Data Battle Tower MkII (For all your Match-Seeking Needs!) [SEE POST #6786]

Hoping for a flash 1v1 single match
Default rules
2 subs
Training items
All abilities

578.gif

Nature: Relaxed (+Def, -Spe)

Type:
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:
Ability 1: Magic Guard
Type: Innate
This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.

Ability 2: Overcoat
Type: Innate
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Ability 3: Regenerator (DW: Locked)
Type: Innate
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.

Stats:
HP: 100
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 5
SpD: Rank 2
Spe: 26 (-) (-10% Eva)
Size Class: 1
Weight Class: 1
Base Rank Total: 16





EC: 4/9
MC: 0
DC: 4/5

Attacks:
Physical:
Rollout


Special:
Hidden Power 7 (Fighting)
Psychic
Psyshock
Psywave
Shadow Ball


Support:
Charm
Confuse Ray
Imprison
Light Screen
Pain Split
Protect
Recover
Reflect
Snatch
Thunder Wave
Trick
 
Posting 2 semi-identical challenges:

#1:
3v3 LC singles
Items: Training
Abilities: All
DQ: 3 days
2 recoveries, 5 chills
Arena: ASB

#2
3v3 LC singles
Items: Training
Abilities: All
DQ: 3 days
2 recoveries, 5 chills
Arena: Unown Soup
 
Looking for a quick match

1v1 LC singles
Items: Training
Abilities: All
DQ: 3 days
2 recoveries, 5 chills, 2 subs
Arena: ASB
 
Looking for a reasonably fast 2v2 FE Doubles

Items: Training
Abilities: All
DQ: 1 Day
2 Recoveries
5 Chills
2 Substitutions
Arena: Unown Soup [Seems good to me!]
 
Need ref, our first never showed.

accepting Faylion's flashie, once he puts up the format and stuff.

Hoping for a flash 1v1 single match
Default rules
2 subs
Training items
All abilities

578.gif

Nature: Relaxed (+Def, -Spe)

Type:
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:
Ability 1: Magic Guard
Type: Innate
This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.

Ability 2: Overcoat
Type: Innate
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Ability 3: Regenerator (DW: Locked)
Type: Innate
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.

Stats:
HP: 100
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 5
SpD: Rank 2
Spe: 26 (-) (-10% Eva)
Size Class: 1
Weight Class: 1
Base Rank Total: 16





EC: 4/9
MC: 0
DC: 4/5

Attacks:
Physical:
Rollout


Special:
Hidden Power 7 (Fighting)
Psychic
Psyshock
Psywave
Shadow Ball


Support:
Charm
Confuse Ray
Imprison
Light Screen
Pain Split
Protect
Recover
Reflect
Snatch
Thunder Wave
Trick
 
ok need some fights rolling

6v6 Brawl
2 Day Player/3 Day ref DQ
2 Substitutions to be used among your team
all abilities
1 Recover/1 Chill
Items:Training
ASB Arena

4v4 FE Doubles
1 Day Player/2 Day ref DQ
2 Subs
All Abilities
2 Recovers/3 Chills
Items: ON
Switch:OK
Arena is up to either ref or opponent, but nothing too insane

2v2 Babysitter Doubles
1 Day Player/1 Day Ref DQ
2 Subs
All Abilities
2 Recovers/3 Chills
Items: Opponent's choice
Arena is up to either ref or opponent, but nothing too insane


I'm not too terribly intent on these rules, so if anyone wants I'm fine with some alterations.

Still need a ref for the babysitter doubles, as well as an opponent for the brawl, which already has a ref!
 
Having hit 2k posts some time ago, I think it's about time to have a celebration of my own! And my celebration is going be this!

tumblr_mcy4q0r4CG1r4lftio1_250.gif
Wolfe's 2020 Posts Celebration Match!
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Battle type: 6v6 Strongmon Singles
DQ Time: 3 days (72 hour period)
Restrictions: 5 chills/2 recoveries
Substitutions: 2
Items: On
Switch: OK
Abilites: All
Music: In Case of Trouble
Arena: The Pantheon!

Arena: The Pantheon
Field Type: Neutral
Complexity: Intense
Format: All
Restrictions: None

Behold, The Pantheon!

The arena takes place in a garden circled by giant stone pillars all connected by one large stone ring. There is plenty of vegetation as the ground consists entirely of grass and vibrant flowers, while thick vines wrap around the pillars. There is a small moat that surrounds the enclosure filled with clear water and can hold any Pokemon up to 5 Size Class. The temperate sun shimmers overhead, giving the garden a radiant hue.

However, this is not what makes the arena unique. Encased in each of the pillars are several sacred idols. Each represent a god from a bygone age, yet they still carry immense power. By invoking each idol, the gods will be happy to share their power with you. However, such power carries a price, and each god has their own specific toll to pay before lending their strength. Will the power of the Pantheon bring you victory or break your back? That's for you to decide, but be warned - once you invoke your idols, they remain until the end of the match.

Rules about the idols:

  • The idols will affect your entire Pokemon team you bring in. So, if you bring in Venusaur, Charizard, and Blastoise, and you invoke Hense, Hense's effects will apply to all three Pokemon.
  • You may start invoking your idols once you send in your first Pokemon, but never after that. Also, as said earlier, the idols' effects remain until the match's end.
  • You can invoke as many idols as you wish and it's encouraged to do so as their benefits can be combined for greater power. Be warned that their penalties will also stack along as well! You can invoke them all, or invoke none.
  • Some idols may override abilities and items, so be sure to check over the idol descriptions carefully before invoking them.
  • If you think any idol is too powerful or game-breaking, let me know which one and why you think it is. I've balanced out the arena as best I could, but the best way to know for sure is testing it.

Hense_Shrine.png

Hense, Goddess of Pain and Pleasure
"You can't have one without the other - the Veiled Widow makes sure of it."

All the user's attacks gain a +3 BAP increase and will always break through Protect, Detect, and Wide Guard with their attacks.
The final damage of all incoming attacks will always be increased by 2. Furthermore, poisoning (both normal and toxic types) and burns deal an additional 1 damage per action, sleep/freeze/confusion/attraction lasts for an additional action, and paralysis has an additional +10% chance of full paralysis that must decay over time.

Acobi_Shrine.png
Acobi, Goddess of Oath and Abandon
"Make a promise, and The Chastened Maid will hold you to it."
The Pokemon will survive any direct attack and energy consumption that brings it defeat with 1 HP and 1 En respectively and be prevented from fainting for the remainder of the round. This will not occur if either Endure or Acobi was triggered in the previous round and in the same vein, neither Endure or Acobi cannot be used in successive rounds.
In the throes of defeat, each foe will inflict 15 damage flat upon fainting. This damage cannot be blocked, evaded, or nullified and is considered residual damage for calculation purposes.

Lemaign_Shrine.png
Lemaign, God of Hope and Despair
"The Mason King knows that success and failure are all in the mind."
All the user's attacks ignore the Defense and Special Defense stat, all positive defensive stat boosts, and the effects of Reflect, Light Screen, and Safeguard.
The Pokemon becomes extremely lazy and complacent due to its incredible power. As a result, it will loaf around after every normal action. A Pokemon loafing around will not do anything that action, but it recovers 3% energy. While loafing, its Confusion stage will not be checked and it will not hit itself in confusion during the second action. If this Pokemon uses a Combination, it loafs around on the action after the cooldown of the combination. If the Pokemon uses an attack that makes it Sluggish, then it loafs around on the first action and becomes Sluggish on the action after.

Pyth_Shrine.png
Pyth, God of Commotion and Order
"When the Wakeful Bull is calm, let's all do our part to keep him that way."
All of the Pokemon's stats are boosted by 50% (1.5x) rounded up, with exception to Speed which is increased by 75% (1.75x) rounded up. Furthermore, all Pokemon gain +25 accuracy and are immune to all attacks/abilities that sabotage a Pokemon's use of moves, which includes the moves Taunt, Torment, Encore, Disable, Imprison, and the ability Cursed Body.
The Pokemon is in a perpetual state of beserker rage which can never be quelled. The Pokemon is allowed to choose a new move at the beginning of every round, but is forced to use that move for all actions of that round while incurring half the normal repeated move energy cost.
Note: Pyth's effects override all Choice items.

Jevel_Shrine.png
Jevel, God of Health and Atrophy
"We each have the Tower Keeper's strength in us, until the day that strength runs out."
All incoming super-effective attacks will have their type effectiveness reduced to the next level of resistance (2x weak becomes neutral, 4x weak becomes 2x weak and so on).
The Pokemon loses all STAB bonuses on their attacks. All other bonuses of their type(s) still apply.
Note: This overrides all items and abilities that provide super-effective reductions, such as Solid Rock, Thick Fat, and the type reduction berries.

Yudrig_Shrine.png
Yudrig, God of Impulse and Bravery
"Each time the Morning Stallion stamps his hoof, somebody out there makes up his mind."
All the user's attacks ignore the effect of abilities to reduce or prevent this Pokemon's damage or attack effects (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.).
All the user's attacks will deal +50% recoil to the user, rounded up, even for Pokemon that are immune to recoil.

Roathus_Shrine.png
Roathus, God of Thirst and Plenty
"The Gorging Host reminds us to always know when we've had enough."
The Pokemon can absorb any negative non-damaging move targeted against it, gaining +10 energy in the process.
The Pokemon can only use damaging attacking moves.

Micia_Shrine.png
Micia, Goddess of Loss and Longing
"We all are born from the Lorn Mother, and in the end, we all return to her."
All damaging attacks will drain half the damage inflicted in HP to heal the user. Attacks that already drain the target (Drain Punch, Horn Leech) will drain full damage inflicted.
The user suffers a continuous drop of -7 HP every action.

Olak_Shrine.png
Olak, God of Chance and Whim
"The Carefree Son lives forever in the moment. The rest of us can only try."
Once invoked, a pink present box floats overhead the user. At the end of each round, the active Pokemon will be bestowed with one of ten effects. If there are multiple active Pokemon, a separate check will be done for each Pokemon. Each effect has an equal chance of occurring but no two effects can happen in a row.

  • Silver Wing: Lugia's scales cuts all final damage done to the Pokemon by half for a single round.
  • Rainbow Wing: Ho-oh's scales heals the active Pokemon by 25% of its max health, 25 energy, and clears all status conditions.
  • Substitute Doll: The active Pokemon is given a 5 HP Substitute doll. If the Pokemon already has a Substitute up, it will add 5 HP to the existing Substitute.
  • Red Blaziken Energy Drink: The active Pokemon is supercharged, making all their blows critical hits for a single round.
  • Super Shoes: Gives all their moves a +1 increase in priority level for a single round.
  • Magic Eraser: Clears the active Pokemon of all status effects, stat changes, and all miscellaneous effects like Encore, Safeguard, and Skill Swap.
  • Ball and Chain: A giant ball and chain fuses itself to the Pokemon, instantly grounding it and all attacks directed against it will have perfect accuracy with exception of OHKO moves. This effect lasts for a single round.
  • Black Tar: A sticky film of black tar jams the Pokemon's eyes (or their perception of sight, for those who have no eyes). All moves directed at any opponent will completely miss with exception of moves that ignore accuracy checks, such as Swift and No Guard attacks. This effect lasts for a single round. If this Pokemon targets an opponent burdened by the Ball and Chain effect, the Black Tar effect takes priority.
  • Shinigami: The Grim Reaper appears and poisons the victim with Ghost Curse. If the user is already suffering from Ghost Curse already, then the damage is increased by 1 per action.
  • Anvil: A giant anvil drops on the Pokemon, dealing 25 damage flat and stunning them on their first action, preventing them from taking any action. This effect ignores all defensive modifiers and pushes back cool down from combination attacks.

Garmuth_Shrine.png
Garmuth, God of Purpose and Folly
"The Crippled Duke reminds us that good intentions are nothing on their own."
Gain an additional substitution command to use in battle. All standard substitution rules still apply.
Lose ability to use combination attacks.

Summary: Sacred idols bestow great boons and great banes. Invoke wisely!

This is my first celebration (I didn't do anything for my last one. :P), so let's make it a great one! :]
 
Requesting Training matches in TheDangerZone in Faylion's Training. NO ref needed.

EDIT: Here you go KS

Need ref, our first never showed.



Hoping for a flash 1v1 single match
Default rules
2 subs
Training items
All abilities

578.gif

Nature: Relaxed (+Def, -Spe)

Type:
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:
Ability 1: Magic Guard
Type: Innate
This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.

Ability 2: Overcoat
Type: Innate
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Ability 3: Regenerator (DW: Locked)
Type: Innate
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.

Stats:
HP: 100
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 5
SpD: Rank 2
Spe: 26 (-) (-10% Eva)
Size Class: 1
Weight Class: 1
Base Rank Total: 16





EC: 4/9
MC: 0
DC: 4/5

Attacks:
Physical:
Rollout


Special:
Hidden Power 7 (Fighting)
Psychic
Psyshock
Psywave
Shadow Ball


Support:
Charm
Confuse Ray
Imprison
Light Screen
Pain Split
Protect
Recover
Reflect
Snatch
Thunder Wave
Trick
 
So, now that I'm back from Seattle, it's time to get back into the swing of things!

3v3 FE singles (>= 35 moves)
2 day DQ
2 recoveries/5 chills
2 subs
ASB Arena
3v3 FE singles (<= 35 moves)
2 day DQ
2 recoveries/5 chills
2 subs
ASB Arena
3v3 LC singles
2 day DQ
2 recoveries/5 chills
1 sub
ASB Arena

Have at it, gents!
 
So, now that I'm back from Seattle, it's time to get back into the swing of things!

3v3 LC singles
2 day DQ
2 recoveries/5 chills
1 sub
ASB Arena
Have at it, gents!
Taking the 3v3 LC, using:

Grimer - Cana (F)
88.png

Cana is an alcoholic, probably one of the very few Pokemon throughout the world to actually enjoy imbibing such beverages. Her natural biological system is the prime cause for her incredible alcoholic tolerance, and also of her encounter with Zheng - she was drinking in the wine cellar under a small inn when the innkeeper caught her red-handed. Flustered, the innkeeper cannot do anything without Pokemons, and Zheng arrived to save half the cellar, while paying off the other half. Flirtatious and often half-drunk, she's quite an addition to the family - as well as quite the reason of Zheng's oft-empty purse.

Nature:
Quiet (+1 SpA, -15% Speed, -10% Evasion)

Type:

Poison type: 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:
Ability 1: Stench
Type: Innate
Cana's sexy, boozy odor reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.

Ability 2: Sticky Hold
Type: Innate
Cana cradles her items much like the way she cradles her alcohol barrel, in a strong grip that prevents item theft or swapping.

Ability 3: Poison Touch (DW)
Type: Can be Disabled
Cana can channel her body's alcoholic resistances into a form of offense. Whenever she hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. If disabled, all of her attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

Stats:
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 21 (-10%)
Size Class: 1
Weight Class: 3

EC: 3/6 Next Evolution at 6
MC: 0
DC: 3/5

Attacks:
Pound
Poison Gas
Harden
Mud-Slap
Disable
Sludge
Minimize
Mud Bomb
Sludge Bomb

Imprison
Shadow Punch
Shadow Sneak
Acid Spray

Toxic
Thunderbolt
Flamethrower
Giga Drain
Ice Punch
Venoshock
Rock Slide
Snorunt - Juvia (F)
361.png

Juvia has a terrible crush on Gray. Period. This romance probably started when she spied Gray practicing the Ice Punches (since it worked quite well against Natsu) and she has been tagging along ever since. There's nothing Zheng could do to dissuade her, so he figured he might as well adopt Juvia too. Unfortunately, Gray is blind to the obvious - or rather, he does not find it in himself to reciprocate. Faced against such cool indifference, Juvia did not back down, making a promise to herself that she will, one day, let Gray see that she is already in his heart. Not that Gray isn't acting like a gentleman - so some of his actions towards Juvia was probably misleading, as well.

Nature:
Timid (+15% Speed, +8% Accuracy, -1 Atk)

Type:

Ice type: 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: Inner Focus
Type: Innate
When an opponent attempts to flinch Juvia, she stands firm and continues its attack by reminding herself of her love towards Gray.

Ability 2: Ice Body
Type: Innate
Juvia loves ice and hail, thriving in Icy conditions and able to absorb energy from Hailstones to recover two (2) HP/action in Hail.

Ability 3: Moody (DW)
Type: Innate
Juvia's unreciprocated love causes her feelings to always fluctuate, and its greatly influencing her capabilities from one round to the next. In addition to her general nature, Juvia displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 58 (+8%)
Size Class: 1
Weight Class: 2

EC: 3/6 Next Evolution at 6
MC: 0
DC: 3/5

Attacks:
Powder Snow
Leer
Double Team
Bite
Icy Wind
Headbutt
Protect
Ice Beam
Blizzard

Bide
Block
Spikes
Disable
Endure

Frost Breath
Hail
Rain Dance
Safeguard
Anorith - Pantherlily (M)
347.png

Gajeel was the one who found Pantherlily's Claw Fossil discarded at the entrance of a mine. Seeing the Murkrow's penchant for it, Zheng decided to go to the nearest archaeological lab and revive it. Pantherlily and Gajeel have been quite attached to each other ever since. They share the same camaraderie towards each other as Natsu and Gray, but at least they didn't have the head-splitting rivalry that the other pair always do. Often after a training session, Gajeel would take Pantherlily up for flight trips, while the latter demonstrates the pleasure of submersion in water. The rest of the family often help Pantherlily too, since he's still much less comfortable on terrestrial environment - Wendy loved piggybacking him and Charla together, while the latter doesn't mind that much.

Nature:
Brave (+1 Atk, -15% Speed, -10% Evasion)

Type:

Bug type: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Rock type: 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:
Ability 1: Battle Armour
Type: Innate
Pantherlily’s thick armor prevents him from taking critical hits.

Ability 2: Swift Swim (DW)
Type: Innate
Pantherlily can move deceptively fast in slick, rainy conditions, doubling (x2) its Speed in the rain.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 65 (-10%)
Size Class: 1
Weight Class: 2

EC: 2/6 Next Evolution at 6
MC: 0
DC: 2/5

Attacks:
Scratch
Harden
Mud Sport
Water Gun
Metal Claw
Protect
AncientPower
Fury Cutter
Rock Blast

Rapid Spin
Cross Poison
Water Pulse

Smack Down
Aerial Ace
Brick Break
Rock Slide

Abilities = All
Items = Training
Switch = KO
Everything else = Referee
 
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