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

Weird Arena Flashmon Challenge Go!
1v1 NFE
1 Day DQ
2 Subs
2Chill/5Rec
All abilities
Items: Any
Arena:-
Arena: Nanda Devi National Park
Field Type: Ice, Bug, Fairy
Complexity: Moderate-Intense
Format: Any
Restrictions:-
1)
No Pokemon over Weight Class 9.

The Nanda Devi National Park, and its neighbour the Valley of Flowers, have a powerful place in Hindu mythology. They (for the two are barely separate entities) are equally lauded by biologists, for whom it is the last refuge of the Asiatic black bear and several indigenous alpine flowers. It is a beautiful and tranquil haven in some places, and a rugged and powerful landscape in others.
  • Permanent Weather: Arid Air. This high up, breathing becomes a little tricky, and the more oxygen you need, the more you're going to suffer. Ice- and Bug-type moves gain +2 BAP. Any Pokemon over Size or Weight Class 4 take 2 damage per round for every rank up to 9 (so a Pokemon of Weight Class 6 would take 4 damage per round). Ice-, Flying-, and Bug-types are not affected by this.
  • Geography: Flower Meadows. Pokemon of certain types are put at ease by the presence of so many different flowers in one place. Bug-type Pokemon gain +1 Rank in Special Defence and the ability Skill Link in addition to their other abilities. Fairy-type moves have their energy costs reduced by 2 and Fairy-type Pokemon gain the additional ability Ice Body, which is constantly activated.
  • Geography: Nanda Devi West. The second-highest mountain in India, Nanda Devi West is a terrifying peak, looming seven thousand feet above the landscape and bearing spite for those who dare to cross it. Pokemon with Snow Warning gain +1 Speed (not including accuracy). Avalanche's effect is always active.
  • Psychology: Kingdom of the Wind. When the wind whistles through the majestic Rishi Valley, it is hard not to be inspired by it. The insects of the gorges know those winds well, and are masters of wielding the gusts to defend themselves from avian predators. Silver Wind always crits. Bug-type moves are super-effective against Flying-types.
 
Challenge accepted.

QUEUE
Someoneelse vs Metal Sonic (3 LC 1 NFE Doubles)
rickheg vs ??? (ref ???)
P2X7 vs ??? (3v3 NFE Singles) (Ref: S0L1D G0LD)
S0L1D G0LD vs ??? (2v2 LC Singles, B2P2) (Suspended)
tavok vs Matezoide (4v4 LC Singles)
Fighterman481 vs S0L1D G0LD (1v1 LC Singles) (Ref: ???)
Metal Sonic vs Matezoide (1v1 NFE/LC) (Ref: ???)
Its_A_Random vs akela (1v1 FE) (Ref: Elevator Music)
Akela vs. Complications (1v1 NFE) (Ref: Tavok)
CCC vs. Clifford (1v1 NFE) (Ref: ???)
 
I shall ref Canis Majoris versus CCC, Someoneelse vs Metal Sonic, Fighterman481 versus S0L1D G0LD, tavok versus Matezoide, and Metal Sonic versus Matezoide; as well as update the Queue to not include battles I know have been reffed to completion or have been accepted by both battlers and referees.

QUEUE:
rickheg vs ??? (ref ???)
P2X7 vs ??? (3v3 NFE Singles) (Ref: S0L1D G0LD)
 
CHALLENGING BIRKAL TO A SUPREME DUEL

1v1 LC Singles
ASB Arena
2 Recovers/5 Chills
Switch = KO
All Abilities
Training Items
2 Subs
1 Day DQ (Be Faster <3)

Also psychically predicting a battle between Birkal and Geodude to occur and reffing that
 
Challenging Birkal, same rules as Subway's match.

Also dropping my previous battle with Birkal.

Also also reffing Birkal vs Subway.
 
Reffing the above.

Also reffing Rickheg's battle, when it gets accepted.


QUEUE:
rickheg vs ??? (ref: Matezoide)
P2X7 vs ??? (3v3 NFE Singles) (Ref: S0L1D G0LD)
 
I'll do a 1v1 LC Singles match.
Arena is one I made, Pokemon Stadium. DQ is 2 days or more. Items are training only.
Based off of the Pokemon Stadium stage series from the SSB series. I did modify it, though.

Arena: Pokemon Stadium
Type: Varies
Comlpexity: Medium


Restrictions:
Unless otherwise mentioned, the following are in effect always:
No sources of anything
No siesmic attacks
Digging is allowed.


Description:
Pokemon Stadium can change between types quickly. At the end of each round, it has a 75% chance of changing into any other arena type.
Moves matching the arena type have a 10% greater final damage (after all effects of items, abilities, moves, etc.)
Moves of the type the the arena type is weak to have a 10% lesser final damage.
When the arena changes types, it will change to each type with equal probability (including the one it just was).
When the arena changes types to one with a certain weather, that weather will be in play, barring weather changes, until the next arena change, where it becomes no weather.

Normal:
Nothing special

Fire:
Fires are burning. Pokemon will get burned if they hit the fire.
The weather is always harsh sunlight.

Water:
The arena has lots of water.
A river dumps into the arena, creating a waterfall.
Rain is always pouring down.

Grass:
Grass sources exist.
Trees that you can hide behind exist.
There are a few hills to hide behind.
Solar rays are always flooding downwards.

Electric:
High voltage wires with no insulator are running across the arena.
Any pokemon to touch the wires gets hit by a 4 BAP, increasing by 2 each action it stays on the wire, STAB electric-type move from a Special Attack of 4.
Torrents of water are always rushing from the sky.

Psychic:
Psychic powers are much stronger. As such, limits or damage reductions (barring type effectiveness and stat stages) on psychic-type moves are lifted.

Ice:
The arena is made of pure ice.
It can be melted with Fire to make water, which can then be used for attacks.
It is constantly hailing.

Dragon:
Base Rank differences matter twice as much.
The arena is very warm, so ice melts and ice-type moves become water-type ones.

Dark:
Effects inflicted by moves (paralysis, attract, sleep, etc.) are twice as likely to have effect. Effects like sleep last twice as long.


Fairy:
Moves deal 75% normal damage (82.5% if Fairy, 67.5% if Steel or Poison).

Fighting:
Just a flat arena, stretching into infinity, with no special anything.
Seismic attacks are legal.
Flying:
Strong updrafts to make moves that involve flying upwards (fly, sky drop, etc.) have +1 priority.

Poison:
Covered in toxic sludge that poisons all pokemon, barring those immune to poison.

Ground:
Seismic attacks are legal.
Limited ceiling.
Either a sandstorm or bright sunlight, with equal probability, are happening.

Rock:
Giant rocks are scattered everywhere.
A sandstorm is always going on.

Bug:
It has a 50% chance to rain.
Each pokemon's stats are subtracted from 10 to get their new stats in this type (base rank 11+ still means new base rank 0).

Ghost:
The arena is a maze with a limited ceiling.
Ghost-types can move through the walls.
The walls can be dug through, but the floor can't.

Steel:
The arena is made entirely of steel.
It can not be dug through.
Rain is always flooding down.
 
Last edited:
Looking for a 2v2 LC doubles match.
ASB arena.
Training items only.
36 (+/-12) hour DQ
All abilities
2 Subs
2 Recovers/5 Chills

rickheg vs ??? (ref: Matezoide)
P2X7 vs ??? (3v3 NFE Singles) (Ref: S0L1D G0LD)
Mulan15262 vs ???
kenneth1221 vs ??? (2v2 LC Doubles)
 
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