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

Open Challenge #1:
2 v 2 Doubles
All Abilities
All Items
2 Chills/2 Recovers
1 Sub
1 Day DQ
Nestled deep beneath a mountain, these mines are a haven for Rock-types. Regions within the mines are known to amplify sounds and carry them everywhere. Due to the shifting of the earth above, either from mining or seismic activity, sand and rocks constantly fall down. The mines are not spacious. It is very cramped under the mountain. Because this a mine under a mountain, there is no grass source. Not enough sunlight down here to nurture and type of plant. There is also no clean water source. All the water brought into the mine comes from the outside, and only enough to hydrate the miners. The little water naturally found down here is dirty with oil and sand. It is fairly dark in the mine. Only a few lanterns can be found.
-Sandstorm is treated as being active, minus the damaging effect. (This means Sand Veil, Sand Force, and Sand Rush are all triggered, and Special Attacks are reduced by 2 BAP against Rock-Types).
-Rock-Type moves gain 10% accuracy, due to the tight quarters.
-Nature Power is treated as Rock Slide
-There is a 15% chance the user will flinch if they use Avalanche, Bulldoze, Dig, Earthquake, or Magnitude. These moves have the potential to cause a cave-in and doom everyone.
-Drill moves gain a 30% chance to flinch, due to the rocks from above falling down.
-Rock Wrecker's BAP is lowered by 2 and EN is raised by 1, but the user does not become sluggish. This is due to the user taking care not to cause a cave-in and doom them all.
-SolarBeam's BAP is halved, unless its user expends 16 EN.
-Grass and Water-Type moves are decreased by 2 BAP, excluding SolarBeam, due to the lack of water and grass in the mine.
-Pokemon with the ability "Magnet Pull" have permanent Levitation, due to the metalic ores in the mine.
-Leech Seed, Ingrain, and Aqua Ring heal/Leech once every round instead of every action, due to the lack of clean water and sunlight in the mine.
-Snow Warning, Hail, Drizzle, Rain Dance, Drought, and Sunny Day have no effect, due to the mine being underground.
-Rock Polish can be used as a +1 Priority evasive attack. Rock Polish will evade any slower single target attack (other than perfect accuracy attacks and No Guard attacks). If used evasively, the Pokemon does not gain any speed boost. Evasive Rock Polish also fails if used after or before Protect, Detect, Evasive Teleport, Evasive Agility, or the Dodge Command or if used successively. If Evasive Rock Polish is combined with a suitable damaging move, the evasive properties granted by Evasive Agility are nullified.
 
Anybody...?
OK, I'll cancel my triples challenge to accept.

Arena:
A great evil appears once every five thousand years. It has been two thousand years since it last appeared. Mondoshawans constructed this chamber to house the weapon that would defeat the great evil. In 1914, the Mondoshawans returned and removed a part from the chamber, to ensure its safety in case it were to fall into the wrong hands. Three hundred years later, it was returned and used to repel the evil from this planet. Four pedestals decorate the room. Upon each pedestal lies a pillar. Fire, Earth, Air, and Water. In the center of the room is a series of increasingly smaller circles stacked upon each other.

Arena Mechanics:
Full Weather is banned (Even with weather rocks).
*Weather lasts only for the round it was used in.
If a Fire-Type pokemon resides within 5 meters of the fire pillar, it gains the following effects:
*Crit chance is boosted two (2) stages.
*Fire-Type moves have an additional ten percent (10%) chance to burn the opponent.
If a Flying-Type pokemon resides within 5 meteres of the wind pillar, it gains the following effects:
*Flying-Type moves have an additional fifteen percent (15%) chance confuse the opponent.
*Combination attacks are always Flying-Type.
If a Water-Type pokemon resides within 5 meters of the water pillar, it gains the following effects:
*Immunity to Confusion and Paralysis.
*Water-Type moves have an additional ten percent (10%) chance to cause the opponent to flinch.
If a Ground-Type pokemon resides within 5 meters of the earth pillar, it gains the following effects:
*Decreases the effectiveness of moves against this pokemon by one (1) stage.
*Increases the effectiveness of multi-target attacks by 1.33.
Moves can also be channeled through the pillars. If a Fire, Flying, Water, or Ground type move is channeled through the Fire, Wind, Water, or Earth pillar, respectively, it gains the following effects:
*Increase the BAP of the move by three (3).
*Decrease the EN of the move by one (1).
*Increase the effectiveness of the move by one (1) stage.
If a pokemon resides within 5 meters of the center of the room, that pokemon will gain the following effects:
*Chill will restore 24 EN.
*If a pokemon with Regnerator chills, it will restore 9 HP and 18 EN.
*Recovery Moves restore an additional 15 HP.
*Moves targeting it will have perfect accuracy.
 
Open Challenge #1:
2 v 2 Doubles
All Abilities
All Items
2 Chills/2 Recovers
1 Sub
1 Day DQ
Nestled deep beneath a mountain, these mines are a haven for Rock-types. Regions within the mines are known to amplify sounds and carry them everywhere. Due to the shifting of the earth above, either from mining or seismic activity, sand and rocks constantly fall down. The mines are not spacious. It is very cramped under the mountain. Because this a mine under a mountain, there is no grass source. Not enough sunlight down here to nurture and type of plant. There is also no clean water source. All the water brought into the mine comes from the outside, and only enough to hydrate the miners. The little water naturally found down here is dirty with oil and sand. It is fairly dark in the mine. Only a few lanterns can be found.
-Sandstorm is treated as being active, minus the damaging effect. (This means Sand Veil, Sand Force, and Sand Rush are all triggered, and Special Attacks are reduced by 2 BAP against Rock-Types).
-Rock-Type moves gain 10% accuracy, due to the tight quarters.
-Nature Power is treated as Rock Slide
-There is a 15% chance the user will flinch if they use Avalanche, Bulldoze, Dig, Earthquake, or Magnitude. These moves have the potential to cause a cave-in and doom everyone.
-Drill moves gain a 30% chance to flinch, due to the rocks from above falling down.
-Rock Wrecker's BAP is lowered by 2 and EN is raised by 1, but the user does not become sluggish. This is due to the user taking care not to cause a cave-in and doom them all.
-SolarBeam's BAP is halved, unless its user expends 16 EN.
-Grass and Water-Type moves are decreased by 2 BAP, excluding SolarBeam, due to the lack of water and grass in the mine.
-Pokemon with the ability "Magnet Pull" have permanent Levitation, due to the metalic ores in the mine.
-Leech Seed, Ingrain, and Aqua Ring heal/Leech once every round instead of every action, due to the lack of clean water and sunlight in the mine.
-Snow Warning, Hail, Drizzle, Rain Dance, Drought, and Sunny Day have no effect, due to the mine being underground.
-Rock Polish can be used as a +1 Priority evasive attack. Rock Polish will evade any slower single target attack (other than perfect accuracy attacks and No Guard attacks). If used evasively, the Pokemon does not gain any speed boost. Evasive Rock Polish also fails if used after or before Protect, Detect, Evasive Teleport, Evasive Agility, or the Dodge Command or if used successively. If Evasive Rock Polish is combined with a suitable damaging move, the evasive properties granted by Evasive Agility are nullified.

You are on!

1 FE and 1 LC.
(Or two NFEs)
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
I have a large group of LC mons in need of training!

6v6 LC Triples
1 Day DQ
2 Recoveries
5 Chills
Switch = OK
Abilities = All
Items = Training
2 Substitutions
ASB Arena
 
2 open challenges!

3v3 FE Singles (25 moves or less)
2 day DQ
2 recoveries, 5 chills
2 subs
ASB Arena

And the other is...

2v2 NFE Doubles
2 Day DQ
2 recoveries, 5 chills
1 sub
ASB Arena
 
Rather than accepting EO's third LC battle as planned, I challenge EspyOwner to a Gym Test Match!

4v4 Doubles
2 Day DQ
Orders First=Coin Flip
All Abilities
Items=
Switch=OK
Arena: Monolith Hall

There is little in the world that dwarves the mighty skyscrapers of Castelia City, and little in the world that outmatches Nimbasa City’s energetic atmosphere, but the titanic Monolith Hall manages to do both. Roughly a cube of solid red rock, it rises high above its mountaintop perch, seeming to pierce heaven itself with its indescribable size.

Even the road to the base of Monolith Hall is a long and arduous hike up the face of the mountain, winding through narrow switchbacks and pebble-strewn pathways. Climbing up the dangerous and heart-wrenching trail, the challenger begins to hear a deep rumbling, steadily growing as they ascend higher and higher.

Standing in front of the gateway to Monolith Hall is a moving experience in itself; the cliff face seems to stretch on for eternity above you and to both sides. The thundering roar has gotten even louder now, and the entire experience makes the already exhausted challenger feel unnervingly small. The stone door, surrounded by intricate carvings of rock-type Pokemon and rock-type instruments, is so smoothly set it is barely discernible from the rest of Monolith Hall. Struggling and failing to find any sort of opening mechanism, the challenger takes seat on a nearby bench to catch their breath.

STOMP STOMP CLAP.

With a boom somewhere between an epic guitar riff and a landslide, the stone door slides down into the floor. Already standing in the doorway is a small crowd of Shieldon, their heads bouncing up and down to the pulsing beat. A Bastiodon in the rear of the group glares at the challenger before sluggishly turning around, gesturing for the trainer to follow the group. With the door open, the dull noise coalesces into a definite tempo and the music steadily grows louder.

STOMP STOMP CLAP.
Unexpectedly, the interior of Monolith Hall is in fact not a concert hall – it is a mazelike catacomb of corridors organized in a seemingly random fashion. As the door slides shut behind the challenger, they quickly realize the complete darkness and become instantly grateful for the marching Shieldon herd, who appear to know the way by heart. The beat grows louder and louder as the group treks through the mess of tunnels; it seems to reverberate through the stone like a massive sounding board.

STOMP STOMP CLAP.

After at least a half hour of meandering through the hallways, a small glimmer of flashing light sneaks its way into the pitch black tunnels. The Shieldon suddenly scurry off into a variety of side paths, returning to their rockbound homes, leaving the challenger to foray forward by themself. Approaching the light, their challenger shakes in their very boots, the music is deafeningly loud, and adjusting from utter darkness to brightly flashing lights is a disorienting experience.

STOMP STOMP CLAP.

Still, climbing out from the door into Monolith Hall, the challenger finds themselves atop the stone pillar. Looking around, they find themselves in the center of a sea of rock-type Pokemon, roaring along with the hammering music into an assault of pure sound. A magnificent Bastiodon statue rises from one end of the flat surface, its jaw holding a stage with a live band and its forehead a wall covered in amps in stage lights. Monolith Hall itself seems to throb with the rumbling bass, and the roar of the crowd is in perfect synch. Upon seeing the challenger, the mob steps back slightly, leaving a ring around the challenger about ten meters in diameter. Still pumping to the beat, the crowd is eager for the fight to start.

STOMP STOMP CLAP.

Lee Straton, son of the legendary Bastiodon herder Don Straton, and rock-type gym leader, also appears to double as lead singer and guitarist. He pauses for a moment in his rocking and strikes an epic pose upon a stone pillar thrusting above the crowd.

Arena Effects:

-Permanent, Unchangeable HARD ROCK(Weather Rocks work).
-HARD ROCK functions similarly to Sandstorm, with a few minor exceptions. Rock-type Pokemon are accustomed to the ROCKIN SOUND, and therefore suffer no negative effects from it, including stuff such as Solarbeam and Morning Sun. Thanks to the existence of metal and grunge, steel- and ground-types still suffer no damage, but their Sand Veils, Sand Forces, and Sand Rushes are not activated (unless they are also a rock-type). In addition, other weathers happen in addition to the HARD ROCK, seeing as how it is not really a type of weather. Regular Sandstorm cannot be summoned.
-No external water
-No external grass
-Rock Slide, when used by the gym leader’s Pokemon, ignores the damage reduction for multiple targets, and becomes 100% accurate
-All of the gym leader’s Pokemon gain Sturdy in addition to their regular abilities. If they already have Sturdy, they gain Solid Rock. If they already have both, they are Carracosta and don’t need it.



Also accepting DF44, which everything was decided. This can be our pretend tourney battle that we never got :(
 

Ullar

card-carrying wife-guy
is a Smogon Discord Contributor

Let us see what I am capable of...

1v1 Weak FE Singles
2 day DQ
2 recoveries, 5 chills
2 subs
ASB Arena
Abilities = All
Items = Training
 
Rather than accepting EO's third LC battle as planned, I challenge EspyOwner to a Gym Test Match!

4v4 Doubles
2 Day DQ
Orders First=Coin Flip
All Abilities
Items=
Switch=OK
Arena: Monolith Hall

There is little in the world that dwarves the mighty skyscrapers of Castelia City, and little in the world that outmatches Nimbasa City’s energetic atmosphere, but the titanic Monolith Hall manages to do both. Roughly a cube of solid red rock, it rises high above its mountaintop perch, seeming to pierce heaven itself with its indescribable size.

Even the road to the base of Monolith Hall is a long and arduous hike up the face of the mountain, winding through narrow switchbacks and pebble-strewn pathways. Climbing up the dangerous and heart-wrenching trail, the challenger begins to hear a deep rumbling, steadily growing as they ascend higher and higher.

Standing in front of the gateway to Monolith Hall is a moving experience in itself; the cliff face seems to stretch on for eternity above you and to both sides. The thundering roar has gotten even louder now, and the entire experience makes the already exhausted challenger feel unnervingly small. The stone door, surrounded by intricate carvings of rock-type Pokemon and rock-type instruments, is so smoothly set it is barely discernible from the rest of Monolith Hall. Struggling and failing to find any sort of opening mechanism, the challenger takes seat on a nearby bench to catch their breath.

STOMP STOMP CLAP.

With a boom somewhere between an epic guitar riff and a landslide, the stone door slides down into the floor. Already standing in the doorway is a small crowd of Shieldon, their heads bouncing up and down to the pulsing beat. A Bastiodon in the rear of the group glares at the challenger before sluggishly turning around, gesturing for the trainer to follow the group. With the door open, the dull noise coalesces into a definite tempo and the music steadily grows louder.

STOMP STOMP CLAP.
Unexpectedly, the interior of Monolith Hall is in fact not a concert hall – it is a mazelike catacomb of corridors organized in a seemingly random fashion. As the door slides shut behind the challenger, they quickly realize the complete darkness and become instantly grateful for the marching Shieldon herd, who appear to know the way by heart. The beat grows louder and louder as the group treks through the mess of tunnels; it seems to reverberate through the stone like a massive sounding board.

STOMP STOMP CLAP.

After at least a half hour of meandering through the hallways, a small glimmer of flashing light sneaks its way into the pitch black tunnels. The Shieldon suddenly scurry off into a variety of side paths, returning to their rockbound homes, leaving the challenger to foray forward by themself. Approaching the light, their challenger shakes in their very boots, the music is deafeningly loud, and adjusting from utter darkness to brightly flashing lights is a disorienting experience.

STOMP STOMP CLAP.

Still, climbing out from the door into Monolith Hall, the challenger finds themselves atop the stone pillar. Looking around, they find themselves in the center of a sea of rock-type Pokemon, roaring along with the hammering music into an assault of pure sound. A magnificent Bastiodon statue rises from one end of the flat surface, its jaw holding a stage with a live band and its forehead a wall covered in amps in stage lights. Monolith Hall itself seems to throb with the rumbling bass, and the roar of the crowd is in perfect synch. Upon seeing the challenger, the mob steps back slightly, leaving a ring around the challenger about ten meters in diameter. Still pumping to the beat, the crowd is eager for the fight to start.

STOMP STOMP CLAP.

Lee Straton, son of the legendary Bastiodon herder Don Straton, and rock-type gym leader, also appears to double as lead singer and guitarist. He pauses for a moment in his rocking and strikes an epic pose upon a stone pillar thrusting above the crowd.

Arena Effects:

-Permanent, Unchangeable HARD ROCK(Weather Rocks work).
-HARD ROCK functions similarly to Sandstorm, with a few minor exceptions. Rock-type Pokemon are accustomed to the ROCKIN SOUND, and therefore suffer no negative effects from it, including stuff such as Solarbeam and Morning Sun. Thanks to the existence of metal and grunge, steel- and ground-types still suffer no damage, but their Sand Veils, Sand Forces, and Sand Rushes are not activated (unless they are also a rock-type). In addition, other weathers happen in addition to the HARD ROCK, seeing as how it is not really a type of weather. Regular Sandstorm cannot be summoned.
-No external water
-No external grass
-Rock Slide, when used by the gym leader’s Pokemon, ignores the damage reduction for multiple targets, and becomes 100% accurate
-All of the gym leader’s Pokemon gain Sturdy in addition to their regular abilities. If they already have Sturdy, they gain Solid Rock. If they already have both, they are Carracosta and don’t need it.



Also accepting DF44, which everything was decided. This can be our pretend tourney battle that we never got :(
Now that I've calmed down, begrudgingly re-accepting this match.
 
3v3 LC Singles/Doubles (you choose)

2 day DQ
2 recovers/5 chills
Switch = Whatever Floats Your Boat (you choose)
Abilities = All
Items = ON LIKE DONKEY KONG
2 Subs
Arena = Unown Soup/Mr Heefloot's Magical Type Shop

Field Type = Neutral
Complexity = Moderate
Format = Multiples!!!
No Restrictions

The battlers are on a solid platform in the middle of a giant bowl filled with delicious broth. No move restrictions at all, because you can safely go seismetoad on the platform and there is plenty of broth to swampert your enemies with. In the soup, there is one of each letter unown floating in around aimlessly. They are all close enough to pick up, and a battler may use one action each round (they can't just use three unowns) to use any move that begins with that letter. Once an unown is used, it cannot be used again.

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.


EDIT:
Also challenging Pwnemon to a 3v3 FE trips!
2 recovers/5chills
1 sub/mon
Items = ON
Switch = Lions and Tigers and Bears

Pwne can choose the rest
 
1v1 LC Singles
5 recovers/5 chills
Switch=lol
Abilities=One
Items=Training
2 Subs

Arena=A Gutsy Pokemon's Paradise!

It is just a regular old arena, an exact copy of the ASB Arena! But it is on a mysterious island in the Caribbean, and the air is very poisonous! Every pokemon gets poisoned the minute they leave their poke balls! And it doesn't go away! Even if you use Refresh or any berries or anything to get rid of the poison, it comes right back the very next action! (Otherwise, just a completely normal arena)
 
1v1 LC Singles
5 recovers/5 chills
Switch=lol
Abilities=One
Items=Training
2 Subs

Arena=A Gutsy Pokemon's Paradise!

It is just a regular old arena, an exact copy of the ASB Arena! But it is on a mysterious island in the Caribbean, and the air is very poisonous! Every pokemon gets poisoned the minute they leave their poke balls! And it doesn't go away! Even if you use Refresh or any berries or anything to get rid of the poison, it comes right back the very next action! (Otherwise, just a completely normal arena)
I'll ref when accepted. However, will this be Toxic Poison? Or normal Poison?
 

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