Data Battle Tower (For all your Match-Seeking Needs!)

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Bring it on Comp!

EDIT: Blasted ninjas

Anyway, if Comp ends up doing a training match, then I'll set up my own challenge.

1v1 Training Singles (Bring whatever you want, I'll bring my Combusken.)
2 Day DQ
ASB Arena
0 Recoveries/3 Chills
 
Seeking a quick battle. I'm waiting until both of my current tasks finish up before I do any more serious reffings or battles.

1vs1 Singles
1 Day DQ
2 Subsitutions
2 Recoveries/ 5 Chills
Abilities: All
Items: Training
ASB Arena
I'll take it since my battle with Ullar will be ending within the day

Rebble @ Exp. Share

Thadural [Rebble] [Male]
Nature: Modest(+1 S. Attack, -1 Attack)
Type: Rock
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Mold Breaker (DW): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

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

EC:3/9
MC:2
DC:3/5

Moves:(16)

Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem
Earth Power
Metal Sound
Paleo Wave
Head Smash

Protect
Fire Blast
Energy Ball
Toxic
Eternal Drifter, Texas Clover Leaf, PM ME LE MONS
All right, all right... Glacier Knight seems to have dissapeared, and before Texas and I could get to battle. Could we have a referee for this simple match, please?

Also, still seeking a referee for my (more complicated) match against Frosty:

With my first raid coming up, I need to train some more to get my mons in good enough shape to give those nay-sayers a chance to quiet down. The more you press, the harder it may get to stop me!

Two identical open challenges:

2vs2 Doubles
2 Day DQ
2 Subsitutions
Infinate Chills/Recoveries
Items: Training
Arena: Gliscor's Peak
me me me me me me me me me

All Abilities
Switch = Why Bother.
Stuff I forget: standard.
If you want to interfere in a match as a referee, now's the chance!

And I have one more open challenge in Gliscor's Peak, if anyone wants to take it.
 
^that


Deino, (M)
Nature: Hasty (plus Speed, minus Defense, +7% Accuracy)
Type: Dark/Dragon
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities:
Hustle: (Can Be Enabled) This Pokemon puts immense force and speed in 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.

Stats:
Deino
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 44 (+)
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 0/9
MC: 0

Attacks:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch

Earth Power
Ice Fang
Thunder Fang

Taunt
Thunder Wave
Torment
Total Moves: 14


Horsea, (F)
Nature: Modest (plus Special Attack, minus Attack)
Type: Water
Dark: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Damp (DW-Locked): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Stats:
Horsea
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 1
Spe: 60
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Attacks:
Bubble
Smokescreen
Leer
Water Gun
Focus Energy
Bubblebeam
Agility

Signal Beam
Razor Wind
Disable

Dive
Ice Beam
Protect
Total Moves: 13


Deino @ exp share
 

nyttyn

From Now On, We'll...
is a CAP Contributoris a Forum Moderator Alumnus
^that


Deino, (M)
Nature: Hasty (plus Speed, minus Defense, +7% Accuracy)
Type: Dark/Dragon
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities:
Hustle: (Can Be Enabled) This Pokemon puts immense force and speed in 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.

Stats:
Deino
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 44 (+)
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 0/9
MC: 0

Attacks:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch

Earth Power
Ice Fang
Thunder Fang

Taunt
Thunder Wave
Torment
Total Moves: 14


Horsea, (F)
Nature: Modest (plus Special Attack, minus Attack)
Type: Water
Dark: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Damp (DW-Locked): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Stats:
Horsea
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 1
Spe: 60
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Attacks:
Bubble
Smokescreen
Leer
Water Gun
Focus Energy
Bubblebeam
Agility

Signal Beam
Razor Wind
Disable

Dive
Ice Beam
Protect
Total Moves: 13


Deino @ exp share
accepting

lack of basketballs dissapoints me.
 
Open Challenge

5 vs 5 Weak FE (Below 30 moves or 17 BST) doubles
5 Chills/2 Recovers
2 Substitutions per Pokemon
Arena=Acceptor can pick
48 Hour DQ

Any BST and under 30 moves or a low BST is acceptable @below
 
Seeking a quick battle. I'm waiting until both of my current tasks finish up before I do any more serious reffings or battles.

1vs1 Singles
1 Day DQ
2 Subsitutions
2 Recoveries/ 5 Chills
Abilities: All
Items: Training
ASB Arena
I'll take it since my battle with Ullar will be ending within the day

Rebble @ Exp. Share

Thadural [Rebble] [Male]
Nature: Modest(+1 S. Attack, -1 Attack)
Type: Rock
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Mold Breaker (DW): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

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

EC:3/9
MC:2
DC:3/5

Moves:(16)

Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem
Earth Power
Metal Sound
Paleo Wave
Head Smash

Protect
Fire Blast
Energy Ball
Toxic
Taking this...

Open Challenge

5 vs 5 Weak FE (Below 30 moves or 17 BST) doubles
5 Chills/2 Recovers
2 Substitutions per Pokemon
Arena=Acceptor can pick
48 Hour DQ

Any BST and under 30 moves or a low BST is acceptable @below
Accepting Rediamond's challenge, ASB Arena

Time for Beautifly and Dustox to return to the battlefield motherfuckers (and a poke with a BST of 21, but 29 moves. Is that ok?)!!
...this...

Open challenge!
2v2 Babysitter doubles
2 day DQ
Unown Soup
Unlimited chills.
taking!

Items=ON (probly gonna just use training though)
Abilities=ALL
Switch=Sitter Nana puts you in the corner!
1 Sub
And this! PM me your Pokemon if you haven't already said in your post which ones you're using! :D
 
Speaking of challenges...

Battle type: 3v3 FE Triples, positioning off
DQ Time: 3 days
Recoveries: 2 recoveries and 5 chills
Music: TBA
Arena: ASB Arena
Taking Wolfe's challenge. I want to try out something for trips. :)

Switch=KO
Items=On
2 Substitutions

You guys should ref this. It'll be interesting :)
We need another ref for this as we haven't heard from Glacier in a while. Also, I'm dropping my challenge to dan for this match!

Battle type: 4v4 FE Doubles
DQ Time: 3 Days (72 hour period)
Recoveries: 2 Recoveries / 5 Chills
Music: TBA
Arena: ASB Arena
 
Battle type: 4v4 FE Doubles
DQ Time: 3 Days (72 hour period)
Recoveries: 2 Recoveries / 5 Chills
Music: TBA
Arena: ASB Arena
I like it:

2 subs per mon + 1 wild card sub per team (any of the two moms can use it, it has nothing to do with the free KO sub of each mon)
Items = ON
Abilities = All
Switch = OK

Let's do this!
 
I am going to start trying to raise all of my mons in order of which ones are the best/most fun to use, and I wanna enjoy myself doing it, so I will use my third slot for a series of 6v6 matches, which will all probably look something like the following:

6v6 Mixed Singles
Strictish 3 Day DQ
2 Recoveries, 5 chills per mon
2 Substitutions
Items on
Switch=OK
All Abilities
ASB Arena
My Team (please pick your own mons such that it'll be an even match-up):

Colossoil (Male)
Nature: Mild (+ to Special Attack; - from Defense)
Type: Ground/Dark
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Abilities:
Ability 1: Rebound
Type: Can be Activated
The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition. Command: Ability: Rebound (Hazard).

Ability 2: Guts
Type: Innate
This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.

Ability 3 (DW) [unlocked]: Pressure
Type: Innate
This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Stats:

HP: 120
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 95
Size Class: 5
Weight Class: 10
Base Rank Total: 22

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Leer
Tackle
Bubblebeam
Bite
Rapid Spin
Body Slam
Muddy Water
Peck
Horn Attack
Drill Run
Megahorn

Encore
Fake Out
Water Spout
Dark Pulse

Taunt
Earthquake
Rock Slide
Dig
Brick Break

Moves: 20

Syclar (Male)
Nature: Hasty (+15% Speed, +25% Accuracy, -1 Def)
Type: Bug/Ice
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Abilities:
Ability 1: Compound Eyes
Type: Innate
This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.

Ability 2: Snow Cloak
Type: Innate
This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.

Ability 3 (DW): Technician
Type: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 105 (91*1.15=104.65)
Size Class: 1
Weight Class: 1
Base Rank Total: 15

EC: 0/6
MC: 0
DC: 0/5

Attacks:
Leer
Leech Life
Scratch
Ice Shard
Focus Energy
Slash
Icy Wind
Bug Bite
Icicle Spear
Fury Attack
X-Scissor

Earth Power
Counter
Water Pulse

Taunt
Blizzard
Dig

Moves: 17

Munchlax (Male)
Nature: Quiet (+ to Special Attack; - from Speed; -10% Evasion)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Ability 1: Pickup
Type: Innate
This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.

Ability 2: Thick Fat
Type: Innate
This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Ability 3 (DW): Gluttony
Type: Innate
This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

Stats:

HP: 120
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 4 (-)
Size Class: 1
Weight Class: 5
Base Rank Total: 16

EC: 0/6
MC: 0
DC: 0/5

Attacks:
Metronome
Odor Sleuth
Tackle
Defense Curl
Amnesia
Lick
Recycle
Screech
Chip Away
Stockpile

Counter
Double-Edge
Zen Headbutt

Ice Beam
Thunderbolt
Earthquake

Moves: 16

Roselia (Male)
Nature: Timid (+ to Speed; +13% Accuracy; - from Attack)
Type: Poison/Grass
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilities:
Ability 1: Natural Cure
Type: Innate
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.

Ability 2: Poison Point
Type: Can be Disabled
This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

Ability 3 (DW) [unlocked]: Leaf Guard
Type: Innate
In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4
SpD: Rank 3
Spe: 75 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 16

EC: 6/9
MC: 0
DC: 5/5

Attacks:
Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed
Petal Dance
Poison Sting
Leech Seed
Magical Leaf
GrassWhistle
Giga Drain

Extrasensory
Leaf Storm
Synthesis

Toxic
Venoshock
Energy Ball
Shadow Ball
Solarbeam

Moves: 20

Sableye (Male)
Nature: Brave (+ to Attack; - from Speed; -10% Evasion)
Type: Dark/Ghost
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:
Ability 1: Keen Eye
Type: Innate
This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.

Ability 2: Stall
Type: Innate
This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after Sableye, that attack will fail. Against another Sableye, the trainer who issues attacks first has precedence and the opponent's attack will fail.

Ability 3 (DW): Prankster
Type: Innate
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 43 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 16

EC: N/A
MC: 0
DC: 2/5

Attacks:
Leer
Scratch
Foresight
Night Shade
Astonish
Fury Swipes
Fake Out
Detect
Shadow Sneak
Shadow Claw

Metal Burst
Moonlight
Sucker Punch
Fire Punch

Toxic
Taunt
Will-o-Wisp

Moves: 17

Aerodactyl (Male)
Nature: Jolly (+ to Speed; +26% Accuracy; - from Special Attack)
Type: Rock/Flying
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Ability 1: Rock Head
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Ability 2: Pressure
Type: Innate
This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Ability 3 (DW): Unnerve
Type: Innate
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 150 (+)
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: N/A
MC: 0
DC: 1/5

Attacks:
Ice Fang
Fire Fang
Thunder Fang
Wing Attack
Supersonic
Bite
Scary Face
Roar
Agility
Ancientpower
Sky Drop
Rock Slide
Crunch

Pursuit
Roost
Tailwind
Aqua Tail
Sky Attack
Whirlwind
Double-Edge

Taunt
Earthquake
Stone Edge
Smack Down
Sandstorm
Torment
Fly
Whirlwind
Endure
Double Team
Bulldoze
Protect
Substitute
Aerial Ace

Moves: 33
 
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