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

So I found this arena that looks really fun, someone wanna join in?

OPEN CHALLENGE
1v1 LC singles
Training Items
0 subs (it'd be hell to sub in this)
2 day dq for battlers, 3 day dq for ref
All abilities
Arena: Glacier's Metronome Madness
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)


Opp/ref can decide anything I forgot

Oh, this looks crazy awesome, let's go :3
 
Challenging Gerald to a 3v3 Triples Battle ~
3v3 FE Triples
Training Items
ASB Arena
All Abilities
2 Recoveries / 5 Chills
1 Day DQ

Ragnarokalex agreed to Ref us
 
Open Challenge
3 v 3 Babysitter Triples (At least 1 FE and 1 NFE)
All Abilities
Items: On
Switch = Why?
2 Day DQ
2 Subs
2 Recoveries
5 Chills
Arena: Pick one (1) of the following:
Arena: Underground Daycare 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.
Sound Stadium

Field Type: Neutral
Complexity: Moderate
Format: All
Resrictions: No Weather


Welcome to the sound stadium. This is the birth place of everyone favorite songs like "I Want To Pikachu Up", "Kroko-Rock!", and "Grizabella: The Glameow Cat" as well as the favorite recording studio of The Kricketots, The New Elekids on the Pokeblock, and Mar!ll. Speakers are set-up all over the building to create the perfect sound. The echoes are divine. The building itself was designed to naturally amplify all forms of sound. The only failure of the Sound Stadium, and we all feel horrible about it, is that Soundproof Pokemon are still tone deaf. It is our goal to bring the joy of music to their ears.

Summary:
Sound Based moves target all pokemon on the field.
Some moves that are not normally classified as sound based moves are amplified to sound based status. These moves include Embargo, Encore, Flatter, Howl, Lucky Chant, Sleep Talk, SonicBoom, Synchronoise, Taunt, and Torment.
Bug Buzz's effect chance becomes 50%.
Chatter's Confusion will last exactly six (6) actions
Echoed Voice's BAP becomes 4 * Times used by Team in last nine (9) actions (Max: 20).
Embargo's priority becomes +1.
Encore's EN cost becomes 5.
Flatter does not raise the target's SPA.
GrassWhistle's Accuracy becomes 85%
Growl lowers the targets' ATK and DEF one (1) stage.
Heal Bell cures all status effects a team receives that action, be it before or after Heal Bell is used.
Howl raises the user's ATK by three (3) stages.
Hyper Voice has a 50% chance of causing the targets to become Sluggish.
Lucky Chant also lowers the target's secondary effects to zero percent (0%).
Metal Sound's accuracy becomes 100%.
Perish Song's duration is reduced from three (3) rounds to two (2) rounds.
Roar's priority becomes 0.
Round's Base Attack Power becomes six (6) plus (+) the number of pokemon using this move this action (# of users) times (*) three (3).
Screech lowers the targets' DEF and SPD two (2) stages.
Sing's priority becomes +1.
Sleep Talk will not concur the consecutive energy cost penalty.
Snarl lowers the targets' SPA and SPD one (1) stage.
Snore's effect chance is doubled, becoming 60%.
SonicBoom causes a fixed twelve (12) damage.
Supersonic's Accuracy becomes 85%.
Synchronoise can be combined with Uproar to target all pokemon who do not share a type with the user.
Taunt's energy cost becomes eight (8).
Torment's energy cost becomes eight (8).
Uproar's BAP becomes 11.

Soundproof will also lower the total EN cost of all sound based moves by half.
EN Formula: (Base EN Cost + Ability Effect + Consecutive Use Penalty - STAB) / 2

DAT Entries said:
Bug Buzz: The Pokemon emits a concentrated sound vibration by quickly vibrating its wings or arms. The intense noise can damage the target's thought patterns, lowering their Special Defense by one (1) stage.
Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 50% | Contact: No | Typing: Bug | Priority: 0 | CT: Elemental

Chatter: The Pokemon yells meaningless statements at the opponent loudly. The inanity of the speech has a chance of confusing the foe. Pokemon confused by this speech remain confused for exactly six (6) actions. This move can hit any single Pokemon on the field, regardless of position.
Attack Power: 6 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Special | Effect Chance: 31% | Contact: No | Typing: Flying | Priority: 0 | CT: Passive

Echoed Voice: The Pokemon puffs itself up and yells with a cry welled up from within, producing a sound wave that echoes throughout the area. Each time this is used by a member of the same team, that team's echo frequency builds up and the attack's Base Attack Power is magnified. An echo created in this way only lasts for six (6) actions, and after that won't factor into the multiplier for the Base Attack Power of newly used instances of this move.
Attack Power: 4 * Times Used by Team in last nine (9) Actions (Max: 20) | Accuracy: 100% | Energy Cost: 3 * Times Used by Team in last 6 Actions (Max: 15) | Attack Type: Special | Contact: No | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Deferring

Embargo: The Pokemon declares a cessation to all use of held items for the next two rounds. They and their teammates, however, are naturally not subject to this embargo.
Attack Power: -- | Accuracy: 100% | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Dark | Priority: +1 | CT: Passive

Encore: The Pokemon gives its opponent an enthusiastic round of applause. The target is so flattered that it can’t help but repeat its last successful action for the next two (2) of its actions. The afflicted Pokemon will not expend extra energy from consecutive attacks while Encore is in effect. Encore fails when used on a target whose Encore ended on the previous action or whose last successful action was a combo or a cooldown.
Attack Power: -- | Accuracy: 100% | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive

Flatter: The Pokémon makes a series of flattering comments and gestures to the opponent. It confuses the target.
Attack Power: -- | Accuracy: 100% | Energy Cost: 4 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Dark | Priority: 0 | CT: Passive

GrassWhistle: The Pokemon folds a leaf or large blade of grass and blows into it like a primitive flute. The soothing song puts the target Pokemon to sleep. Even if the music does not put the target to sleep, the move will calm down a Pokemon that is using rage-based moves like Outrage, Thrash, or Uproar, stopping their onslaught and preventing the resulting confusion.
Attack Power: -- | Accuracy: 85% | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Grass | Priority: 0 | CT: Passive

Growl: The Pokemon emits a low growl, endearingly or threateningly depending on the user. Upon hearing this growl, the opponent is more hesitant to apply full force, lowering its Attack and Defense by one (1) stage. This move targets up to three (3) adjacent opponents in a multi-battle. This move locks its changed stat for the round within which it was used.
Attack Power: -- | Accuracy: 100% | Energy Cost: 4 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive

Heal Bell: The Pokemon glows dimly and releases blue energy waves. The energy is released with a bell-like noise. The energy waves heals all Pokemon on the side of the user of all status conditions and prevents them, including Burn, Freeze, Paralysis, Poison, and Sleep, for the remainder of the action. This move targets all allied Pokemon in a multi-battle, and also affects Pokemon in their Poke Balls.
Attack Power: -- | Accuracy: -- | Energy Cost: 9 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive

Howl: The Pokemon lets out a spine-tingling howl, raising its attack by three (3) stages. If Howl is used in a combination, any stat-changes affected by the combination double. This move locks its changed stat for the round within which it was used.
Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Passive

Hyper Voice: The Pokemon lets out a powerful shout with such a high frequency that it damages the opponent. The high frequency of the sound has a chance to cause all those that hear it to become sluggish for one action. This move targets up to three (3) adjacent opponents in a multi-battle.
Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 50% | Contact: No | Typing: Normal | Priority: 0 | CT: Passive

Lucky Chant: The Pokemon starts to murmur ancient words. While doing this, pink tentacles sprout from its body and wrap the foe. The tentacles prevent the foe from landing a critical hit. It also reduces the chance of the opponent's moves' secondary effects to zero (0). The duration of this effect is six (6) actions. This move targets up to three (3) allied Pokemon in a multi-battle and maintains its effect on a Pokemon's position even if it is switched for another Pokemon.
Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Passive

Metal Sound: The Pokémon releases light blue sound waves with the sound of ringing metal. All Pokémon that hear it suffer a 2-stage Special Defense drop for one round.
Attack Power: -- | Accuracy: 100% | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Steel | Priority: 0 | CT: Passive

Perish Song: The Pokemon lets out a horrible shriek that envelops the entire field. At the end of two (2) rounds, any Pokemon that hears Perish Song will faint. The haunting shriek can even echo through caves and other places. The effect is removed on that Pokemon if the Pokemon switches. This move strikes all Pokemon on the field, including the user. In Switch=KO battles, this effect, when inflicted by a Pokemon on itself or its ally cannot be removed by any means other than switching out, including moves that would switch the Pokemon out in a Switch=OK battle like U-turn, Volt-Switch, and Teleport. This effect also disables the effect of Shed Shell on the user and its allies.
Attack Power: -- | Accuracy: -- | Energy Cost: 15 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: -1 | CT: Passive

Roar: The Pokemon takes air into its lungs and roars at the foe with all its might, terrifying it. In Switch = KO, the shock of the attack resets all of the opponent's stat changes and snaps it out of temporary status as well as other effects like Disable, Taunt, and Torment. In Switch = OK, the Pokemon is sent back to its trainer's Poke Ball at the end of the round. The opponent's Pokemon is switched out at random from their remaining Pokemon, however the trainer that commanded Roar must attack first.
Attack Power: -- | Accuracy: 100% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive

Round: The Pokemon raises its voice. If more Pokemon join in the same action, the power of all attacks increases by the number of users * three (3).
Attack Power: 6 | Accuracy: 100% | Energy Cost: 8 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Deferring

Screech: The Pokemon screeches harshly at its opponent. The pitch of the screech is so high that it breaks down parts of the opponent's body, lowering their Defense and Special Defense by two (2) stages. This move will fail if the opponent cannot hear the screech.
Attack Power: -- | Accuracy: 85% | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Elemental

Sing: The Pokemon sings a calming lullaby to its opponent. The lullaby calms the opponent down to the point where they fall asleep. Even if the song does not put the target to sleep, the move will calm down a Pokemon that is using rage-based moves like Outrage, Thrash, or Uproar, stopping their onslaught and preventing the resulting confusion.
Attack Power: -- | Accuracy: 55% | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: +1 | CT: Passive

Sleep Talk: The Pokemon mumbles one of 4 of its own selected attacks in its Sleep. Each has a 25% chance of manifesting. All attacks selected will have their regular properties, and any damaging attacks called will be used as direct attacks.
Sleep Talk will not incur a consecutive energy cost penalty either if it is used consecutively (even if summoning different potential attacks) or if one of the attacks it summoned is used consecutively.
Sleep Talk move will not select Assist, Bide, Copycat, Focus Punch, Me First, Metronome, Mirror Move, Sleep Talk, or Uproar.
Attack Power: -- | Accuracy: -- | Energy Cost: 3 + Called Attack | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: None

Snarl: The Pokemon releases a piercing bark the emits dark waves. The waves scramble the opponent’s concentration, lowering their Special Attack and Special Defense one (1) stage until the end of the next round. This move targets up to three (3) adjacent opponents in a multi-battle.
Attack Power: 6 | Accuracy: 95% | Energy Cost: 5 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Dark | Priority: 0 | CT: Elemental

Snore: The sleeping Pokemon snores loud enough to cause mild internal damage to the listening opponent. The harsh noise may cause the listener to flinch, losing an attack turn. Snore can be combined with Chatter, Echoed Voice, Hyper Voice, Metal Sound, Round, Screech, Snarl, Supersonic, and Uproar. When combined, the combination has 100% Accuracy and the BAP of Snore is doubled (x2). The Pokemon will remain asleep through the Cooldown of the combination, even if it would have bee awakened by damage.
Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Special | Effect Chance: 60% | Contact: No | Typing: Normal | Priority: 0 | CT: Deferring

Sonicboom: The Pokemon slices the air before it, creating a shock wave projectile. The trainer can direct the Pokemon to create a slow but long-lingering wave, a fast but quickly dissipating one, or an in-between option. This attack always causes ten (10) HP Damage, regardless of stats, typing, STAB, or any other effects.
Attack Power: Fixed Damage = 12 | Accuracy: 90% | Energy Cost: 5 | Attack Type: Special | Contact: No | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

Supersonic: The Pokemon sends out a supersonic screech, confusing the Pokemon that hears it. Supersonic can drown out other sound attacks without an accuracy check.
Attack Power: -- | Accuracy: 85% | Energy Cost: 4 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Elemental

Synchronoise: The Pokemon sends out a psychic pulse of a certain frequency, damaging all other Pokemon that share any types with the Pokemon. This move hits all Pokemon except the user. If combined with Round, Echoed Voice, or Hyper Voice, increases the final power of the combo by 1.5x, rounded. (e.g. 7 + 6 = 13 * 1.5 = 19.5 = 20). If combined with Screech or Supersonic, the power of the combination doubles (7 * 2 = 14) and has 100% Accuracy. If combined with Uproar, the resulting combination targets all pokemon who do not share a type with the user.
Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Psychic | Priority: 0 | CT: Passive

Taunt: The Pokemon taunts and sneers at the opponent, enraging the opponent and making them only capable of using damaging attacking moves (no commands, no chills) for the following six (6) actions. If a combination used while Taunted includes a non-attacking move, it may be used so long as the combination does damage. If the Pokemon is unable to witness the Taunt, like if it is asleep, the move fails; a Pokemon being ordered to look away does not make it fail.
Attack Power: -- | Accuracy: 100% | Energy Cost: 8 | Attack Type Other: | Effect Chance: -- | Contact: No | Typing: Dark | Priority: 0 | CT: Passive

Torment: The Pokemon imbues itself with dark energy and torments the foe, preventing the opponent from using using the same attack twice in a row. Furthermore, it prevents the opponent from using any move during any given round that it used in the round prior for six (6) actions.
Attack Power: -- | Accuracy: 100% | Energy Cost: 8 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Dark | Priority: 0 | CT: Passive

Uproar: The Pokemon uses great blasts of sound while enraged to damage the opponent, overpowering all other sound-based effects in the arena and preventing all Pokemon in the arena from sleeping until it dissipates. Uproar lasts for three (3) actions, and all Pokemon will wake up and become immune to sleep while Uproar is being used. Uproar does not suffer from the consecutive attacks penalty. This move attacks an enemy Pokemon at random. When combined with any suitable move, the Pokemon is not forced to use Uproar after the cooldown turn. The Pokemon must not be locked into a move in order to use this move in a combo.
Attack Power: 11 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive
The Ancestree

Many moons ago, a small seed was planted. A family placed its essence and love into it. Today, the seed has grown into an enormous tree. Those in its vicinity gain the skills of their whole family. To use it as they see fit.

A Pokemon gains the abilities of all Pokemon in its evolutionary family, save for duplicate abilities.
Pokemon can have no more than a total of 6 abilities, including its starting abilities.

Banned Abilities: Zen Mode
 
Open Battle
3 vs. 3
2 day DQ
2 subs
All abilities
1 recover, 2 chills
asb arena

Accepting the above. I think I have just the mon...!
Singles, right? Alright, I'll ref this. PM me your Pokemon! We'll say Items=Off since cbrevan likely doesn't have anything aside from the starting berries, unless he wants to say otherwise. And you guys should let me know what switch rules you want; I'm going to say Switch=OK for now.
 
Challenging user Cube to a flashie!

2v2 LC doubles
switch=lol
1 day DQ
No chills/recovers
All abilities
2 subs
Training items
Arena is this gobbledygook:

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.

Me and Geodude6 need a ref for this from last page.

Cube said:
1v1 Freshmon Flash (Hopefully)
ASB Arena
All abilities
2/5 Recover/Chills
Training Items
1 Day DQ
1 Sub

Me and Wolfe need a ref from two pages ago.
 
CAP ASB Casual Circuit

Chosen by vote, eight battlers will slug it out for no prize in particular! The Casual Circuit is a series dedicated to battling itself, as a skill and art form to be pursued for its own sake. The battlers are chosen for their powerful mons and known battling prowess, for the sake of creating high-profile, high-stakes matches for the enjoyment of their participants and the spectators!

Tournament Format
Single Elimination
8 players
There is not a prize beyond standard match counters.
There is a Bronze match.

Battle Format
Bring 4, Pick 2 Singles
2 Day DQ
Coinflip Turn Order

2 Substitutions
2 Recovers, 5 Chills

Items On
All Abilities
Switching Permitted

ASB Arena

  • Because this is not an official tournament, it consumes a battle slot. Keep a slot open between rounds! If you have no slot, you may not post and you are subject to the DQ time as normal.
  • You may send new Pokemon every match. You don't assign items until you send them out in battle.
  • Flamestrike and I will be your referees.

Player List:
Its_A_Random (25 votes)
Dogfish44 (24 votes)
Pwnemon (24 votes)
ElevatorMusic (22 votes)
Frosty (19 votes)
Birkal (16 votes)
GlacierKnight (14 votes)
Imanalt (13 votes)

Brackets:
http://challonge.com/capasbcasualcircuit

Flamestrike will ref Its_A_Random vs. Imanalt and Elevator Music vs. Frosty.

I will ref Dogfish44 vs. GlacierKnight and Birkal vs. Pwnemon.



PM your referee four Pokemon with the subject "Casual Circuit" and post here accepting your match. As soon as every player accepts and sends their team, we will begin.
 
Hi, I am Its_A_Random, & I am confirming that I will partake in this tournament. Accepting my match with Imanalt. Let us do this.
 
I ACCEPT MY ROLE IN THE CASUAL CIRCUIT AND WILL DEFEND ASB FROM ALL BIRKALS WHO ATTEMPT TO DESTROY IT

YOUR CAW HOLDS NO WATER AGAINST THE STRENGTH OF MY FEROCIOUS MEOW
 
Issuing an open challenge now that school's done!!

4v4 LC doubles
2 subs
Training items
2 day DQ

Opp/ref can decide rest

Sure, I'll take this.

Abilities = ALL
Switch = KO
Arena = Assault on Tokyo
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.
Still need a ref for this one.
 
3oQEskF.gif


"Ah, Casual Circuit? Sure. why not!"

PKMN Trainer Dogfish44 would like to battle!
 
Idk why people don't do these but
Open Challenge
3v3 Rotation Singles (1FE, 2LC)
3 Day DQ
Switch=lol
All Abilities
Training Items
Any Arena except Soup or something crazy
Rotation rules will be explained in thread or look up "Yoshinite vs. TIO"
 
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