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

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Issuing an open challenge!!

3v3 Singles (2LC and 2NFE)
All abilities
All items
2Subs

Field Type: All
Complexity: Moderate
Format: All
Restrictions: None except for the Armors

Description:
After cleaning up the mess from the disasterious battle between fellow scientist, King Serperior, and his foe, Glacier Knight, King Serperior scrapped all the armors and ordered his fellow scientists to go back to the drawing board.

After two years of constant research, King Serperior and his fellow scientists came up with newer and better armors......

Before we get to the armors, the arena is an exact replica of the ASB Arena.

When the pokemon are sent in, the ref RNG's which armor is given to each mon before the battle begins.

1). Aero Armor - An oldie, but a goodie. This jet-powered armor adds an extra flying-typing to the wearer and increases base speed by 33%. If the wearer is already of the flying type, then it gains 2X STAB on all of its flying moves and its Flying weaknesses are doubled. It also gains the following moves as long as it wears the armor: Aerial Ace and Air Cutter

2). Pyro Armor - This specially designed armor is made from a synthetic material that automatically catches itself on fire with no harm to the wearer. The wearer gains the ability, Flame Body, while wearing this armor. All contact moves used by the wearer have a 20% chance to burn the foe. The wearer gains use of the moves, Flame Charge and Flame Burst.

3). Blaster Armor - Strong armor with two large cannons are strapped to the wearer. Each cannon has auto-targeting capabiities. This allows the Wearer to use the move Lock On at half its energy cost rounded up after STAB is applied (Note: If mon does not already know the move Lock On, it gains full use of this move via this armor). Each cannon give the wearer offensive capabilities as well in the form of Charge Beam and Bullet Seed.

4). Power Armor - The wearer gains use of an armor that focuses its power into the upper torso and arms of the user. (If the wearer lacks arms and legs, this armor automatically unfolds mechanical arms and legs). Physical attacks used against the wearer have their BAP decreased by 2. The wearer of the armor gains the moves, Close Combat and Mach Punch.

5). Heavyweight Armor - After countless retesting and experimentation, this failed and overpowered armor was completely redesigned. The wearer's weight class becomes 12. The wearer cannot use moves that cannot be used in Gravity (Note that Levitating and Flying pokemon are hit for full damage by ground attacks). The Defense and Sp.Defense ranks of the wearer are increased by 2. The wearer learns the moves, Magnitude and Iron Defense.

6). Reversal Armor - This question-mark covered armor gives the ability, Contrary, to the wearer. It also reverses the type weaknesses and resistenses of the wearer. If the wearer is a fire/bug type, its 4X rock weakness becomes a 4X rock resist. Any immunties that the wearer has are kept. The wearer gains the ability to use Reversal and Mirror Coat.

7). Brood Armor - After studing the relationship between Combee and Vespiquen, this armor was built. Small Sentries float around the wearer and intercept multi-hit attacks, reducing thier BAP by 3. These sentries also protect the wearer from damage from allied attacks like Earthquake. Finally, the sentries allow the use of Attack Order and Heal Order.

8). Magna Armor - Magnezone have baffled scientists for many years now. Their ability to live is unexplainable. Though many have come up with theories, no one knows for sure. That is why we have designed an armor that replicates the powers of these pokemon to an extent. This Armor is covered with many very strong magnets that attract and repel each other so fluidly, the wearer won't notice that it is wearing industrial grade magnets. This allows the user to gain the power of Magnet Pull. Within the armor are nanobots that feed off of electricity. This means that when an electrical attack is used against the wearer, for the next 6 actions, all electrical attacks used by the wearer get a BAP increase of 2. Finally, this armor allows the wearer to learn Magnet Rise and Magnet Bomb. The Magnetic Field causes incoming special attacks of BAP of 7 or higher moves to be lowered by 2.

9). Aqua-Lung Armor - This armor is designed to allow perfect movement under the water. (Water Typing added to original typing; If already of the water type, it gains double STAB on water moves and all water weaknesses are doubled;Can breathe and have excellent mobility when underwater). The micro-propellers make moves of the Water Typing much easier to use (The wearer gains STAB on all Water Moves even it it isn't of the Water typing). There is a Torpedo Tube that is attached to the armor that can be converted into a compressed water cannon. This allows for the use of moves such as and Aqua Jet. The Torpedo attack is a 6BAP Special Steel move with 95Acc and a 40% chance to lower the special Def of the target. This move costs 7 energy to use.


The Opponent decides the rest
I'll assume you meant 2 LC and 1 NFE.

2 Day DQ
Switch = OK
2 chills/ recovers
 
I am going to start trying to raise all of my mons in order of which ones are the best/most fun to use, and I wanna enjoy myself doing it, so I will use my third slot for a series of 6v6 matches, which will all probably look something like the following:

6v6 Mixed Singles
Strictish 3 Day DQ
2 Recoveries, 5 chills per mon
2 Substitutions
Items on
Switch=OK
All Abilities
ASB Arena
My Team (please pick your own mons such that it'll be an even match-up):

Colossoil (Male)
Nature: Mild (+ to Special Attack; - from Defense)
Type: Ground/Dark
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Abilities:
Ability 1: Rebound
Type: Can be Activated
The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition. Command: Ability: Rebound (Hazard).

Ability 2: Guts
Type: Innate
This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.

Ability 3 (DW) [unlocked]: Pressure
Type: Innate
This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Stats:

HP: 120
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 95
Size Class: 5
Weight Class: 10
Base Rank Total: 22

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

Attacks:
Leer
Tackle
Bubblebeam
Bite
Rapid Spin
Body Slam
Muddy Water
Peck
Horn Attack
Drill Run
Megahorn
Crunch
Bounce

Encore
Fake Out
Water Spout
Dark Pulse

Taunt
Earthquake
Rock Slide
Dig
Brick Break
U-Turn

Moves: 23

Syclar (Male)
Nature: Hasty (+15% Speed, +25% Accuracy, -1 Def)
Type: Bug/Ice
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Abilities:
Ability 1: Compound Eyes
Type: Innate
This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.

Ability 2: Snow Cloak
Type: Innate
This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.

Ability 3 (DW): Technician
Type: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 105 (91*1.15=104.65)
Size Class: 1
Weight Class: 1
Base Rank Total: 15

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

Attacks:
Leer
Leech Life
Scratch
Ice Shard
Focus Energy
Slash
Icy Wind
Bug Bite
Icicle Spear
Fury Attack
X-Scissor
Sheer Cold
Hail

Earth Power
Counter
Water Pulse
Electroweb

Taunt
Blizzard
Dig
Aerial Ace

Moves: 21

Golett (Genderless)
Nature: Careful (+ to Special Defense; - from Special Attack)
Type: Ghost/Ground
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities:
Ability 1: Iron Fist
Type: Innate
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

Ability 2: Klutz
Type: Can be Disabled
The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.

Ability 3 (DW): No Guard
Type: Innate
This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.

Stats:

Golett
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 35
Size Class: 2
Weight Class: 4
Base Rank Total: 13

EC: 1/6
MC: 0
DC: 1/5

Attacks:
Pound
Astonish
Defense Curl
Mud-Slap
Rollout
Shadow Punch
Iron Defense
Mega Punch
Magnitude
Earthquake

Ice Punch

Toxic
Brick Break
Gyro Ball
Bulldoze
Rock Slide
Substitute

Moves: 17

Roserade (Male)
Nature: Timid (+ to Speed; +12% Accuracy; - from Attack)
Type: Poison/Grass
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
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:
Ability 1: Natural Cure
Type: Innate
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.

Ability 2: Poison Point
Type: Can be Disabled
This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

Ability 3 (DW) [unlocked]: Technician
Type: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.

Stats:

HP: 90
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 4
Spe: 104 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 16

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

Attacks:
Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed
Petal Dance
Poison Sting
Leech Seed
Magical Leaf
GrassWhistle
Giga Drain
Weather Ball
Sweet Scent
Toxic Spikes

Extrasensory
Leaf Storm
Synthesis
Spikes

Toxic
Venoshock
Energy Ball
Shadow Ball
Solarbeam
Sunny Day

Moves: 25

Sableye (Male)
Nature: Brave (+ to Attack; - from Speed; -10% Evasion)
Type: Dark/Ghost
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:
Ability 1: Keen Eye
Type: Innate
This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.

Ability 2: Stall
Type: Innate
This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after Sableye, that attack will fail. Against another Sableye, the trainer who issues attacks first has precedence and the opponent's attack will fail.

Ability 3 (DW): Prankster
Type: Innate
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 43 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 16

EC: N/A
MC: 0
DC: 5/5

Attacks:
Leer
Scratch
Foresight
Night Shade
Astonish
Fury Swipes
Fake Out
Detect
Shadow Sneak
Shadow Claw

Metal Burst
Moonlight
Sucker Punch
Fire Punch

Toxic
Taunt
Will-o-Wisp
Substitute

Moves: 18

Aerodactyl (Male)
Nature: Jolly (+ to Speed; +26% Accuracy; - from Special Attack)
Type: Rock/Flying
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.
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:
Ability 1: Rock Head
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Ability 2: Pressure
Type: Innate
This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Ability 3 (DW): Unnerve
Type: Innate
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 150 (+)
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: N/A
MC: 0
DC: 2/5

Attacks:
Ice Fang
Fire Fang
Thunder Fang
Wing Attack
Supersonic
Bite
Scary Face
Roar
Agility
Ancientpower
Sky Drop
Rock Slide
Crunch
Iron Head
Giga Impact

Pursuit
Roost
Tailwind
Aqua Tail
Sky Attack
Whirlwind
Double-Edge
Iron Tail

Taunt
Earthquake
Stone Edge
Smack Down
Sandstorm
Torment
Fly
Whirlwind
Endure
Double Team
Bulldoze
Protect
Substitute
Aerial Ace

Moves: 36
Now that the first one has finished, I'm putting out another one with a slightly different team.
 
I'll ref.
Also, there is a huge shortage of refs now.
*Grumbles about Yoshi's sudden disappearance.*
I'm actually planning on trying to ref, but... It'd be best if I had a couple battles of experience first, right? So, I'll probably finish my first two battles, unless it's not THAT important.
 
Third Time Lucky?
Need a ref for these two challenges:

Open Challenge A (Vs. Gerard):
2 Vs 2 Doubles Training Battle
Bring 3 Pick 2
2 Day DQ
Training Items Only
2 subs per mon
ASB Arena
All Abilities
3 Recoveries / 5 Chills
Open Challenge B (Vs. The Wolfe):
2 Vs 2 Singles Training Battle
Bring 3 Pick 2
2 Day DQ
Training Items Only
3 Recoveries/3 Chills
Switch: OK
Abilities: All
Substitutions: Two
Arena: Type Changing Arena
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.
 
Want a beginner battle.

2v2
Singles
1 Days
2 recovery moves, 5 chills
An abandoned arena
No restrictions except a roof to prevent weather, and most of the arena is dark (except in the middle) because the lights are broken.
I do believe me and Classical need a ref.
 
Open Challenge B (Vs. The Wolfe):
2 Vs 2 Singles Training Battle
Bring 3 Pick 2
2 Day DQ
Training Items Only

And I'll be taking this one!

3 Recoveries/3 Chills
Switch: OK
Items: Training
Abilities: All
Substitutions: Two
Arena: Type Changing Arena
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.

And

Well i need to get more fights rolling, so heres this:

4v4 Doubles
1 Day Player/2 Day Ref DQ
2 Subs per mon
Items: On
Abilities: All
Switch: OK
Arena: An old arena of IceBug's

Giant tree with incredibly thick branches and a trunk that can easily hide small Pokemon. If a Pokemon is knocked out of the tree, they will take 10 damage and have to spend an action climbing back up the tree. A Pokemon climbing back up cannot be attacked or targeted by effects while they haul themselves back up. Seismic attacks will mearly shake the tree, not dealing any damage to the combatants on the tree, but will cause it to shake violently, sending any mons that aren't ready for it flying out of the tree. Pokemon that are climbing up the tree will be able to maintain their grip on the tree in this instance.


If anyone wants to switch something about the fight around they may say so when they accept

Bring it on! >:D

And nope, there isn't anything I'd like to change around. :)
We still need a ref for these matches please!
 
Issuing an open Challenge!!

Issuing an open challenge!!

3v3 Singles (LC) Or 4v4 Doubles (NFE/LC Mix)
All abilities
All items
2Subs

Field Type: All
Complexity: Moderate
Format: All
Restrictions: None except for the Armors

Description:
After cleaning up the mess from the disasterious battle between fellow scientist, King Serperior, and his foe, Glacier Knight, King Serperior scrapped all the armors and ordered his fellow scientists to go back to the drawing board.

After two years of constant research, King Serperior and his fellow scientists came up with newer and better armors......

Before we get to the armors, the arena is an exact replica of the ASB Arena.

When the pokemon are sent in, the ref RNG's which armor is given to each mon before the battle begins.

1). Aero Armor - An oldie, but a goodie. This jet-powered armor adds an extra flying-typing to the wearer and increases base speed by 33%. If the wearer is already of the flying type, then it gains 2X STAB on all of its flying moves and its Flying weaknesses are doubled. It also gains the following moves as long as it wears the armor: Aerial Ace and Air Cutter

2). Pyro Armor - This specially designed armor is made from a synthetic material that automatically catches itself on fire with no harm to the wearer. The wearer gains the ability, Flame Body, while wearing this armor. All contact moves used by the wearer have a 20% chance to burn the foe. The wearer gains use of the moves, Flame Charge and Flame Burst.

3). Blaster Armor - Strong armor with two large cannons are strapped to the wearer. Each cannon has auto-targeting capabiities. This allows the Wearer to use the move Lock On at half its energy cost rounded up after STAB is applied (Note: If mon does not already know the move Lock On, it gains full use of this move via this armor). Each cannon give the wearer offensive capabilities as well in the form of Charge Beam and Bullet Seed.

4). Power Armor - The wearer gains use of an armor that focuses its power into the upper torso and arms of the user. (If the wearer lacks arms and legs, this armor automatically unfolds mechanical arms and legs). Physical attacks used against the wearer have their BAP decreased by 2. The wearer of the armor gains the moves, Close Combat and Mach Punch.

5). Heavyweight Armor - After countless retesting and experimentation, this failed and overpowered armor was completely redesigned. The wearer's weight class becomes 12. The wearer cannot use moves that cannot be used in Gravity (Note that Levitating and Flying pokemon are hit for full damage by ground attacks). The Defense and Sp.Defense ranks of the wearer are increased by 2. The wearer learns the moves, Magnitude and Iron Defense.

6). Reversal Armor - This question-mark covered armor gives the ability, Contrary, to the wearer. It also reverses the type weaknesses and resistenses of the wearer. If the wearer is a fire/bug type, its 4X rock weakness becomes a 4X rock resist. Any immunties that the wearer has are kept. The wearer gains the ability to use Reversal and Mirror Coat.

7). Brood Armor - After studing the relationship between Combee and Vespiquen, this armor was built. Small Sentries float around the wearer and intercept multi-hit attacks, reducing thier BAP by 3. These sentries also protect the wearer from damage from allied attacks like Earthquake. Finally, the sentries allow the use of Attack Order and Heal Order.

8). Magna Armor - Magnezone have baffled scientists for many years now. Their ability to live is unexplainable. Though many have come up with theories, no one knows for sure. That is why we have designed an armor that replicates the powers of these pokemon to an extent. This Armor is covered with many very strong magnets that attract and repel each other so fluidly, the wearer won't notice that it is wearing industrial grade magnets. This allows the user to gain the power of Magnet Pull. Within the armor are nanobots that feed off of electricity. This means that when an electrical attack is used against the wearer, for the next 6 actions, all electrical attacks used by the wearer get a BAP increase of 2. Finally, this armor allows the wearer to learn Magnet Rise and Magnet Bomb. The Magnetic Field causes incoming special attacks of BAP of 7 or higher moves to be lowered by 2.

9). Aqua-Lung Armor - This armor is designed to allow perfect movement under the water. (Water Typing added to original typing; If already of the water type, it gains double STAB on water moves and all water weaknesses are doubled;Can breathe and have excellent mobility when underwater). The micro-propellers make moves of the Water Typing much easier to use. There is a Torpedo Tube that is attached to the armor that can be converted into a compressed water cannon. This allows for the use of moves such as Dive and Aqua Jet. The Torpedo attack is a 6BAP Special Steel move with 95Acc and a 40% chance to lower the special Def of the target by 1 stage. This move costs 7 energy to use.

Optional Rules that are Highly Recomended: said:
*Note: This arena is designed for using Prose style actions. Though this is optional, the arena is less fun when you don't take advantage of the armors themselves. Ex: Use Vital Throw to rip an arm off of the Power Armor and lower the effectiveness of Close Combat.


The Opponent decides the rest
 
Battle anyone?
Beginner
2v2 singles
No DQ
Two uses of Recover/Rest and 5 chills
Forest clearing with many tall pine trees lining the arena, but no underwood to speak of. Clear skies in mid-afternoon, and the sun is fairly low.
 

MK Ultra

BOOGEYMAN
is a Forum Moderator Alumnus
Battle anyone?
Beginner
2v2 singles
No DQ
Two uses of Recover/Rest and 5 chills
Forest clearing with many tall pine trees lining the arena, but no underwood to speak of. Clear skies in mid-afternoon, and the sun is fairly low.
Yeaa
All Abilities
No Items
Switch=OK
 
You should ref these

So posting these that the world may be aware the I love all would have love for any that would possibly ref these.

"Ref these please said:
issuing an open challenge

3vs3 babymon triples (I will post the pokemon i am using below, your pokemon should be around the same level as theirs)
1 day DQ
1 recovery/1 chill
1 sub per pokemon
all abilities
training items on
no switch

Arena: A grassy plain, with harsh sun. Sun is always shining bright (perma), and the grass is very thick and lush (grass moves gain 2bap).


Swinub [Snuggles, "The Runt"] (Female)

Nature: Sassy (+spd, -spe)

Info on Snuggles:

Type:
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

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.




Abilities:
Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Thick Fat (DW): (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.)

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3 (+)
Spe: 43 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 12

EC: 3/9
MC: 0
DC: 3/5

Attacks:
Tackle
Odor Sleuth
Mud Sport
Powder Snow
Mud-Slap
Endure
Mud Bomb
Icy Wind
Earthquake
Ice Shard
Take Down

Icicle Crash
Body Slam
Rock Slide

Protect
Bulldoze
Substitute
Hail

18 moves

Nova the Torchic (F)

Nature: Hasty (-Def, +Spe)

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)
Speed Boost: (DW LOCKED,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 ocurs at the end of each round (stats other than Speed are still affected).

Stats
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 52 (+9% accuracy)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Attacks:

Scratch (*)
Growl (*)
Focus Energy (*)
Ember (*)
Peck (*)
Sand Attack (*)
Fire Spin (*)

Feint
Endure
Night Slash

Dig
Protect
Fire Blast

Bellsprout (Nepenthes) (M)
Nature: Quiet (+Spa, -Spe)

Type: Grass/Poison
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.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Chlorophyll : (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Gluttony (DW unlocked): (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 34 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 14

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

Attacks:
Vine Whip
Growth
Wrap
Sleep Powder
Poison Powder
Stun Spore
Acid
Gastro Acid
Knock Off
Razor Leaf

Weather Ball
Synthesis
Worry Seed
Giga Drain

Sunny Day
Sludge Bomb
Protect
Energy Ball
Grass Knot

Total Moves: 19

Its on Glacier


Ralts "Swooly" (F)
*
Nature: Modest (+SpA -Atk)
*
Type: Psychic
*
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:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
*
Trace: (Can Be Activated) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.
*
[DW] Telepathy: (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
*
Stats:
HP: 90
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 3(+)
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 10
*
EC: 2/9
DC: 2/5
MC
*
Attacks
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Hypnosis
Psychic
*
Disable
Will-O-Wisp
Shadow Sneak
Taunt
*
Shadow Ball
Energy Ball
Protect
Thunder Wave
*
Moves: 18


Cacnea "Mister Liley" (*) (Male)
Nature: Impish (+Def -SpA)
*
Type: Grass
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).
*
Abilities:
Sand Veil (Innate): This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage
*
Water Absorb (DW) (Innate): This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself
*
Stats:
HP: 90
Atk: Rank 3
Def: Rank 3 (+)
SpA: Rank 2 (-)
SpD: Rank 2
Spe: 35
Size Class: 1
Weight Class: 4
Base Rank Total: 14
*
EC: 2/6
MC: 0
DC: 1/5
*
Attacks:
Poison Sting (*)
Leer (*)
Absorb (*)
Growth (*)
Leech Seed (*)
Sand Attack (*)
Pin Missile (*)
Ingrain (*)
Sucker Punch
Sandstorm
*
Seed Bomb (*)
Teeter Dance (*)
Grass Whistle (*)
*
Double Team (*)
Substitute (*)
Swords Dance (*)
*
Moves: 16


Voodoll "Bomar" (M)
Nature: Naughty (+ Atk -SpD)
*
Type: Normal/Dark
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
*
Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Normalize: (Can be Disabled) This Pokemon has mastered Normal-type attacks and can change any attack type to have a Normal energy signature. All attacks used by the Pokemon are considered Normal-type attacks, although they retain the same status-enducing and other properties. The Pokemon's Normal-type attacks have four (4) more Base Attack Power.
Cursed Body (DW): (Innate) When This Pokemon is struck by an opponents attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
*
EC: 1/6
DC: 1/5
MC:
*
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 70
Size Class: 2
Weight Class: 2
Base Rank Total: 14
*
Moves:
Astonish
Copycat
Mimic
Pain Split
Spite
Grudge
Charge
Follow Me
Pin Missle
Dark Pulse
*
Perish Song
Counter
Focus Punch
*
Taunt
Protect
Substitute
Torment

My mons for glacier fight. of best bros







Want a beginner battle.

2v2
Singles
1 Days
2 recovery moves, 5 chills
An abandoned arena
No restrictions except a roof to prevent weather, and most of the arena is dark (except in the middle) because the lights are broken.
Accepting this as well.


Cacnea "Mister Liley" (*) (Male)
Nature: Impish (+Def -SpA)
*
Type: Grass
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).
*
Abilities:
Sand Veil (Innate): This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage
*
Water Absorb (DW) (Innate): This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself
*
Stats:
HP: 90
Atk: Rank 3
Def: Rank 3 (+)
SpA: Rank 2 (-)
SpD: Rank 2
Spe: 35
Size Class: 1
Weight Class: 4
Base Rank Total: 14
*
EC: 2/6
MC: 0
DC: 1/5
*
Attacks:
Poison Sting (*)
Leer (*)
Absorb (*)
Growth (*)
Leech Seed (*)
Sand Attack (*)
Pin Missile (*)
Ingrain (*)
Sucker Punch
Sandstorm
*
Seed Bomb (*)
Teeter Dance (*)
Grass Whistle (*)
*
Double Team (*)
Substitute (*)
Swords Dance (*)
*
Moves: 16


Voodoll "Bomar" (M)
Nature: Naughty (+ Atk -SpD)
*
Type: Normal/Dark
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
*
Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Normalize: (Can be Disabled) This Pokemon has mastered Normal-type attacks and can change any attack type to have a Normal energy signature. All attacks used by the Pokemon are considered Normal-type attacks, although they retain the same status-enducing and other properties. The Pokemon's Normal-type attacks have four (4) more Base Attack Power.
Cursed Body (DW): (Innate) When This Pokemon is struck by an opponents attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
*
EC: 1/6
DC: 1/5
MC:
*
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 70
Size Class: 2
Weight Class: 2
Base Rank Total: 14
*
Moves:
Astonish
Copycat
Mimic
Pain Split
Spite
Grudge
Charge
Follow Me
Pin Missle
Dark Pulse
*
Perish Song
Counter
Focus Punch
*
Taunt
Protect
Substitute
Torment

Might as well post the mons I'll use
 
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