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

CHALLENGING CRYSTALINE.

MOSTLY B/C HE/SHE IS TOO LAZY TO CHALLENGE ME.

1v1 NFE Singles
2 Day DQ
ASB Arena
1 Sub
Items Training

zarator vs. LouisCyphre (3v3 FE Singles)
Gem's Crazy battle thing (5v5 brawl, 4/10 Slots)
UllarWarlord vs. ??? (1v1 FE Singles)
Eternal Drifter vs. Ragnarokalex (3v3 Doubles; Subref)
Ullarwarlord vs. Crystaline (1v1 NFE Singles)
 
OPEN CHALLENGE!
3 v 3 Singles LC
All Items
All Abilities
Switch = KO
2 Day DQ
5 Chills/2 Recoveries
2 Subs
Arena is up to you
I'll take it. I choose the Ancestree (grabs popcorn to see how akela deals with it.) assuming dw locked abilities are also used. If not, then the Underground Daycare Center.
 
Now that all this crazy flood junk is (hopefully) done, I'm gonna post an open challenge!!

4v4 lc doubles
Training items
All abilities
Switch = KO
3 day dq
5 chills/2 recs
2 subs
Op/ref can choose arena!

Queueueueue:
zarator vs. LouisCyphre (3v3 FE Singles)
Gem's Crazy battle thing (5v5 brawl, 4/10 Slots)
UllarWarlord vs. ??? (1v1 FE Singles)
Eternal Drifter vs. Ragnarokalex (3v3 Doubles; Subref)
Ullarwarlord vs. Crystaline (1v1 NFE Singles)
Akela vs. S0L1D G0LD (3v3 lc singles)
Incoleo vs ??? (4v4 lc doubles)
 
TheWolfe returned, so my subref request is now invalid.

Queue:
zarator vs. LouisCyphre (3v3 FE Singles)
Gem's Crazy battle thing (5v5 brawl, 4/10 Slots)
UllarWarlord vs. ??? (1v1 FE Singles)
Ullarwarlord vs. Crystaline (1v1 NFE Singles)
Akela vs. S0L1D G0LD (3v3 lc singles)
Incoleo vs ??? (4v4 lc doubles)
 
While we're on the topic of battles, I should get some going:

Open challenges:

1) 3v3 Strongmon Doubles
DQ
: 2 days
Recoveries: 2 Recovery/5 Chills
Substitutions: 2
Arena: Mr. Heefloot's Type Shop
Items: OK
Switch: OK
Abilities: All

Field Type = Neutral
Complexity = Moderate
Format = Eh, whatever
No Restrictions on anything

Here at the magical type shop, Mr.Heefloot sells many strange and mystical devices. Within these seemingly ordinary devices, a great power is contained, so great that it is even capable of changing the types of Pokemon! For a meager price of less than nothing, Mr.Heefloot is glad to rent these items out to budding trainers for the duration of a battle in his yard. He just loves seeing small creatures crushed by Shieldons! His yard is rather regular, covered in grass and with a small pond nearby, so there are no move restrictions.

The arena is nothing special, but Mr.Heefloot will gladly give one of his precious seventeen items away to a Pokemon at the start of a battle, adding an additional type to them! For example, if the Fairy Wings are given to a Shieldon, then it would be counted for purposes of STAB, type resistances, etc. as a Rock/Steel/Flying type! Just to clear some stuff up, Mr.Heefloot says a Rock/Steel/Dark type is considered 8x weak to Fighting attacks (for an ASB modifier of 3.0), and a Water/Ice/Fire type is 8x resistant to Ice attacks (for an ASB modifier of .29). In addition, a Pokemon may take an item of a type they already are. For example Conkeldurr can go ahead and grab a Super Karate Black Belt to gain double the STAB bonus on fighting-attacks, but also doubling his weaknesses! Only one of each item can be attached per battle, and they do not take up the regular hold item a Pokemon usually has. Here is the list of items, have fun incorporating them into your flavor refs!

Exceptionally Ordinary Something-or-other: This something-or-other has a habit of somewhat normalizing the Pokemon that somehow manages to wear or use it or something like that. Nobody really knows, its just kind of really ordinary and regular and stuff.
Super Karate Black Belt: This black belt is extremely empowering, and instantly gives any Pokemon that wears it the fighting prowess of Jet Lee, Chuck Norris, Yip-man, and Sawk combined! "Be wary of flying feet and fists," it says on the genuine label.
Fairy Wings: Though these wings may just look like they were ripped off of some five-year old's Halloween costume, they are genuine fairy wings. Easily super-glued on to even the most resistant of Pokemon, it grants them the ability to soar around like the average flying-type.
Hive Mind: A small and insectoid brain in a jar, the trainer applies this item by deftly lobotomizing their Pokemon and replacing their frontal lobes with this. The Pokemon is then conquered by a strange alien hive race, and begins acting far more buggy than usual.
Rotten Flower: With on whiff of this disgusting flower, any Pokemon becomes capable of spewing out toxic, poisonous goop like no other. It really is that disgusting. Trainers are suggested to wear gas masks around this item.
Prickly Rose: To apply the powers of this item, the trainer simply slaps their Pokemon silly with it. Eventually, the thorny flower will cause a puncture wound, and its grassy juices with enter the Pokemon's bloodstream. Often, the Pokemon will have a habit of lying around inactively in the sun shortly after being Roseified. Studies are inconclusive on whether this is due to photosynthesis or blood loss.
Scuba Flippers: Just stick these finely-crafted flippers onto any Pokemon's feet, and they'll be swiftly swimming through any drizzle! Instantly gain access to water sources like never before! Note: not proven to work on Pokemon without feet; Mr.Heefloot suggests jamming the flippers on the Pokemon's head.
Torch: Light up your favorite pal, and voila! Instant fire-type!
Mad Scientist Goggles: Equip these stereotypical goggles to a Pokemon, and watch as their fur/hair/scales/shield-faces becomes instantly frazzled by electricity! Soon, they'll be conducting dangerous experiments with Frankensteins and Tesla coils! They grow up so fast...
Refrigerator: Often used in haikus, fridges apparently have another use! Stick this smaller version on top of a Pokemon's head, and they'll be calling Blizzards down upon the battle. It's a wonder what a little bit of chilled ice can do for someone!
Bastiodon Skeleton: Unfortunately, not all Bastiodon fossils were in a good enough condition to resurrect. So, Mr.Heefloot hoarded them, and will gladly preform a rough full skeleton transplant with any brave Pokemon. The sturdy bones of the tough Bastiodon imbue the the patient with rock-hard skin.
Model Train (1:2 scale): When a Pokemon conducts this half-size train, they barely even need their own powers anymore! Honestly, do they really need to use wimpy Pokemon moves when they can just crush their opponent beneath a steel train?
Shovel: As Diglett and Dugtrio show, all you need to be a ground-type is live halfway underground! The shovel makes this unusually tough change much easier.
Gypsy Tent: A Pokemon walks into this gypsy tent a simple Pokemon, and out comes a mystical psychic mind-reader, fully equipped with spoons, crystal globes, and tarot reading skills.
Rusty Ghostbuster: Even Mr.Heefloot doesn't know he managed to acquire this antique, but he does know how it works. Just give it a little kick, and out comes a wicked ghost, eager to posses the nearest Pokemon!
Ominous Hood: When hiding behind this dark, shrouded hood, a Pokemon seems to become evil and wicked, no matter how nice it usually is. It just seems to bring out the worst in everyone. Extended exposure is not suggested.
Master Ball: Everybody knows that legendary dragons belong in Master Balls! So, Mr.Heefloot will gladly allow your Pokemon to sit in this legendary pokeball for a couple minutes, giving them the power of the dragons that used to call it home! Note: Mr.Heefloot does not guarantee the release of your Pokemon, especially if they are a well-trained strongmon.

2) 3v3 Strongmon Singles
DQ
: 2 days
Recoveries: 2 Recovery/5 Chills
Substitutions: 2
Arena: Tower of Heaven
Items: OK
Switch: OK
Abilities: All

tower_of_heaven_with_text.png


The Tower of Heaven is an ancient structure that stretches deep into the clouds, the heavens, and far beyond. It is composed of a material similar to rock, but far more durable and nearly impossible to break. Most of the structure is open-air giving a good glimpse of the clear sky. Moss and other small plant life have grown on the outcropping on the rock-like material with small butterflies flying about. There are small streams and pools of water within the structure for Water attacks and Water Pokemon. The battle will take place within one of the many chambers of the tower.

All moves can be used within the Tower of Heaven. However, there is a catch. Within my hands is the Book of Laws. At the end of each round, I'll write down a new law. The laws restrict what attacks, actions, or commands you may or may not take in battle. Violation of any law in battle will still allow you to perform the command, however the offender will be struck down with a lightning bolt that deals 10 damage flat and ignores abilities, weakness, and resistance. The lightning bolt cannot be deflected, dodged, evaded, or otherwise blocked. It will hit the Pokemon behind a Substitute, find its way through Double Team, and will go through Wonder Guard. Pokemon that are immune to Electric attacks by ability or typing will still be struck down and will gain no benefit such as Motor Drive's Speed boost. Violation of multiple laws in an action will drop down multiple lightning bolts on the offender depending on how many laws they've broken in a given action.

For instance, Pikachu decides to use Thunderbolt on a Staryu. If I restrict the usage of Thunderbolt, Pikachu will be smote once for 10 damage. If I restrict the usage of Thunderbolt and all Electrical attacks, Pikachu will be hit twice for 20 damage. Finally, if I restrict the usage of Thunderbolt, Electrical attacks, and super-effective moves, Pikachu will be struck thrice for 30 damage.

If there's any questions or need clarification on anything, PM me.

Summary: All moves can be used initially, however new laws added in each round will restrict what commands can be used. Violation of any law will be penalized with a lightning bolt dealing 10 damage flat ignoring typing and abilities. Combatants can be penalized multiple times in an action.

Teleportation Corollary: If this arena is picked randomly as a result of arena effect, then the ref is free to generate up to three rules for the combatants to follow until a new arena is chosen.

3) 2v2 LC Singles
DQ
: 2 days
Recoveries: 2 Recovery/5 Chills
Substitutions: 2
Arena: Weather Simulation Chamber
Items: OK
Switch: OK
Abilities: All

A 100ft x 100ft x 100ft room made of a white metallic alloy. The east and west edges of the arena have 10-foot-wide rectangular pools of water that run the length of the arena. The floor can be dug through and seismic moves can be used without any problem. The floor also has artificial grass that can be used as an external grass source. Weather-inducing moves and abilities cannot be used.

In the middle of the arena is a machine that can generate weather upon being hit. Area of effect moves like Earthquake and Surf will always hit the machine, while other damaging moves that miss have a 50% chance of hitting the machine (multi-target moves that miss multiple targets only get this chance once). If the machine is hit by a damaging attack, it will change the weather at the end of the round. The weather will be chosen at random; each weather condition apart from the current one has an equal chance of being selected unless specified otherwise. All weather conditions will last until the machine is hit again. The possible weathers are as follows (note: Overcoat and Magic Guard always protect pokemon from damage dealt by any of these weathers):
  • Clear (default): No effect. This will not be chosen if the machine is hit more than once in the round.
  • Sun: Same effect as Sunny Day. This will not be chosen if the machine is hit more than once in the round.
  • Rain: Same effect as Rain Dance. This will not be chosen if the machine is hit more than once in the round.
  • Sandstorm: Same effect as Sandstorm. This will not be chosen if the machine is hit more than once in the round.
  • Hail: Same effect as Hail. This will not be chosen if the machine is hit more than once in the round.
  • Snow: Same effect as Hail except does not damage non-ice-types and does not heal pokemon with Ice Body. Also increases the base power of Powder Snow by 3. This will not be chosen if the machine is hit more than once in the round.
  • Fog: Reduces the accuracy of all pokemon by 1 stage as long as it is in effect. The move Defog will clear the fog, changing the weather to clear. This will not be chosen if the machine is hit more than twice in the round.
  • Acid Rain: Does 2 damage per action to all pokemon except poison-types. Weather Ball is poison-type.
  • Thunderstorm: Does 5 damage per action to all pokemon except electric- and ground-types and pokemon with Lightningrod, Volt Absorb and/or Motor Drive. Electric-type moves have their base power increased by 3. Thunder and Hurricane are 100% accurate. Weather Ball is electric-type.
Queue:
zarator vs. LouisCyphre (3v3 FE Singles)
Gem's Crazy battle thing (5v5 brawl, 4/10 Slots)
UllarWarlord vs. ??? (1v1 FE Singles)
Ullarwarlord vs. Crystaline (1v1 NFE Singles)
Akela vs. S0L1D G0LD (3v3 lc singles)
Incoleo vs ??? (4v4 lc doubles)
TheWolfe VS. ??? (3v3 Strongmon Doubles)
TheWolfe VS. ??? (3v3 Strongmon Singles)
TheWolfe VS. ??? (2v2 LC Singles)
 
Last edited:
Taking Wolfe's Tower of Heaven fight. You'd best bring your a-game, boy.

Queue:
zarator vs. LouisCyphre (3v3 FE Singles)
Gem's Crazy battle thing (5v5 brawl, 4/10 Slots)
UllarWarlord vs. ??? (1v1 FE Singles)
Ullarwarlord vs. Crystaline (1v1 NFE Singles)
Akela vs. S0L1D G0LD (3v3 lc singles)
Incoleo vs ??? (4v4 lc doubles)
TheWolfe VS. ??? (3v3 Strongmon Doubles)
TheWolfe VS. The Wanderer (3v3 Strongmon Singles)
TheWolfe VS. ??? (2v2 LC Singles)
 
Taking:
Ullarwarlord vs. Crystaline (1v1 NFE Singles)

Queue:
zarator vs. LouisCyphre (3v3 FE Singles)
Gem's Crazy battle thing (5v5 brawl, 4/10 Slots)
UllarWarlord vs. ??? (1v1 FE Singles)
Akela vs. S0L1D G0LD (3v3 lc singles)
Incoleo vs ??? (4v4 lc doubles)
TheWolfe VS. ??? (3v3 Strongmon Doubles)
TheWolfe VS. The Wanderer (3v3 Strongmon Singles)
TheWolfe VS. ??? (2v2 LC Singles)
 
I know I will regret this, but the queue is becoming rather large. Dropping my match with S0L1D G0LD because no one besides myself should have to ref Daycare matches.

zarator vs. LouisCyphre (3v3 FE Singles)
Incoleo vs ??? (4v4 lc doubles)
TheWolfe VS. ??? (3v3 Strongmon Doubles)
TheWolfe VS. The Wanderer (3v3 Strongmon Singles)

QUEUE
Gem's Crazy battle thing (5v5 brawl, 4/10 Slots)
UllarWarlord vs. ??? (1v1 FE Singles)
TheWolfe VS. ??? (2v2 LC Singles)
TheWolfe VS. ??? (3v3 Strongmon Doubles) (Ref akela)
Incoleo vs ??? (4v4 lc doubles) (Ref akela)
 
Last edited:
2v2 LC Doubles
You pick the rules

Bringing these three for each match

togepi.png

Togepi (M)
Nature: Bold (+Def, -Atk)
Type: Normal
Normal:
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Hustle:
(Toggle) No default effect. When toggled, this Pokemon puts immense force and speed into its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Serene Grace: (Passive) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck *DW Locked*: (Passive) This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.

Stats:
HP: 90
Atk: Rank 0 (-)
Def: Rank 4 (+)
SpA: Rank 2
SpD: Rank 3
Spe: 20
Size Class: 1
Weight Class: 1
Base Rank Total: 12

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

Attacks:
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
Ancientpower
Follow Me
Bestow

Extrasensory
Lucky Chant
Morning Sun
Nasty Plot
Psycho Shift

Toxic
Solarbeam
Shadow Ball
Fire Blast
Substitute

Total Moves: 19

growlithe_sprite_by_hotblackangel-d3512ah.gif

Growlithe (F)
Nature: Adamant (+Atk, -SpA)
Type: Fire
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 bushfire areas.

Abilities:
Intimidate:
(Trigger) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as a Command, and will affect all opponents.
Flash Fire: (Passive) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Justified *DW Locked*: (Passive) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2 (-)
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 14

EC: 1/6
MC: 4
DC: 1/5

Attacks:
Bite
Roar
Ember
Leer
Odor Sleuth
Helping Hand
Flame Wheel
Reversal
Fire Fang
Take Down

Close Combat
Crunch
Fire Spin
Flare Blitz
Morning Sun

Toxic
Protect
Dig
Substitute
Wild Charge

Total Moves: 19

120.png

Staryu
Nature: Timid (+Spe, -Atk, +22% Acc)
Type: Water
Water:
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Illuminate:
(Toggle) No default effect. When toggled, this Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.
Natural Cure: (Passive) 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.
Analytic *DW Locked*: (Passive) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 98 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 14

EC: 1/6
MC: 2
DC: 1/5

Attacks:
Tackle
Harden
Water Gun
Rapid Spin
Recover
Camouflage
Swift
Bubblebeam
Minimize

Aurora Beam
Barrier
Supersonic

Magic Coat
Pain Split

Blizzard
Protect
Thunderbolt
Thunder
Psychic
Surf

Total Moves: 18
 
Last edited:
2v2 LC Doubles
You pick the rules

Accepting this.

Bring 3 Pick 2 LC Doubles
All Abilities
Training Items
3 Day DQ
2 Substitutions
ASB Arena
Infinite Recoveries, 2 Chills

QUEUE
Gem's Crazy battle thing (5v5 brawl, 4/10 Slots)
TheWolfe VS. ??? (2v2 LC Singles)
Ullar vs. Texas (2v2 LC Doubles)
Lou vs. Texas (2v2 LC Doubles)
 
Accepting this.

Bring 3 Pick 2 LC Doubles
All Abilities
Training Items
3 Day DQ
2 Substitutions
ASB Arena
Infinite Recoveries, 2 Chills

QUEUE
Gem's Crazy battle thing (5v5 brawl, 4/10 Slots)
TheWolfe VS. ??? (2v2 LC Singles)
Ullar vs. Texas (2v2 LC Doubles)
Lou vs. Texas (2v2 LC Doubles)
I think ullar warlord accepted that.

Unless I misunderstand, in which case sorry.
 
2v2 NFE doubles
All abilities
Training items
36 hour battler DQ/48 hour ref DQ
2 Recovers/5 chills
2 subs

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.

QUEUE:
Gem's Crazy battle thing (5v5 brawl, 4/10 Slots)
TheWolfe VS. ??? (2v2 LC Singles)
Lou vs. Texas (2v2 LC Doubles)
Geodude6 vs ??? (2v2 NFE doubles)
 
I must be nuts, wanting to ref something so soon.

I also must be extremely bored.

Taking Lou vs. Texas.

QUEUE:
Gem's Crazy battle thing (5v5 brawl, 4/10 Slots)
TheWolfe VS. ??? (2v2 LC Singles)
Geodude6 vs ??? (2v2 NFE doubles)
 
Open Challenge!

2 v 2 LC Doubles
Training Items
All Abilities
2 Day DQ
2 Subs
5 Chills/2 Recoveries
Switch = KO
Arena: Unown Soup
 
Open Challenge!

2 v 2 LC Doubles
Training Items
All Abilities
2 Day DQ
2 Subs
5 Chills/2 Recoveries
Switch = KO
Arena: Unown Soup
Ugh, the earthquake spam.

Not accepting, but I will ref it once it is accepted.

QUEUE: Gem's Crazy battle thing (5v5 brawl, 4/10 Slots)
TheWolfe VS. ??? (2v2 LC Singles)
Geodude6 vs ??? (2v2 NFE doubles)
 
While we're on the topic of battles, I should get some going:
3) 2v2 LC Singles
DQ
: 2 days
Recoveries: 2 Recovery/5 Chills
Substitutions: 2
Arena: Weather Simulation Chamber
Items: OK
Switch: OK
Abilities: All

A 100ft x 100ft x 100ft room made of a white metallic alloy. The east and west edges of the arena have 10-foot-wide rectangular pools of water that run the length of the arena. The floor can be dug through and seismic moves can be used without any problem. The floor also has artificial grass that can be used as an external grass source. Weather-inducing moves and abilities cannot be used.

In the middle of the arena is a machine that can generate weather upon being hit. Area of effect moves like Earthquake and Surf will always hit the machine, while other damaging moves that miss have a 50% chance of hitting the machine (multi-target moves that miss multiple targets only get this chance once). If the machine is hit by a damaging attack, it will change the weather at the end of the round. The weather will be chosen at random; each weather condition apart from the current one has an equal chance of being selected unless specified otherwise. All weather conditions will last until the machine is hit again. The possible weathers are as follows (note: Overcoat and Magic Guard always protect pokemon from damage dealt by any of these weathers):
  • Clear (default): No effect. This will not be chosen if the machine is hit more than once in the round.
  • Sun: Same effect as Sunny Day. This will not be chosen if the machine is hit more than once in the round.
  • Rain: Same effect as Rain Dance. This will not be chosen if the machine is hit more than once in the round.
  • Sandstorm: Same effect as Sandstorm. This will not be chosen if the machine is hit more than once in the round.
  • Hail: Same effect as Hail. This will not be chosen if the machine is hit more than once in the round.
  • Snow: Same effect as Hail except does not damage non-ice-types and does not heal pokemon with Ice Body. Also increases the base power of Powder Snow by 3. This will not be chosen if the machine is hit more than once in the round.
  • Fog: Reduces the accuracy of all pokemon by 1 stage as long as it is in effect. The move Defog will clear the fog, changing the weather to clear. This will not be chosen if the machine is hit more than twice in the round.
  • Acid Rain: Does 2 damage per action to all pokemon except poison-types. Weather Ball is poison-type.
  • Thunderstorm: Does 5 damage per action to all pokemon except electric- and ground-types and pokemon with Lightningrod, Volt Absorb and/or Motor Drive. Electric-type moves have their base power increased by 3. Thunder and Hurricane are 100% accurate. Weather Ball is electric-type.
I'm up.

QUEUE: Gem's Crazy battle thing (5v5 brawl, 4/10 Slots)
Geodude6 vs ??? (2v2 NFE doubles)
 
Joining Gem's thingy.


QUEUE:
Gem's Crazy battle thing (5v5 brawl, 5/10 Slots)
Geodude6 vs ??? (2v2 NFE doubles)
 
Dropping my open challenge because it was somehow removed from the queue but never accepted. Coincidentally, a number of challenges had that happened to them.
Accepting Geodude's 2 v 2 NFE Doubles
CURRENT QUEUE:
Gem's Crazy battle thing (5v5 brawl, 5/10 Slots)
TheWolfe VS. ??? (3v3 Strongmon Doubles) (Ref akela)
Incoleo vs ??? (4v4 lc doubles) (Ref akela)
Geodude6 vs akela (2v2 NFE doubles)
 
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