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

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So hey guys, first battle.. I'd like to keep it at someone of my skill level...

Beginner's Battle
3v3 Singles
2 recover/5 chills
2 Day DQ
Arena.. Um, whatever is the basic arena lol ASB Arena? Right?

So yeah. Woot battling!

i am still quite new
i'd like to battle you sir
will you please accept?

switch=no
items=no
abilities=none
 
Open Challenge
3v3 Singles (NFE)
2 Day DQ
1 Recovery/5 Chills/1 Sub
Arena: WarioWare

Who's in for some awesome WarioWare madness?
 
Alright, so my last 1K challenge was a bit of a catastrophe. That said, I want to have a successful celebration, so I'm going to retry it with quite a few differences.

3v3v3v3 Singles 1K Celebration Redux
3 Day DQ Players (That's you), 5 Days Ref (That's me)
No Sequences
Arena: Possibly my most creative arena yet, THE WHOLE WORLD


All Aboard!

Recently, Maxim got a hold of a plane, a license, and quite a bit of jet fuel. What's he going to do with it? Well, take these battlers to the ends of the earth that's what! Yep, every round the battlers will get on the plane and head off to a number of fantastic and ridiculously dangerous places on the earth (Or a stereotype thereof). From America to Nova Scotia, from Germany to China, there's no place he won't go to cause these contestants misery.

Each round, a location on Earth will be chosen and a battlefield will be created based on the location. For instance:

Australian Outback:
Endless Sunny Day
Angry Kangaroos will harass the players (will be more detailed in the actual battle)
Ground attacks increased by 3 BAP
No water source
As for the location itself, it will rotate between each of the seven continents in the following order.

1st: North America
2nd: South America
3rd: Europe
4th: Africa
5th: Asia
6th: Australia
7th: Antarctica

To add even further pain to the challengers, Maxim will occasionally create challenges, a la Wario Ware, that will cost any pokemon that doesn't succeed 1/10th of their total hp and 8 energy.

Do you have what it takes to win this insane competition?

Summary:
Constantly changing arena
Challenges (-1/10th HP and 8 EN for failure)


Alright, here's how this is going to work. I will ref this match, and four people can accept the challenge, determining the following


  • 1st person: Type of pokemon (NFE, LC, FE, Open)
  • 2nd person: #of Subs
  • 3rd person: Items
  • 4th person: Abilities
After that is done, the thread will be posted, and each person will send out their pokemon in the order of their acceptance. Once all of the pokemon are out, each contestant will PM actions to me, two per round (Unless there's something saying I have to do three actions :/).



Now this is really important, you MUST be active in this match. If you go over the DQ time once, I will VM you to post actions soon or face DQ. If you go over DQ twice, the other players can decide whether to VM or DQ you. If you do it three times, you will be automatically disqualified, unless you have PM'd/VM'd me and the other competitors in advance. If you need, I can extend the DQ time.



Now then, who's ready to rumble?
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
EDIT: Issuing an Open Challenge of my own.

3v3 NFE Singles
2 Day DQ Time
2 Recoveries/5 Chills per Pokemon
Sequences=OFF
2 Substitutions per Pokemon
Arena: Earth Mausoleum
Field Type: Ground
Complexity: Intense
Format: All

Restrictions: No Natural Grass, Only Sandstorm & Clear weather permitted, Poorly-lit Indoor arena

Description: The Earth Mausoleum is a dark, desolate place inside a cave situated in a remote desert about 6km from the nearest city. At the entrace, you must proceed down a tunnel that is fairly dark, but is loaded to the gills with harmless Ground Type Pokemon, predominately Hippopotas & Sandshrew, even the occasional Garchomp lurking about the place. After your short walk through a prescribed route, you walk into a large, fairly well lit indoors arena, that looked very dull, but one thing's obvious; This was a Ground Type Paradise...
This arena has virtually the same dimensions as the ASB Tournament arena, but with a few differences. Firstly, the arena has mini-grandstands at the side, & the trainers stand on a Podium elevated up by 3 metres. Lastly, the arena ceiling is rather low at only 20m high.
Now, what does this arena have that gives Ground Types an edge? Firstly, The main arena floor is a hybrid of sand & dirt, mixed together to make a strange material that can easily be dug into. Additionally, the ceiling is low & creates a completely indoor feel, where Moves that require sunlight, like Solarbeam, & all other weathers bar Clear & Sandstorm, fail. Additionally, Pokemon using Sky Drop/Fly/Bounce fail to gain enough altitude to evade, that is, they become a normal attack. Next, there is a fairly large mud patch near the centre of the arena at about 10 metres in diameter, & goes to about 10 metres deep. This mud patch has a little bit of water in it, but enough to be considered an external water source, but in using it, the attack becomes combined with mud & becomes a Ground Type Attack. Additionally, anyone using the patch to dive are still vulnerable to seismic moves & get hit for double power. The arena also has a strange feel to it, as if it was rather hot. As a result, any non-Ground & non-Fire Pokemon using a Water or Ice Type move will have its BAP reduced by 2. Lastly there is a strange, undescribable force in this arena, where if two Pokemon on the same team use a seismic move like Earthquake, they will never hit each other, almost as if to say, they will always synchronise, irrespective of turn order.
Being a Ground Type paradise, how will the average player fare? We shall see soon enough...

Mechanics:

  • Mud patches around the arena have enough water to be considered usable as an external Water Source.
    • However, all the mud means that such attacks become Ground Type moves.
    • These attacks can still be nullified by Storm Drain.
    • Any Pokemon hiding in Mud Patches through the use of moves like Dive can also be affected by seismic moves at x2 Power.
  • Because of the arena heat, any Water & Ice Type move used by any non-Ground Type Pokemon (And any non-Fire Types by default) have their BAP reduced by 2 (Ground Types & Fire Types are used to the heat).
  • If two Pokemon on the same team use a seismic move that has 0 Priority, AND a Pokemon with a speed stat in-between the fastest & the slowest users of the move in question uses a move with 0 priority, then that move in question will be treated as -1 priority attack for the action.
    • In other words, synchroquakes are far easier to pull off successfully
  • Sky Drop, Fly, & Bounce all do not gain altitutde to successfully evade attacks, that is, they instead become 0 Priority attacks
Summary: Ground Type Paradise...

Who wants a fair fight on a Gym Arena? Also Requesting Switch=OK, thanks.
I'll accept that challenge IAR!

Switch=OK
Items=Off
All Abilities
This match requires the services of a referee!
 
Joining Maxim's melee. Items are allowed.

Furthermore, I have two battles I'd like to try and find an opponent for...

2v2 FE Doubles
2 subs
2 day DQ
2 recoveries, 5 chills

The other one is...

3v3 NFE singles
1 sub
2 day DQ
2 recoveries, 5 chills

In both cases, the arena is this.
Yume Nikki
Field Type: Depends on the battlefield (see below)
Complexity: Ridiculously Intense
Restrictions: Depends on the battlefield (see below)

Description: The pokemon fight within the dreams of a little girl who may or may not be severely messed up. Who knows what could happen...

At the end of each round, unless using an effect dictates otherwise, the ref will RNG d4. Depending on what is rolled, the corresponding event happens:

1. Nothing happens - Continue the battle as normal.
2. Change battlefield - Change the arena See Battlefields).
3. Effect - RNG one of the players. That player gains an effect (See Effects).
4. Arena Event - What happens depends on the arena the battle is currently in (See Battlefields).

Battlefields: If the RNG at the end of the round lands on a 2, the ref will RNG d5. Whatever number it lands on, the environment will turn into the corresponding arena:

1. The Nexus - A creepy black void full of aztec-like paintings and a circle of doors in the center. The nexus is essentially ASB Arena. Go nuts! This is the arena at the start of the battle.
Field Type: Neutral
Restrictions: None
Arena Event: Strange eggs pop up in front of the pokemon. Both players gain an effect.

2. Snowfield - A vast field of snow, the occasional tree, and a few igloos. It is always hailing, and only the umbrella effect can override this. There's no water source, unless you have a fire move to melt some of the snow. Also, there's too much snow to take advantage of Grass Knot.
Field Type: Ice
Restrictions: Always hailing (only umbrella effect can change the weather), no water source initially, no Grass Knot
Arena Event: Brrr! All pokemon in play (except ice and fire types) are frozen.

3. Corpse Road - A rainy, forested highway with a dead body in the center, hit by a car, most likely. It is always raining, and only the yukionna effect can override this. Puddles are everywhere, making moves like surf viable.
Field Type: Ghost
Restrictions: Always raining (only yukionna effect can change the weather)
Arena Event: Your pokemon swears it sees that corpse twitching...for next six actions, all pokemon in play suffer -2 to their attack and special attack stats.

4. Pastel Lake - An island in a strangely pink body of water and balloons floating in the sky. If the pokemon is not holding an item, it can grab onto one and gain the benefits of an air balloon - however, it will only work in this arena. There's also an odd house that's home to a girl with a ponytail...and a horrifying abomination, too...
Field Type: Water
Restrictions: Pokemon gains air balloon if not already holding an item (disappears at end of battle/switching of arena)
Arena Event: It's Uboa! And he's scared the crap out of your pokemon! For the next six actions, each pokemon in play that is not a ghost-type has a 50% chance of being unable to attack.

5. White Desert - A vast, desolate realm where the sky is black and everything else is stark white. There's no water or plants; just Monoko, a bizarre girl with limbs sticking out of every part of her body...
Field Type: Ground
Restrictions: No water source, No Grass Knot
Arena Event: Monoko starts spinning around recklessly, crashing into your pokemon. All pokemon in play suffer a fixed, typeless 15 damage.

Effects: Occasionally, the RNG may bestow a player with an effect. In which case, the ref will RNG d100 to determine just which effect that is. Some effects are passive and take effect automatically; others allow for a single use, but can only be used within the next three actions. Usable effects take up a single action, does not cost any energy, and have a priority of -9. Moreover, non-damaging effects can be used even while taunted. Only one team member at a time can use an effect, so if you get one in a doubles or triples battle, you will have to choose which pokemon gets it. The effects are as follows:

1-10: Bicycle (Passive) - The pokemon rides a bicycle, and gains +1 priority to all its attacks for the next six actions.
11-20: Lamp (Passive) - The pokemon's head turns into a lamp, illuminating any and all weak spots. All of the pokemon's attacks will bypass any type immunities or abilities that would negate damage for the next six actions. Any other effects of said abilities, however, will still take effect (e.g. using a fire attack on a pokemon with flash fire would do damage, but still boost the power of his fire moves).
21-30: Nopperabou (Passive) - The pokemon's face disappears, and gains the ghost type and all its benefits (essentially, this could lead to having three types) for the next six actions. If the pokemon is already ghost-type, it gains +2 to its attack and special attack instead.
31-40: Frog (Passive) - The pokemon's head turns into that of a frog, and gains the water type and all its benefits (essentially, this could lead to having three types) for the next six actions. If the pokemon is already water-type, it gains +2 to its defense and special defense instead.
41-50: Yukionna (Usable) - The pokemon turns into the snow woman and summons a hailstorm that lasts for 6 actions, even in the corpse road.
51-60: Umbrella (Usable) - The pokemon sports an umbrella and summons rain that lasts for 6 actions, even in the snowfield.
61-70: Demon (Usable) - The pokemon turns into a red-skinned demon and uses the attack Thunderbolt. If it's raining, the pokemon will use Thunder instead, with a 30% chance of bypassing protect/detect. Either way, this attack costs no energy.
71-80: Hat and Scarf (Usable) - The pokemon dons a winter hat and scarf and uses the attack Ice Beam. If it's hailing, the pokemon will use Blizzard instead, with a 30% chance of bypassing protect/detect. Either way, this attack costs no energy.
81-90: Stoplight (Usable) - The pokemon turns into a stoplight, cures both itself and its target of taunt, and renders a single opponent unable to use damaging moves or taunt for the rest of the round. The user cannot use such attacks either in that same timeframe. Moreover, If the current arena is the white desert when this is used, The RNG will be skipped at the end of the round, and the arena event will be triggered.
91-99: Medamaude (Usable) - The pokemon's head turns into a hand with an eye in the palm and does a fixed, typeless 15 damage to a single opponent that bypasses protect/detect/substitutes. Moreover, at the end of the round Medamaude is used, the RNG will be skipped and the arena will change to the Nexus. If the current arena is already the Nexus, the RNG continues as normal..
100: Knife (Usable) - The pokemon stabs a single opponent with a kitchen knife, bypassing any means of avoidance and resulting in an automatic KO - no ifs, ands or buts. A player may not use this effect in a 1v1 singles match, a match where his opponent has only one pokemon left, or if he's already used it earlier in the battle. If the ref RNGs a knife in any of these cases, s/he will reroll.
 
Alright, so that makes the player list:

1. Elevator Music
2. Typon77
3. The Wanderer
4. Waterwarrior

All of you need to send me your teams as soon as possible. :)
 
Joining Maxim's melee. Items are allowed.

Furthermore, I have two battles I'd like to try and find an opponent for...

2v2 FE Doubles
2 subs
2 day DQ
2 recoveries, 5 chills

The other one is...

3v3 NFE singles
1 sub
2 day DQ
2 recoveries, 5 chills

In both cases, the arena is this.
Yume Nikki
Field Type: Depends on the battlefield (see below)
Complexity: Ridiculously Intense
Restrictions: Depends on the battlefield (see below)

Description: The pokemon fight within the dreams of a little girl who may or may not be severely messed up. Who knows what could happen...

At the end of each round, unless using an effect dictates otherwise, the ref will RNG d4. Depending on what is rolled, the corresponding event happens:

1. Nothing happens - Continue the battle as normal.
2. Change battlefield - Change the arena See Battlefields).
3. Effect - RNG one of the players. That player gains an effect (See Effects).
4. Arena Event - What happens depends on the arena the battle is currently in (See Battlefields).

Battlefields: If the RNG at the end of the round lands on a 2, the ref will RNG d5. Whatever number it lands on, the environment will turn into the corresponding arena:

1. The Nexus - A creepy black void full of aztec-like paintings and a circle of doors in the center. The nexus is essentially ASB Arena. Go nuts! This is the arena at the start of the battle.
Field Type: Neutral
Restrictions: None
Arena Event: Strange eggs pop up in front of the pokemon. Both players gain an effect.

2. Snowfield - A vast field of snow, the occasional tree, and a few igloos. It is always hailing, and only the umbrella effect can override this. There's no water source, unless you have a fire move to melt some of the snow. Also, there's too much snow to take advantage of Grass Knot.
Field Type: Ice
Restrictions: Always hailing (only umbrella effect can change the weather), no water source initially, no Grass Knot
Arena Event: Brrr! All pokemon in play (except ice and fire types) are frozen.

3. Corpse Road - A rainy, forested highway with a dead body in the center, hit by a car, most likely. It is always raining, and only the yukionna effect can override this. Puddles are everywhere, making moves like surf viable.
Field Type: Ghost
Restrictions: Always raining (only yukionna effect can change the weather)
Arena Event: Your pokemon swears it sees that corpse twitching...for next six actions, all pokemon in play suffer -2 to their attack and special attack stats.

4. Pastel Lake - An island in a strangely pink body of water and balloons floating in the sky. If the pokemon is not holding an item, it can grab onto one and gain the benefits of an air balloon - however, it will only work in this arena. There's also an odd house that's home to a girl with a ponytail...and a horrifying abomination, too...
Field Type: Water
Restrictions: Pokemon gains air balloon if not already holding an item (disappears at end of battle/switching of arena)
Arena Event: It's Uboa! And he's scared the crap out of your pokemon! For the next six actions, each pokemon in play that is not a ghost-type has a 50% chance of being unable to attack.

5. White Desert - A vast, desolate realm where the sky is black and everything else is stark white. There's no water or plants; just Monoko, a bizarre girl with limbs sticking out of every part of her body...
Field Type: Ground
Restrictions: No water source, No Grass Knot
Arena Event: Monoko starts spinning around recklessly, crashing into your pokemon. All pokemon in play suffer a fixed, typeless 15 damage.

Effects: Occasionally, the RNG may bestow a player with an effect. In which case, the ref will RNG d100 to determine just which effect that is. Some effects are passive and take effect automatically; others allow for a single use, but can only be used within the next three actions. Usable effects take up a single action, does not cost any energy, and have a priority of -9. Moreover, non-damaging effects can be used even while taunted. Only one team member at a time can use an effect, so if you get one in a doubles or triples battle, you will have to choose which pokemon gets it. The effects are as follows:

1-10: Bicycle (Passive) - The pokemon rides a bicycle, and gains +1 priority to all its attacks for the next six actions.
11-20: Lamp (Passive) - The pokemon's head turns into a lamp, illuminating any and all weak spots. All of the pokemon's attacks will bypass any type immunities or abilities that would negate damage for the next six actions. Any other effects of said abilities, however, will still take effect (e.g. using a fire attack on a pokemon with flash fire would do damage, but still boost the power of his fire moves).
21-30: Nopperabou (Passive) - The pokemon's face disappears, and gains the ghost type and all its benefits (essentially, this could lead to having three types) for the next six actions. If the pokemon is already ghost-type, it gains +2 to its attack and special attack instead.
31-40: Frog (Passive) - The pokemon's head turns into that of a frog, and gains the water type and all its benefits (essentially, this could lead to having three types) for the next six actions. If the pokemon is already water-type, it gains +2 to its defense and special defense instead.
41-50: Yukionna (Usable) - The pokemon turns into the snow woman and summons a hailstorm that lasts for 6 actions, even in the corpse road.
51-60: Umbrella (Usable) - The pokemon sports an umbrella and summons rain that lasts for 6 actions, even in the snowfield.
61-70: Demon (Usable) - The pokemon turns into a red-skinned demon and uses the attack Thunderbolt. If it's raining, the pokemon will use Thunder instead, with a 30% chance of bypassing protect/detect. Either way, this attack costs no energy.
71-80: Hat and Scarf (Usable) - The pokemon dons a winter hat and scarf and uses the attack Ice Beam. If it's hailing, the pokemon will use Blizzard instead, with a 30% chance of bypassing protect/detect. Either way, this attack costs no energy.
81-90: Stoplight (Usable) - The pokemon turns into a stoplight, cures both itself and its target of taunt, and renders a single opponent unable to use damaging moves or taunt for the rest of the round. The user cannot use such attacks either in that same timeframe. Moreover, If the current arena is the white desert when this is used, The RNG will be skipped at the end of the round, and the arena event will be triggered.
91-99: Medamaude (Usable) - The pokemon's head turns into a hand with an eye in the palm and does a fixed, typeless 15 damage to a single opponent that bypasses protect/detect/substitutes. Moreover, at the end of the round Medamaude is used, the RNG will be skipped and the arena will change to the Nexus. If the current arena is already the Nexus, the RNG continues as normal..
100: Knife (Usable) - The pokemon stabs a single opponent with a kitchen knife, bypassing any means of avoidance and resulting in an automatic KO - no ifs, ands or buts. A player may not use this effect in a 1v1 singles match, a match where his opponent has only one pokemon left, or if he's already used it earlier in the battle. If the ref RNGs a knife in any of these cases, s/he will reroll.
Looks like fun, I'll take the Doubles. =]

Switch = N/A
Items = On
All Abilities
 

Stratos

Banned deucer.
PUT YOUR MONEY WHERE YOUR MOUTH IS GLACIER_KNIGHT

1v1 singles
ASB Arena
All abilities
2 subs
1 day DQ
0 recover/0 chill

PYROAK >>>>>> MAMO
 
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