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

Issuing an open challenge:

1v1 FE
1 Day DQ
Training Items
2 Subs
2 Recoveries/5 Chills
accepter decides arena (be creative. not ASB Arena)
 
Okay this is getting fucking awful I need to beat someone in ASB for once
4 on 4 singles baby sitter match (1 NFE and 3 LC)
Acceptor can decide the rest because I do not care about anything but winning at this point.
Except for arena because I made a fire type one.
You stand in front of a long forgotten temple. Once this place was a monastery for a order of monks who trained pokemon of all types. But all has come to an end and now it is a arena for any fire type pokemon.

How has this temple come to such a state you ask? Well the order built the temple around a ring of volcanoes, this was believed by them to help them stay calm in stress being under certain danger any moment because they were all active. The last sight for those great pokemon trainers was the volcano engulfing there once peaceful domain. Then the fire types came and they haven't left since. Now molten lava has hardened and nothing can be seen of the original design. If you can manage to reach underneath the arena heated water can be used as a water source

-------------------------------------------------------------------------
Types helped at this arena: Fire/water (if heated water is reached underneath temple. if not then no water source)

Arena effect summary:

  • Fire moves have their bap increased by 2.
  • All water type moves that are used once the underground water source is uncovered have a 10% chance of burning the opponent.
  • Will-O-wisp has 100% accuracy
  • Weather can be canceled out if activated by the opponent by using a fire move to activate the volcanoes and then let the ash cover the sky. This hurts any non fire type for 2 damage at the end of each action and lasts for 5 actions.
  • All boosts caused by fire type moves are doubled.
 
Accepting kingmitus' match.

2 day DQ
2 substitutions
2 recovers/5 chills
Switch = OK
All (unlocked) abilities
Training items

Ref can pick arena

I shall ref and you will be fighting in the Underground Daycare Center:
Arena: Underground Day Care Center
Field Type: Neutral
Complexity: Simple
Format: All
Restrictions: Weather is allowed
An untold secret about the Day Care Center in an unspecified region. Supposedly, there is one in every region. Beneath those hallowed halls of love and care is a war pit. Declined eggs speckle the shelves on all the walls. Pokemon who battle in this place gain a boost from their Egg Group. The floor is made of impenetrable organic concrete. The fighting area is about 50 x 50 x 30 meters. The actual room is about 75 x 60 x 50.

Pokemon belonging to two (2) egg groups gain the following effects:
Monster Group: This pokemon is a horrible creature, capable of hitting its target with astounding precision. This provides a flat ten percent (10%) boost in accuracy.
Water 1 Group: Increases the effect chance of all moves by fifty percent (1.5x).
Bug Group: Gains one (1) extra attack on multi-hit moves, with no cap.❷
Flying Group: All pokemon in this Egg Group are immune to the effects of Smack Down and do not lose the Ground immunity while using Roost.
Field Group: This pokemon's STAB becomes five (5) instead of three (3).
Fairy Group: Attraction has an additional fifty percent (50%) chance to be inflicted upon opponents that come in contact with this pokemon, even if they are genderless or the same gender.❺
Grass Group: The pokemon heal twenty percent (x0.2) of damage inflicted to opposing pokemon with STAB moves.❹
Water 3 Group: At the end of each round, there is a twenty five percent (25%) chance of boosting ATK, DEF, SPA, or SPD one (1) stage.
Mineral Group: All super effective attacks against this pokemon are reduced by three (3) BAP. All regular damage attacks against this pokemon are reduced by two (2) BAP. All not very effective attacks against this pokemon are reduced by one (1) BAP.
Amorphous Group: The physical form of this pokemon is ever changing. This provides a flat ten percent (10%) boost in evasion.
Water 2 Group: This pokemon has learned to adapt to all weathers. It dodges hail stones, sand particles, rays of light, and rain drops with ease. All this exercise has given it a fifty percent (1.5x) boost in weather to speed.
Dragon Group: This pokemon has refined its attacks to be as efficient as possible. This has resulted in a decrease of EN use by ten percent (0.1x).❶
Human-Like: Increase the final damage of "Chop", "Head", "Kick", "Punch", and "Slap" moves by three (3) damage.

Pokemon belonging to one (1) egg group gain the following effects:
Monster Group: This pokemon is a horrible creature, capable of hitting its target with astounding precision. This provides a flat fifteen percent (15%) boost in accuracy.
Water 1 Group: Increases the effect chance of all moves by fifty percent (1.5x). Increases the effect chance of combination moves doubles (2.0x)
Bug Group: Gains two (2) extra attacks on all multi-hit moves, with no cap.❸
Field Group: This pokemon's STAB becomes seven (7) instead of three (3).
Flying Group: All pokemon in this Egg Group are immune to the effects of Smack Down and do not lose the Ground immunity while using Roost. This pokemon is unaffected by the secondary effects of super-effective attacks.
Fairy Group: Attraction has an additional fifty percent (50%) chance to be inflicted upon opponents that come in contact with this pokemon, even if they are genderless or the same gender. Attraction lasts six (6) actions.❺
Grass Group: The pokemon heal thirty percent (0.3x) of damage inflicted to opposing pokemon with STAB moves.❹
Water 3 Group: At the end of each round, there is a fifty percent (50%) chance of boosting ATK, DEF, SPA, or SPD one (1) stage.
Mineral Group: All super effective attacks against this pokemon are reduced by four (4) BAP. All regular damage attacks against this pokemon are reduced by three (3) BAP. All not very effective attacks against this pokemon are reduced by two (2) BAP.
Amorphous Group: The physical form of this pokemon is ever changing. This provides a flat fifteen percent (15%) boost in evasion.
Water 2 Group: This pokemon has learned to adapt to all weathers. It dodges hail stones, sand particles, rays of light, and rain drops with ease. All this exercise has given it a fifty percent (1.5x) boost to speed.
Dragon Group: This pokemon has refined its attacks to be as efficient as possible. This has resulted in a decrease of EN use by twenty percent (0.2x).❶
Human-Like: Increase the final damage of "Chop", "Head", "Kick", "Punch", and "Slap" moves by five (5).
Ditto Group: When Transformed, the Pokemon Ditto Transformed into gains the Limber Ability.
Undiscovered Group: This Pokemon's uniqueness has made it hardy and tough. It gains a flat twenty five (25) more HP.

Notes:
❶ Resulting EN use is calculated by (Base EN + Ability Effects + Consecutive Use Penalty) * Egg Group [0.8 for Pure Dragon, 0.9 for Dual Dragon] - STAB.
❷ Increases the number of guaranteed hits on multi-hit moves. 3/8 chance of four (4) hits, 1/8 chance of five (5) hits.
❸ Increases the number of guaranteed hits on multi-hit moves. 3/8 chance of five (5) hits.
❹ If a healing move is used, the formula to calculate health recovered is Damage * (Move Effect + Egg Group).❖
❖ If a healing move is used by a pokemon holding Big Root, the formula to calculate health recovered is Damage * ((Move Effect * Big Root) + Egg Group).
❺ Pokemon with Oblivious are still immune to the effects of Infatuation.

PM me your teams, fellas.
 
Issuing two matches!

3v3 LC Training Match Singles
All abilities
Switch=OK
2 subs
2 recovers/chills
Unown Soup Arena
Training Items
2 Day DQ

I'll accept this.

Needs a ref!

1v1 LC Flashmatch
All abilities
Switch=lol
2 recovers/chills
Unown Soup
Training Items
3 Hour DQ (6 hours for ref)

Good luck, and Godspeed.

Taking this on! COME AT ME BRO.

Needs a ref too, I believe!
 
I am gonna put up another open challenge
2 vs 2 LC singles
acceptor can decide the rest except for the arena because I have one to use
You stand in front of a long forgotten temple. Once this place was a monastery for a order of monks who trained pokemon of all types. But all has come to an end and now it is a arena for any fire type pokemon.

How has this temple come to such a state you ask? Well the order built the temple around a ring of volcanoes, this was believed by them to help them stay calm in stress being under certain danger any moment because they were all active. The last sight for those great pokemon trainers was the volcano engulfing there once peaceful domain. Then the fire types came and they haven't left since. Now molten lava has hardened and nothing can be seen of the original design. If you can manage to reach underneath the arena heated water can be used as a water source

-------------------------------------------------------------------------
Types helped at this arena: Fire/water (if heated water is reached underneath temple. if not then no water source)

Arena effect summary:

  • Fire moves have their bap increased by 2.
  • All water type moves that are used once the underground water source is uncovered have a 10% chance of burning the opponent.
  • Will-O-wisp has 100% accuracy
  • Weather can be canceled out if activated by the opponent by using a fire move to activate the volcanoes and then let the ash cover the sky (this doubles the en cost). This hurts any non fire type for 2 damage at the end of each action and lasts for 5 actions.
  • All boosts caused by fire type moves are doubled.
 
am accept

Two subs
arena: TELEPORTATION!

Arena: TELEPORTATION!
Field Type: Variable
Complexity: Variable
Format: Variable

Restrictions: Weather Effects, Room Effects, Entry Hazards, & Gravity only last until the end of a round, unless the same arena is rolled twice in a row, otherwise, Variable

Description: Yes, you better believe it! At the end of every round (And at the beginning of the match), the referee will roll a number between 0* & however many arenas there are in the arena compendium thread (Each representing an arena in the Arena Compendium Thread in chronological order). Whichever number you roll, for the next round, the battle will take place on that arena. Its as simple as that.

*0 represents the ASB Tournament Arena.

Concept Arenas do not count, either...Neither does TELEPORTATION! itself.

Summary: A new arena every round.

Also challenging emma

2v2 singles
Switch = OK
Items: Training
Arena: asb
All abilities
Two subs
1 day DQ
 
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