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

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Ok, I am going to drop my battle with the Wanderer and take a new battle!!

I challange Some random user to a battle!!

Arena:
Field Type: Neutral
Complexity: Intense
Format: Singles/Doubles
Restrictions:

Metronome Madness:

"Wiggle Waggle! My finger Wiggles! Kekekekeke! I am Mr. Metronome, Wiggle Waggle! You two trainers shall have a fun battle! Wiggle Waggle! Your pokemon i have trained in my art, kekekeke. They can Metronome! The power to harness Metronome though, i have taught them as well! Now, Wiggle Waggle, show me your skill!"

And this is what you get for leaving your red solo cup outside the bathroom at that party. Where are you? a white room with random colored paint splattered erratically here and there (100x100 feet). An odd, creepy man in a full white suit looks at you eagerly, and it freaks you out. Since you are here though, why not battle?

However, Mr. Metronome was true to his word, and taught your pokemon the skill of Metronoming. But, that's all they know now........

But! they can hone Metronome, and be able to make the random move not so random. Confused? here, let me explain.


Mechanics
The only move Pokemon Know is Metronome.
Pokemon have 200 Energy instead of 100
Chills Heals 30 energy


There are two kinds of Metronome: Regular and Focused

Regular Metronome is like in-game Metronome (Randomly generates one move out of all moves and uses it). It costs no energy to perform.

Focused Metronome is special in that you can try to focus your metronome to pull up certain moves (e.g stab attacks, moves that start with "g"). There are many varieties of FM, and each cost different amounts of energy. The more specific you try to be, the more energy it costs

Types of Focused Metronome

FM-A: you name a type, and Metronome randomly picks a move of that type (e.g use the command FM-A (Grass), and then the Metronome will RNG a grass typed move out of all Grass typed moves).

FM-A*: You name a type your pokemon has STAB on, and then Metronome randomly picks a move of that type (E.g you have a Dragonite. if you want to use a Dragon move, you must use the command FM-A* (Dragon), and then the Metronome will RNG a dragon typed move out of all Dragon Typed moves). If your pokemon has only one typing, then you can just use the command FM-A*. However, if the pokemon is dual-typed, you must specify which STAB type

FM-B: You name a letter of the Alphabet, and Metronome randomly picks a move that begins with that letter (E.g you use the command FM-B (D), and then Metronome will RNG a move that starts with D out of all other moves that start with D).

FM-C: Metronome RNG's a damaging move that's Base Power is 6 or less out of all Damaging Moves that have 6 or less BP.

FM-C*: Metronome RNG's a damaging move that's Base Power is 7 or more out of all Damaging Moves that have 7 or more BP.

FM-D: Metronome RNG's a self-targeting move (e.g Protect, Imprison, Swords Dance) out of all self-targeting moves.

FM-E: Metronome RNG's a Status-Inflicting move (E.g Thunder Wave, Toxic, Will-O-Wisp) out of all Status-Inflicting Moves.

FM-G10: You name ten different moves, and Metronome Randomly picks one of them (this is regular ASB metronome).

FM-G5: You name five different moves, and Metronome Randomly picks one of them (E.g use the Command FM-G5 (fire punch/ice punch/thunder punch/needle arm/shadow punch), and then Metronome randomly picks one of those 5)

FM-G2: You name 2 Moves, and Metronome Randomly picks one of them (E.g use the command FM-G2 (Ice Beam/Flamethrower), and then Metronome randomly picks one of the two.)

FM-G1: You name One specific Move, and Metronome turns into that move (E.g You use the command FM-G1 (Blast Burn), and Metronome Turns into Blast Burn)

___________
Now, each FM command costs energy, some being more costly than others.

FM-A: costs 18 EN
FM-A*: costs 25 EN
FM-B: costs 15 EN
FM-C: costs 15 EN
FM-C*: costs 25 EN
FM-D: costs 20 EN
FM-E: costs 25 EN
FM-G10: costs 40 EN
FM-G5: costs 60 EN
FM-G2: costs 80 EN
FM-G1: costs 100 EN

Moves used by metronome do not cost any energy. For example, if you use FM-G1 (Ice Punch), then the pokemon uses 100 energy. ice punch costs no energy, only FM-G1.

Good luck, and happy Metronoming!

(Wiggle Waggle)

Yea, that's right, I am going to use you to test Glacier's new arena!!

4v4 singles or doubles (You decide)
3 LC mons and 1 Middle mon (All relitively weak)
2/5 Recoveries/chills
1 sub

Changes in Bold. Sorry, Glacier :(
 
Ok, I am going to drop my battle with the Wanderer and take a new battle!!

I challange some random dude to a battle!!

Arena:
Field Type: Neutral
Complexity: Intense
Format: Singles/Doubles
Restrictions:

Metronome Madness:

"Wiggle Waggle! My finger Wiggles! Kekekekeke! I am Mr. Metronome, Wiggle Waggle! You two trainers shall have a fun battle! Wiggle Waggle! Your pokemon i have trained in my art, kekekeke. They can Metronome! The power to harness Metronome though, i have taught them as well! Now, Wiggle Waggle, show me your skill!"

And this is what you get for leaving your red solo cup outside the bathroom at that party. Where are you? a white room with random colored paint splattered erratically here and there (100x100 feet). An odd, creepy man in a full white suit looks at you eagerly, and it freaks you out. Since you are here though, why not battle?

However, Mr. Metronome was true to his word, and taught your pokemon the skill of Metronoming. But, that's all they know now........

But! they can hone Metronome, and be able to make the random move not so random. Confused? here, let me explain.


Mechanics
The only move Pokemon Know is Metronome.
Pokemon have 200 Energy instead of 100
Chills Heals 30 energy


There are two kinds of Metronome: Regular and Focused

Regular Metronome is like in-game Metronome (Randomly generates one move out of all moves and uses it). It costs no energy to perform.

Focused Metronome is special in that you can try to focus your metronome to pull up certain moves (e.g stab attacks, moves that start with "g"). There are many varieties of FM, and each cost different amounts of energy. The more specific you try to be, the more energy it costs

Types of Focused Metronome

FM-A: you name a type, and Metronome randomly picks a move of that type (e.g use the command FM-A (Grass), and then the Metronome will RNG a grass typed move out of all Grass typed moves).

FM-A*: You name a type your pokemon has STAB on, and then Metronome randomly picks a move of that type (E.g you have a Dragonite. if you want to use a Dragon move, you must use the command FM-A* (Dragon), and then the Metronome will RNG a dragon typed move out of all Dragon Typed moves). If your pokemon has only one typing, then you can just use the command FM-A*. However, if the pokemon is dual-typed, you must specify which STAB type

FM-B: You name a letter of the Alphabet, and Metronome randomly picks a move that begins with that letter (E.g you use the command FM-B (D), and then Metronome will RNG a move that starts with D out of all other moves that start with D).

FM-C: Metronome RNG's a damaging move that's Base Power is 6 or less out of all Damaging Moves that have 6 or less BP.

FM-C*: Metronome RNG's a damaging move that's Base Power is 7 or more out of all Damaging Moves that have 7 or more BP.

FM-D: Metronome RNG's a self-targeting move (e.g Protect, Imprison, Swords Dance) out of all self-targeting moves.

FM-E: Metronome RNG's a Status-Inflicting move (E.g Thunder Wave, Toxic, Will-O-Wisp) out of all Status-Inflicting Moves.

FM-G10: You name ten different moves, and Metronome Randomly picks one of them (this is regular ASB metronome).

FM-G5: You name five different moves, and Metronome Randomly picks one of them (E.g use the Command FM-G5 (fire punch/ice punch/thunder punch/needle arm/shadow punch), and then Metronome randomly picks one of those 5)

FM-G2: You name 2 Moves, and Metronome Randomly picks one of them (E.g use the command FM-G2 (Ice Beam/Flamethrower), and then Metronome randomly picks one of the two.)

FM-G1: You name One specific Move, and Metronome turns into that move (E.g You use the command FM-G1 (Blast Burn), and Metronome Turns into Blast Burn)

___________
Now, each FM command costs energy, some being more costly than others.

FM-A: costs 18 EN
FM-A*: costs 25 EN
FM-B: costs 15 EN
FM-C: costs 15 EN
FM-C*: costs 25 EN
FM-D: costs 20 EN
FM-E: costs 25 EN
FM-G10: costs 40 EN
FM-G5: costs 60 EN
FM-G2: costs 80 EN
FM-G1: costs 100 EN

Moves used by metronome do not cost any energy. For example, if you use FM-G1 (Ice Punch), then the pokemon uses 100 energy. ice punch costs no energy, only FM-G1.

Good luck, and happy Metronoming!

(Wiggle Waggle)

Yea, that's right, I am going to help you test your new arena!!

4v4 singles or doubles (You decide)
3 LC mons and 1 Middle mon (All relitively weak)
2/5 Recoveries/chills
1 sub

I'll take it.
2 Day DQ
Switch=KO
Doubles
 
Time to boost the 1v1 Record...

1v1 Singles (NFE/FE, challenger's choice)
Training Battle; This battle doesn't count towards W/L/T
2 Day DQ Time
2 Recoveries/5 Chills per mon
2 Substitutions
Sequences=OFF
Send only ONE Pokemon to the referee
Arena: Nah, fuck it, the standard ASB Tournament Arena
 
Well, KS cancelled our challenge, so I'm setting up an Open FE battle.

3v3 singles
2 days DQ
2 recoveries, 5 chills
2 subs
Sequences = OFF

And the arena is...
Assault on Tokyo
Field Type
: Neutral
Complexity: Moderate
Format: Any
Restrictions: All Pokemon have a size class of 7 and a weight class of 12, all attacks ignore weight restrictions, random pokemon gets attacked by the SDF at the end of every round

Description: The battlefield is Japan's capital in all of its entirety, from the heart of Shinjuku all the way out to the city limits. How could both trainers' pokemon possibly find each other in such a crowded metropolis?

When the pokemon are 500 feet tall, that's how.

In short, we're playing Godzilla here. All pokemon are treated as if their size class was 7 and their weight class 12. Furthermore, any weight restrictions on attacks (such as psychic) can be ignored for this battle. There's enough seawater to use water attacks, enough vegetation (natural or otherwise) to use Grass Knot, and enough buildings/tanks/laser cannons to serve for certain rock moves.

Lastly, At the end of each round, RNG one of the pokemon currently in play. The Japanese self-defense force will attack that pokemon for a fixed 10 damage.
 
7v7 Training Triples (NFEs only!)
2 recovers/5 chills/2 subs for each of your mons
2 day DQ.
ASB Arena

Preferably, training items=on.

I'll take this challenge: training items, switch=KO, all abilities.

Also this:

Well, KS cancelled our challenge, so I'm setting up an Open FE battle.

3v3 singles
2 days DQ
2 recoveries, 5 chills
2 subs
Sequences = OFF

And the arena is...
Assault on Tokyo
Field Type
: Neutral
Complexity: Moderate
Format: Any
Restrictions: All Pokemon have a size class of 7 and a weight class of 12, all attacks ignore weight restrictions, random pokemon gets attacked by the SDF at the end of every round

Description: The battlefield is Japan's capital in all of its entirety, from the heart of Shinjuku all the way out to the city limits. How could both trainers' pokemon possibly find each other in such a crowded metropolis?

When the pokemon are 500 feet tall, that's how.

In short, we're playing Godzilla here. All pokemon are treated as if their size class was 7 and their weight class 12. Furthermore, any weight restrictions on attacks (such as psychic) can be ignored for this battle. There's enough seawater to use water attacks, enough vegetation (natural or otherwise) to use Grass Knot, and enough buildings/tanks/laser cannons to serve for certain rock moves.

Lastly, At the end of each round, RNG one of the pokemon currently in play. The Japanese self-defense force will attack that pokemon for a fixed 10 damage.
Items on, switch=OK, all abilities.
 
OPEN CHALLENGE

Looking for a Quick Battle!
1v1 LC Singles
1 Day DQ
One Sub
Arena: Haunted ASB Arena. Essentially, the ASB Arena with a Creepy Mist that causes all Non-Ghost Types to lose 15% Flat Accuracy
 
hmm well its been far to long since ive gotten one of these rolling, so open challange

6+v6+ Brawl
1.5 Day Player/3 Day Ref DQ
3 Chance Subs per team per round, divided however you wish/6 KO Subs per team per round
2 Recovers/2 Chills
Ref may choose arena

Accepter may choose how many mons are allowed for each side, so long as its at least 6, also while you can bring whatever you want, I will be using FEs. Also items being at least set to training if not all the way on would be appreciated.
 
OPEN CHALLENGE

Looking for a Quick Battle!
1v1 LC Singles
1 Day DQ
One Sub
Arena: Haunted ASB Arena. Essentially, the ASB Arena with a Creepy Mist that causes all Non-Ghost Types to lose 15% Flat Accuracy

I'm down!
Training Items
Switch=LOL
and standard everything else. S3C1, I guess? (Send 3 Choose 1)
 
CHALLENGING MRL
1v1 NFE Singles
DQ: 48 Hours
Subs: Two
Abilities: All
Items: On
Switch: KO
Arena: Room of Inversion
Arena: Room of Inversion [Source]
Field Type: All Types
Complexity: Simple
Format: All Formats

Restrictions: None.

Description:
Built as a mirror to the more popular "ASB Arena," the Room of Inversion was eventually covered by a dome for trainers in the rainy season who did not want to fight under the rain. However, as battling while taking the elements in stride became more and more common, the Room of Inversion became increasingly desolate and out of use. Then, one day, the Room went through massive renovation; when it was finished, a strange device had been placed in the center of the arena—nobody knew what it did, until the first battle there was fought.

The strange device, known as the "Inverter," transforms all of the Pokemon's weaknesses into resistances and resistances into weaknesses. That is, 4x weaknesses become 4x resistances, 2x resistances become 2x weaknesses, etc.; however, immunities, for some strange reason, remain immunities. Resistances and weaknesses gained or exacerbated through abilities are not affected by the Inverter; their effects apply after the Pokemon's natural resistances are swapped.

However, the Inverter is not indestructible... during the battle, it may be attacked as part of a multi-target attack or as the target of a single-target attack; all attacks that "hit all adjacent Pokemon" will automatically hit the Inverter. The Inverter has 50 HP, 4 Def, and 4 SpD, as well as a 2x resistance (not inverted) to all types of attacks. Once the Inverter is destroyed, the inversion effect will immediately disappear.

Summary: Weaknesses swapped with resistances.
 
CHALLENGING MRL
1v1 NFE Singles
DQ: 48 Hours
Subs: Two
Abilities: All
Items: On
Switch: KO
Arena: Room of Inversion
Arena: Room of Inversion [Source]
Field Type: All Types
Complexity: Simple
Format: All Formats

Restrictions: None.

Description:
Built as a mirror to the more popular "ASB Arena," the Room of Inversion was eventually covered by a dome for trainers in the rainy season who did not want to fight under the rain. However, as battling while taking the elements in stride became more and more common, the Room of Inversion became increasingly desolate and out of use. Then, one day, the Room went through massive renovation; when it was finished, a strange device had been placed in the center of the arena—nobody knew what it did, until the first battle there was fought.

The strange device, known as the "Inverter," transforms all of the Pokemon's weaknesses into resistances and resistances into weaknesses. That is, 4x weaknesses become 4x resistances, 2x resistances become 2x weaknesses, etc.; however, immunities, for some strange reason, remain immunities. Resistances and weaknesses gained or exacerbated through abilities are not affected by the Inverter; their effects apply after the Pokemon's natural resistances are swapped.

However, the Inverter is not indestructible... during the battle, it may be attacked as part of a multi-target attack or as the target of a single-target attack; all attacks that "hit all adjacent Pokemon" will automatically hit the Inverter. The Inverter has 50 HP, 4 Def, and 4 SpD, as well as a 2x resistance (not inverted) to all types of attacks. Once the Inverter is destroyed, the inversion effect will immediately disappear.

Summary: Weaknesses swapped with resistances.

I accept.
 
CHALLENGING MRL
1v1 NFE Singles
DQ: 48 Hours
Subs: Two
Abilities: All
Items: On
Switch: KO
Arena: Room of Inversion
Arena: Room of Inversion [Source]
Field Type: All Types
Complexity: Simple
Format: All Formats

Restrictions: None.

Description:
Built as a mirror to the more popular "ASB Arena," the Room of Inversion was eventually covered by a dome for trainers in the rainy season who did not want to fight under the rain. However, as battling while taking the elements in stride became more and more common, the Room of Inversion became increasingly desolate and out of use. Then, one day, the Room went through massive renovation; when it was finished, a strange device had been placed in the center of the arena—nobody knew what it did, until the first battle there was fought.

The strange device, known as the "Inverter," transforms all of the Pokemon's weaknesses into resistances and resistances into weaknesses. That is, 4x weaknesses become 4x resistances, 2x resistances become 2x weaknesses, etc.; however, immunities, for some strange reason, remain immunities. Resistances and weaknesses gained or exacerbated through abilities are not affected by the Inverter; their effects apply after the Pokemon's natural resistances are swapped.

However, the Inverter is not indestructible... during the battle, it may be attacked as part of a multi-target attack or as the target of a single-target attack; all attacks that "hit all adjacent Pokemon" will automatically hit the Inverter. The Inverter has 50 HP, 4 Def, and 4 SpD, as well as a 2x resistance (not inverted) to all types of attacks. Once the Inverter is destroyed, the inversion effect will immediately disappear.

Summary: Weaknesses swapped with resistances.

Taking this.
 
Its_A_Random would like to ref a battle!

2v2v2v2 Melee Singles
2 Day Player DQ Time, 1 Week for Its_A_Random
2 Recoveries/5 Chills per Pokemon
Switch=KO
Sequences=OFF
Arena: Circus Tent [Source]
Field Type: Neutral
Complexity: Intense
Format: All

Restrictions: No Weather bar Sandstorm unless tent roof is ripped off, Bounce/Fly/Sky Drop do not gain altitude to evade unless tent roof is ripped off, No Rocks, No External Water Source

Special Instructions: This arena requires Spectator Participation to fully work.

Description: The battle takes place in your typical circus tent. The tent is circular with a 120m diameter, & it's completely indoors, unless someone decides to rip the tent open. The tent floor is made of predominately dirt with the occasional grass patch, & there's no sign of rocks or water anywhere. Around the perimeter of the tent are the stands where the audience sits & throws items at will.

Mechanics:

  • Every round, passerby users can post in a battle using this arena.
  • To throw something, they must say Throw <Item> at <Pokemon/Pokemon's Nickname> in bold.
  • The items that a user can throw are as follows & their effects:
    • Bomb (5 HP Damage, knocks target back)
    • Sugar Coated Sugar (+2 to all stats for the round, goes down to -1 on all at round end)
    • Banana Skin (+1 Speed for next action, 3 HP recoil on physical attacks for next action).
    • Cream Pie (-1 Accuracy)
    • ACME Poison Darts (50% Poison, 2 HP Damage)
    • Invisibility Hat (+3 evasion, -2 Speed, Sp.Def & Def)
    • Iron Ball (Confusion 30% , Flinch next action 10%)
  • Item effects occur at the beginning of the round.
  • It is recommended that the referee allows for a 24hr period for items to be thrown.
  • "Bounce/Fly/Sky Drop do not gain altitude to evade unless tent roof is ripped off" translates to "Bounce/Fly/Sky Drop are normal 0 Priority attacks until the tent roof is ripped off".
Summary: Spectator involved arena.

First user to accept decides on whether it will be a LC/NFE/FE Battle
Second user to accept decides on # Substitutions
Third user to accept decides on Abilities
Last user to accept decides on Items

Once four users have accepted & specified their appropriate clauses, I will PM all challengers with the conditions of the battle & other organisational things. Do not PM me your team until you receive this. Thank you.

Here's to a great battle!
 
hmm well its been far to long since ive gotten one of these rolling, so open challange

6+v6+ Brawl
1.5 Day Player/3 Day Ref DQ
3 Chance Subs per team per round, divided however you wish/6 KO Subs per team per round
2 Recovers/2 Chills
Ref may choose arena

Accepter may choose how many mons are allowed for each side, so long as its at least 6, also while you can bring whatever you want, I will be using FEs. Also items being at least set to training if not all the way on would be appreciated.
Lots of mons to train, not much time. Let's do this!
6v6 is enough for me
Items=On
Switch=KO
All abilities

Also making a slightly smaller challenge:
2v2 Singles
3 Day DQ
2 Subs
2 Recovers/5 chills
Arena: Unown Soup! (cbf to find the description right now, if the ref/opponent doesn't know what this is I'll go find it)
Items=On
Don't care what you use but I'll be using FEs.

EDIT: Also subreffing Objection's match below.
 
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