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

I challenge Leethoof and his Musharna in a fight to the KO!

1v1 FE Singles
1 Day DQ
2 Substitutions
ASB Arena

You can choose the rest.
 
Accepting Fightman481's challenge.
Mulan15262 vs. ??? (2v2 NFE Singles)
Metal Sonic vs Geodude6 (3v3 FE triples)
Fighterman481 vs awesomeandmodest (2v2 LC Singles)
Birkal vs tavok (1v1 LC Singles)
 
FITE MEH GEM, also taking Birkal vs. tavok becuase why not.

1v1 FE Singles
Training Items
All others standard

swf reffing

Queue:
Mulan15262 vs. ??? (2v2 NFE Singles)
Metal Sonic vs Geodude6 (3v3 FE triples)
Fighterman481 vs awesomeandmodest (2v2 LC Singles)
 
yeah

Actual Queue:
Mulan15262 vs. ??? (2v2 NFE Singles)
Metal Sonic vs Geodude6 (3v3 FE triples)
Fighterman481 vs awesomeandmodest (2v2 LC Singles)
Maxim vs Leethoof (1v1 FE Singles)
 
Since I have a free slot, I will accept Mulan15262's challenge.

Queue:
Mulan15262 vs. P2X7 (2v2 NFE Singles)
Metal Sonic vs Geodude6 (3v3 FE triples)
Fighterman481 vs awesomeandmodest (2v2 LC Singles)
Maxim vs Leethoof (1v1 FE Singles)
 
Looking for another 3v3 FE Triples. I prefer to be quick about these.
Dual Wield Items (1 Training, 1 Normal)
All Abilities
ASB Arena
2 Day DQ
2 Subs
2 Recovers / 5 Chills
2 Megas
 
Free reffing!


3v3v3v3v3v3 (that's 6 people) singles melee
Send orders via PM
Switch=KO
3-day player DQ / 5-day ref DQ
All Abilities
Items = ON
2 subs
Infinite Chills/Recoveries

Arena:
123.jpg

Arena: Pokemon Stadium
Base Field Type: Neutral
Complexity: Intense
Format: Singles/Doubles/Melee (4 Pokemon on the field max)
Restrictions: The starting field is a floor of linoleum and sod. It cannot be dug through and provides no rocky materials for rock-based field attacks, nor any external supply of water for water-based field attacks. Camouflage and Nature Power treat the base field as Normal-type or neutral.

Description: At the end of every round, the arena changes to one of 8 elemental fields (non-repeating). This type-based field lasts for two full rounds before returning to normal. The field will always remain in the normal state for one full round (including the beginning of the match) before changing again. The field is scaled to about double the size of the stage in Super Smash Bros Brawl/Melee. Layout of the fields is identical to what's shown in the pictures for each stage, however, any floating platforms not attached to part of the stage should be treated as nonexistent. Additionally, the stage is treated as a flat floor that is contiguous with the ground, rather than an elevated platform; any Pokemon knocked out of the arena can return without further penalty. Each trainer will be given the option to switch Pokemon when the stage shifts; this will proceed in the same turn order as it would if the trainers were attacking, and it does NOT take up a turn in the round. After both trainers decide whether or not to switch, attack orders proceed normally.
Each elemental field brought up in this stage has its own layout that's separate from the base field, which are as follows:

pokemonstadium-rock.jpg

Field Type: Rock
Description: Easily enables the use of Rock-based moves such as Rock Slide and Rock Tomb, reducing the energy cost of all Rock-type moves by one (1). The movement and maneuverability of Flying or airborne Pokemon is greatly reduced by the towering rock masses, lowering their evasion by 50% and adding three (3) extra energy for any flying-related commands. The cacti around the outside of the arena mimic the effects of Spikes, causing damage to any Pokemon that comes in contact with them (acts as a field/movement hazard, NOT an entry hazard).

pokemonstadium-grass.jpg

Field Type: Grass
Description: Grass-type and Bug-type Pokemon feel very at home in this forested environment. Grass-type attacks have their base damage boosted by two (2) and their energy cost reduced by two (2), while Bug-type Pokemon have the energy cost of all commands reduced by one (1).

pokemonstadium-water.jpg

Field Type: Water
Description: Allows unlimited use of all Water-moves. Environmental moves such as Surf are enabled, and the energy cost of Water-type moves is reduced by two (2). Swift Swim is active for all Pokemon that reside in the pond at one end of the stage. Electric-type attacks aimed at Pokemon in the water have perfect accuracy (akin to Aura Sphere or Swift). Any interaction with the water or the fountains causes a great deal of splashiness to take place, causing the effects of Water Sport to come into effect for as long as this field is up.

pokemonstadium-fire.jpg

Field Type: Fire
Description: The arena blazes with intense heat; If a Pokemon uses a Fire-type attack in this arena it will pick up additional heat, increasing its Base Attack Power by two (2). Pokemon cannot be frozen while this field is active. If a Pokemon uses a Water-type attack in this field some of it will evaporate, reducing its Base Attack Power by two (2). The increase in Firepower and the decrease in effectiveness of Water moves does NOT stack with the effects of Sunny Day. Attacking moves that inflict burns have their chance of doing so raised by 10% (flat).

pokemonstadium2-electric.jpg

Field Type: Electric
Description: The spinning turbines in the arena cause a lot of static electricity buildup in the area, boosting the damage output of all Electric-type moves by two (2) damage flat. Additionally, any Pokemon attempting to remain on the treadmill running laterally across the stage must spend three (3) energy per turn to stay in place or to move across the stage, but being on the treadmill doubles the static electricity buildup, boosting the chance of paralysis for all Electricity-based paralyzing moves by 10% flat. Furthermore, the ground is made of Metal and cannot be dug through with an attack stat lower than rank five (5).

pokemonstadium2-flying.jpg

Field Type: Flying
Description: Fans blow upward from underneath the stage, reducing gravity for all Pokemon present. The energy penalty for remaining airborne with Fly is eliminated altogether, and the Jump command can be used to avoid Ground-based attacks like Earthquake and Magnitude (effectiveness depends on the user's weight). The energy cost of all wind-based attacks is reduced by one (1). Digging restrictions apply here same as they do on the Electric stage.

pokemonstadium2-ground.jpg

Field Type: Ground
Description: The ground is extremely soft and malleable here, reducing Ground-type attacks' energy cost by one (1), and lowering the energy cost for consecutive Digging by two (2). Electric-type attacks have their power greatly reduced here, as if Mud Sport were in effect. The bones and fossils littered throughout the stage can be used as weapons by the Pokemon, supplying them with objects that can be picked up or used with Fling-- including items such as Rare Bones, Thick Clubs, Hard Stones, and more.

pokemonstadium2-ice.jpg

Field Type: Ice
Description: Ice-type moves become more powerful due to the frosty air. All Ice-type moves have their base damage boosted by two (2), and the Freeze chance of all moves is boosted by a flat 5%. All effects of burns are neutralized, though not eliminated, while this stage is in effect, though the burn will flame up again when this stage is no longer active. (In other words, the Pokemon is still afflicted with a burn, but it is temporarily treated as if it is not. This also applies to the effects of Facade, etc.) Additionally, the ground is very slippery, and any commands that require dodging or traveling will have a 30% chance of resulting in the Pokemon slipping and falling on the icy floor. Ice-type Pokemon can travel more easily on the ground and are exempt from slipping.

The first person to join in will decide whether this will be LC, NFE, or FE.


QUEUE:
Geodude's melee (0/6 slots filled)
chifii vs ??? (2v2 LC singles)
chifii vs ??? (2v2 LC singles)
 
I'll take part in Geodude6's melee. It will be LC.

Queue:
Geodude's melee (1/6 slots filled) (3v3 LC Singles)
chifii vs ??? (2v2 LC singles)
chifii vs ??? (2v2 LC singles)
 
I'll take one of chifii's battles.

Queue:
Geodude's melee (1/6 slots filled) (3v3 LC Singles)
chifii vs Someoneelse (2v2 LC singles)
chifii vs ??? (2v2 LC singles)
 
Playing in Geo's melee.

Queue:
Geodude's melee (2/6 slots filled) (3v3 LC Singles)
chifii vs Someoneelse (2v2 LC singles)
chifii vs ??? (2v2 LC singles)
 
I shall ref both of chifii's doubles battles, which for some reason you all changed to singles battles.

So, chifii, someoneelse, please send me the pokemon you are using for this doubles battle.
Queue:
Geodude's melee (2/6 slots filled) (3v3 LC Singles)
chifii vs ??? (2v2 LC doubles) (Ref: akela)
 
I would also like to play in Geodude's melee.

Queue:
Geodude's melee (3/6 slots filled) (3v3 LC Singles)
chifii vs ??? (2v2 LC doubles) (Ref: akela)
 
In for geo's melee. Lets see this one put up this time, eh?

Queue:
Geodude's melee (4/6 slots filled) (3v3 LC Singles)
chifii vs ??? (2v2 LC doubles) (Ref: akela)
 
chifii, I will take your doubles challenge!
Now let's hope this one won't get stuck on the 1st round.........
Queue:
Geodude's melee (4/6 slots filled) (3v3 LC Singles)
 
I need UC, so I will ref a 1v1v1 battle. Participants determine everything else.

Queue:
Geodude's melee (4/6 slots filled) (3v3 LC Singles)
??? vs. ??? vs. ??? (1v1v1 Singles) (ref: Mulan15262)
 
Joining Geodude's Melee

Queue:
Geodude's melee (5/6 slots filled) (3v3 LC Singles)
??? vs. ??? vs. ??? (1v1v1 Singles) (ref: Mulan15262)
 
Challenging Clifford to a flash fight in a Big Ol' Tower!
1v1 FE
Rules: Standard
Arena: Less Standard
Arena: Onda de Dios
Field Type: Ground
Complexity: Intense
Format: Maximum 6v6 Triples
Summary: One of the more peculiarly-shaped towers, la Onda de Dios is actually a gigantic sand dune, albeit a non-migratory one. Its name translates to the Wave of God because of its shape; that of a vast, cresting wave, backed with volcanic glass made from yet more sand. Unsurprisingly, this tower, situated on the Duna Federico Kirbus in northwestern Argentina, has become a mecca for Ground-types, and the fused-glass, fortified arena at the top of the tower fills them with incredible pride.
  • All Pokémon on the field gain the effects of the Earth Plate.
  • No open water, no rocks. Very little grass, all of it scrub (no flower moves).
  • The arena is enclosed; Sky Drop, Bounce, and Fly all do 25% recoil damage and weather is unable to affect the battle.
  • The arena is made entirely from glass; Solarbeam does not require a turn to charge.
  • Camouflage changes the user's type to Ground-type.
  • Nature Power changes to Earth Power.
  • The Dig (Suspend) action only costs 4 Energy per action if the Dig user is a Ground-type.
  • All sand-based moves gain +2 BAP
  • Sand abilities (other than Sand Stream, for obvious reasons) are constantly active. However, if a Pokemon with a Sand ability is hit by a Fire-type attack with 7 or more BAP, then their ability's effect is reversed (i.e. Sand Force causes the Pokemon's Rock-, Ground, and Steel-type attacks to lose 2 BAP) and they lose 3 HP per round.
  • The boost for Rock-, Ground-, and Steel-types in a Sandstorm is considered to be active.
  • Hyper Beam is Ground-Type and Disables the target's last Super Effective move; Normal-type Pokémon still get STAB if they use it.
  • Pokemon with the ability Defeatist have that ability replaced with Defiant
  • If a Pokemon with one or more of the abilities Blaze, Flame Body, Flare Boost, Flash Fire, Magma Armour, or Pressure may use the Command: Vitrify. This move turns the sand in the arena into glass, making sand moves impossible to perform, negating sand abilities (including those reversed via the circumstances described above), and lowering the evasiveness of grounded Pokemon by 10% . The effect lasts for 6 actions. Command: Vitrify costs 15 Energy.
  • Stunfisk's Electric-type moves hit Ground-type Pokemon for super-effective damage.
 
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