS ON
ASB Arena
2 Recoveries/3 Chill per Pokemon
2 Day DQ (if the ref goes over DQ once in a while, that's perfectly fine)

this fits the first battle slot i posted just fine^^

Items=On
Abilities=All
Switch=No
 
1v1 singles
36 hour DQ player/2 day DQ ref
2 chills/0 recoveries
1 pokemon is to be sent to the ref
Only pokemon that haven't evolved are allowed

Arena: Abilities Testing Site
This is a specially constructed arena where all moves are allowed and the only catch is, well, that it tests abilities. When you send out a Pokemon, you may give it 3 abilities of your choosing (none of them have to be its actual abilities). The only restrictions on this are: 1) you can't choose an ability more than once over the ENTIRE match (e.g., Rattata gets Stench/Contrary/Wonder Guard, Pidgey cannot have any of those three abilities), 2) you can only choose one "really good" ability per Pokemon (Wonder Guard, Magic Guard, Multiscale, etc.), and 3) you may not give a Pokemon any ability combination that renders it immune to every attack type (e.g., you can give Tynamo Wonder Guard, but, if you do, you can't also give it Levitate).

Just remember that a pokemon has to be able to hit your pokemon with a move.

For example, I can't give a swampert wonder guard if my opponent doesn't have a grass move.

OK accpeting metal Bagon.

Switch=No
Items=No
Abilites= All, Voldemort was just trying to be funny

Also, challenging MB
3v3 singles
3 day DQ
2 recoveries/5 chills
Metal Bagon's Olivine Lighthouse
Arena: Olivine Lighthouse
Field Type: Electric
Complexity: Moderate
Format: All

Restrictions: Too high up for Dig, Earthquake, etc.
Lighthouse light doubles Thunders power but draws in Thunder Wave and Thundershock as they have too low a voltage.

Description:
Thunder's Power is doubled however thundershock and thunder wave are drawn towards the light. We are too high up for surf and Dig, Earthquake and magnitude will fail. Time of day is dusk so you can still see clearly but the light in the lighthouse isn't bright enough yet to blind you, after 8 rounds it will be completely dark and lighthouses light will lower Pokemon's accuracy by one stage.
HGSS_Olivine_Lighthouse.png




PS: I don't care if it actually isn't the Olivine Lighthouse so deal with it.

Switch=OK
Items= Yes
Abities= All

These two matches need refs. Please and thank you.
 
i'm bored

guys want a free pair of koc

2v2 Training Battle (Doesn't count towards w/l)
2 Day DQ
2 Recovery/5 Chills
Send 2 Pokemon to Ref
Darkamber8828 goes second during first round
Special Condition: All attacks during first round except Sketch have no effect, do no damage, and cost no energy :D
Sketch costs no Energy first round.

C'mon guys an easy curbstomp, right here.

Accepting this and cancelling my previous challenge

Items: Off
Abilities: One
Switch: Lol

STILL NEED A SUBREF FOR THIS 3v3 SINGLES*:

http://www.smogon.com/forums/showthread.php?t=3456612
 
2v2 Strongmon Doubles
1 Day DQ
2 Chills/2 Recovers
Arena: Acceptors Choice

Simple Challange here, not much to say.
Behold! Some Random approaches!

Switch=N/A
Abilities=All
Items=On
Arena: Busy Highway
Field Type: Neutral
Complexity: Moderate
Format: All

Restrictions: No Water Source, No Rocks

Description: A busy highway with constant high speed traffic. Battling takes place on top of the vehicles. Fall off and you could be roadkill.
At the end of each action, all Pokemon not on cars will be hit by cars. There is a 50% that a hybrid would come (5 dmg), a 30% chance that a truck would come (7 dmg), and a 20% chance a tanker would come (10 dmg).

Summary: Endless Highway, millions of cars, 100% chance of a Pokemon becoming roadkill.

Anyone up to ref this?
Don't let the highway scare you...Can we please get a ref for this?
 
CHALLENGING RAGNAROKALEX TO A 3 vs 3 TRAINING BATTLE!

3 vs 3 Singles (No W/L/T)
2 Day DQ
2 Recoveries / 0 Chills
Arena: Final Destination
FDB1.jpg
If a Pokemon is hit by a Critical Hit, said Pokemon is immediately KOed and sent flying of the stage.
 
Challenging Flamestrike to a strongmon battle, with items!

3 v 3 Singles
DQ Time: Two Days Trainer / Lax Two Days Referee
2 Recoveries / 5 Chills
Arena:
DarkSlay's Arena of Good Sportsmanship!

Basically, this is a standard arena, surrounded by fans and people who want to watch the battle. The arena is fairly large, enough to give Pokemon the space to do normal activities. Nothing is restricted in terms of moves or combos. It's just a place to train and have fun!
 
Hey everyone. I'm just here to say that I'll try and sub-ref as many battle battles as possible. Just don't exepect me to ref without passing DQ time and I will prioitise the battles that I have already taken. PM/VM me if you need a sub-ref and agree to the terms above.

EDIT: Subbing Solstice's battle. Still get in contact of you who need a sub-ref and I'll see if I can fit you in.

EDIT2: Texas and MK, I don't mind no DQ time. I'll ref you guys.
 
Somebody hit me with your best shot.
3v3 Strongmon Triples
1 Day DQ, 3 for Ref
No recoveries of any kind
Arena: You can choose if I can say no items.

GhetsisVS.png
I NEED NO ITEMS TO DEFEAT YOU!

I choose, for a great return....

Arena: N's Castle - Throne Room

reshiram-ow.png


The clash between the dragons have devastated the zone, vaporizing all the surrounding water. There are several columns around, but the ceiling has collapsed for the most part, making you able to see the beautiful firmament above your heads. A cool breeze blow in the area, since it's almost midnight, and you struggle to see beyond a few meters due to the really low light produced by the stars (yes, it's a new moon night today). Will you be able to prevail without the might of the legendary dragons?

also One Ability

Still in need for a referee.
 
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