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

Frosty

=_=
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Open Challenge #1

4vs4 FE Singles
Looking for a serious battle.
DQ: 2 Days (strict) for players and 3 Days for refs
Abilities: all
Items: All
Arena: ASB Arena, with a catch: Trick Room is up for infinite rounds, unless it is used again.
Subs: 2
5 chills and 2 recovery
Switch: OK
Other Stuff: standard


Open Challenge #2

3vs3 FE Triples
Training Match! (doesn't count towards W/L ratio)
DQ: 1 Day (Strict) for players and 3 Days for refs
Item: Training
Abilities: All
Arena: ASB Arena
Subs: 2
no chills/recovery
Other Stuff: standard.

QUEUE:
Geodude's Melee (2/6 slots filled) (lc)
Maxim vs AOPS (6v6 Triples)
KS vs Canis (4v4 FE Doubles)
Frosty vs ??? (4vs4 FE Serious Singles)
Frosty vs ??? (3vs3 FE Training Triples)
 
Open Challenge #1

4vs4 FE Singles
Looking for a serious battle.
DQ: 2 Days (strict) for players and 3 Days for refs
Abilities: all
Items: All
Arena: ASB Arena, with a catch: Trick Room is up for infinite rounds, unless it is used again.
Subs: 2
5 chills and 2 recovery
Switch: OK
Other Stuff: standard
You're on Frosty! =3

QUEUE:
Geodude's Melee (2/6 slots filled) (lc)
Maxim vs AOPS (6v6 Triples)
KS vs Canis (4v4 FE Doubles)
Frosty vs TheWolfe (4vs4 FE Serious Singles)
Frosty vs ??? (3vs3 FE Training Triples)[/quote]
 
Challenging Canis to a 4v4 weak FE doubles!

4v4 Doubles
Weak FE (35 moves or less)
Unlimited chills and Switch=NO
Items: Training preferred, but can go for all items (your choice)
Arena: Choose something.....interesting ;)
ROOOAR!
Accepting KS' Challenge!


Training Items, 0 Recoveries and the arena?
Uhhhh.... I was gonna do inverse battle but screw it, Tower of Heaven it is! I haven't tried this before o:

QUEUE:
Geodude's Melee (2/6 slots filled) (lc)
Maxim vs AOPS (6v6 Triples)
KS vs Canis (4v4 FE Doubles)
Frosty vs TheWolfe (4vs4 FE Serious Singles)
Frosty vs ??? (3vs3 FE Training Triples)
 
What the heck, I'll take part in Geodude's melee. Items=Training.

Queue:
Geodude's Melee (4/6 slots filled) (lc)
Maxim vs AOPS (6v6 Triples)
KS vs Canis (4v4 FE Doubles)
Frosty vs TheWolfe (4vs4 FE Serious Singles)
Frosty vs ??? (3vs3 FE Training Triples)
 
Open Challenge #2

3vs3 FE Triples
Training Match! (doesn't count towards W/L ratio)
DQ: 1 Day (Strict) for players and 3 Days for refs
Item: Training
Abilities: All
Arena: ASB Arena
Subs: 2
no chills/recovery
Other Stuff: standard.
I'm hoping to redeeem myself over our last battle

QUEUE:
Geodude's Melee (4/6 slots filled)
Geodude6 vs Chinchou111 (2v2 singles, unaccepted)
Frosty vs Gerard (3v3 FE triples)
Geodude6 vs SimonSays (3v3 triples, subref)
 
The last push for counters before XY get involved... OPEN CHALLENGE

1 V 1 Singles
Training
1 Day DQ
Items: Training
Abilities: ON
Recovers/Chills: none/none
Arena: ASB Arena
Subs: 2

Queue:
Geodude's melee (4/6 slots filled)
Geodude6 v Chinchou111 (2v2 singles, unaccepted)
Eternal Drifter VS ??? (1 v 1 Singles)
 
The last push for counters before XY get involved... OPEN CHALLENGE

1 V 1 Singles
Training
1 Day DQ
Items: Training
Abilities: ON
Recovers/Chills: none/none
Arena: ASB Arena
Subs: 2

Queue:
Geodude's melee (4/6 slots filled)
Geodude6 v Chinchou111 (2v2 singles, unaccepted)
Eternal Drifter VS ??? (1 v 1 Singles)
MEMEMEME
 
Issuing Open Challenge

3v3 Babysitter Singles
48 Hour DQ
2 Recoveries / 5 Chills
Training Items

Queue:
Geodude's melee (4/6 slots filled)
Geodude6 v Chinchou111 (2v2 singles, unaccepted)
Eternal Drifter VS MrcRanger97 (1 v 1 Singles)
Box vs. ? (3v3 Babysitter Singles)
 
Last edited:
Issuing a challenge: (And it's not because I want to try something out, why would you think that?)
Open Challenge:
2v2 LC Singles
2 Day DQ
2 Substitutions
Items=Training
2 Recoveries/Chills
All Abilities
Arena: Classic ASB (^ I lied >.> Also, it's basically just the ASB Arena until the 6th Gen is implemented.)
Arena: Classic ASB
Field Type
: None
Complexity: Intense
Format: All

Restrictions: None

Description: A slightly antiquated version of the standard ASB Arena, this arena harks back to a simpler time, even having a slight sepia tone on all parts of the stadium. While it mostly fell out of favor when a newer stadium was built, the arena stills sees some use by fans of the older ways, or by those who want to experience what battling used to be like.

Mechanics:

The Stat and STAB systems work differently, as described below:

Stat System:

Below are the limits applied to each stat category:

Rank 1: 0-25; 80 HP
Rank 2: 26-60; 90 HP
Rank 3: 61-95; 100 HP
Rank 4: 96-119; 110 HP
Rank 5: 120-140; 120 HP
Rank 6: 141-160; 125 HP
Rank 7: 161-180; 130 HP
Rank 8: 181-200; 135 HP
Rank 9: 201+; 140 HP


All STABs (except for Fairy) are replaced by the following:

Bug:

Bugs are a hardy, crafty sort of Pokemon who have adapted strategies from the plants they feed on and the birds that prey on them. Bugs often live in cramped, concealed places and so have excellent mobility in grasses and brush. They also attack fast and furiously, often in swarms, preferring to dispatch opponents with a thousand small attacks rather than one large one.

Summary: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).

Dark:

Dark types are often portrayed as inherently malevolent, but this is not the case. What Dark-types do posses is a fierce mental presence that makes them immune to the effects of psychic suggestion and control. This presence also disables psychic waves surrounding an incoming object, stopping it dead in its tracks as it falls harmlessly to the ground. Dark-types are nocturnal for the most part, and thus battle very effectively in caves, at night, or in otherwise darkened conditions. While any total darkness will do, Dark-types are also the best at navigating confusing half-light situations such as twilight or dawn battles, where shadows can confuse or disorient other Pokemon. This perception does not necessarily extend to structural problems deep in caves, as while Dark-types can discern anything in their immediate vicinity, they aren't naturally in-tune with the echoes of earth vibrations. Dark-types are very vengeful by nature and happily use retaliatory attacks. In addition, Dark-types are more endeared to trickery and deviousness, and can use attacks like Nasty Plot and Taunt even if infatuated.

Summary: 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:

Rare and powerful, Dragon-types have sturdy scales, excellent elemental resistance and affinity, and legendary vitality. Abilities vary based on the Dragon, with the Dragonite line capable of breathing underwater while the Kingdra line can breath on land. Dragons do not particularly like Ice; however, all of them are warm-blooded. Dragon attacks are very powerful, and only Steel-type skin can truly reduce the might of their mystically backed attacks.

Summary: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Electric:

These little power plants are uncommon in most parts, but gather around strong sources of electromagnetic activity. Generally speaking these spark-plugs are less likely to get paralyzed from electricity, whether they can absorb it or not. Other methods of paralyzation, such as the bio-warfare Grass-types engage in and the ki techniques or brute force of Fighting- and Normal-types respectively are still effective, however. During Rain, Thunder has a 30% chance of breaking through Protect through sheer power and has perfect accuracy, able to be boosted with a launch from any portion of the sky.

Summary: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

Fighting:

These Pokemon come in two flavors. Either they are trained and disciplined masters of targeted strikes and ki attacks, or wild, savage Pokemon with innate battling instincts far above their peers. In either case, these Pokemon have powerful, dense muscles that allow them to throw targets of almost any weight if asked to do so, regardless of their own size. Their discipline allows them to Meditate and Cheer Up at a lower energy cost.

Summary: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Fire:

One of the basic elemental types of Pokemon, Fire-types are noteworthy for being much more energy-oriented than most of their fellow Pokemon. While other Pokemon are mostly physical mass, Fire-types are an energy powerhouse not unlike their Electric brethren, but the constant erratic nature of fire is much harder to contain. As a result, Fire-types heat the air surrounding their bodies to about 90 degrees Fahrenheit when at rest. Their flames are often just irradiated energy taking that form and are above your average room temperature, but by no means lethal or even particularly dangerous. Fire-types emit a low glow in dark places with or without an open flame, which does light the area around them somewhat but also gives away their position. At high levels, Fire types can also utilize energy from the sun to maintain and augment their energy, utilizing the sun's natural radiation.

In battle, their irradiated energy changes quickly; however, and Fire-types can emit heat from their attacks that easily burns skin, melts rock, or otherwise does intense external damage to the various matter/energy constructs of Pokemon skin. Fire types themselves are immune to burning, and highly resistant to freezing (though it is not impossible if a limb without an open flame is targeted). Strong fire attacks can easily overpower weaker water attacks, despite the type disadvantage. Most Fire types can swim, however if they have open flames active (rather than irradiating) they will take small amounts of damage. Fire attacks cannot be used effectively underwater or in space (why would you battle in space dummy!), as they require oxygen for combustion. During Rain, any active open flames will emit steam, while irradiated energy will give off no signal of being effected. The Fire-type is not damaged by rain, although obviously their Fire attacks will be greatly reduced in effectiveness.

Summary: 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.

Flying:

Flying Pokemon are gifted with extraordinary senses of vibration and often a set of wings that enable them to fly, giving them a massive tactical advantage over grounded Pokemon. Even Flying-types without wings have a keen sense of ground vibrations, and can always evade Ground attacks whether they shake the earth or not. Flying-types can take wing in almost any weather condition, and to that end they can also create massive wind gusts without a large deal of recoil.

Summary: 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.

Ghost:

Ghost Pokemon are the most enigmatic type. As a whole they possess a broad range of supernatural abilities from intangibility to various kinds of psychokinesis to mere illusion; however, these effectiveness of these strange abilities largely depend on the individual Pokemon. Gastly, Haunter, and Gengar are the least tangible of any ghost, and can pass through walls for a brief period of time without exhausting themselves. Ghost-types are particularly adept at a few other tricks, including the ghostly flames of Will-O-Wisp, employing the shock value of Sucker Punch, utilizing Telekinesis and Psychic, and various other Trickery.

Unfortunately, due to their build, Ghost-types with secondary typings (bar Gastly, Haunter, and Gengar) cannot go through walls; however, they can briefly become intangible. Most types have evolved around the annoying habit of Ghosts to become intangible and have attached an energy signature to their attacks that strike ghosts in an intangible state. Normal- and Fighting-types remain the only Pokemon that rely on direct brute force, and Ghosts simply absorb the ki used in some fighting attacks without effect.

Summary: 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.

Grass:

Pokemon Plant-life, Grass-types make up the biochemical wing of Pokemon attacks. They blend in well in areas with lots of vegetation, suffer minimal ill effects from normal temperature ranges, and are otherwise a very bio-diverse assortment of Pokemon. Grass-types learn an eclectic array of moves for offensive and defensive purposes. Their natural energy process is aided by sunlight, allowing them to quickly summon Sunny Day. Their leaves and thorns provide ample implements for Swords Dance while their ability to live off solely sunlight, rainwater, and soil lets them use Growth for reduced energy as well. They draw energy from the moon and sun equally well, so in addition to Synthesis they also effectively utilize Moonlight and Morning Sun based on their activity cycles. They can also produce soothing scents and in general draw power from the nature around them. Pitted against each other, the only Grass-type attack each member of the type has built up a perfect defense to is Leech Seed. All the other various powders and seeds are either handled through a secondary type or an ability, if at all.

Summary: 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.

Ground (close)
Ground:

Most Ground-type Pokemon have a strong attachment to deserts, caves, and other dry areas where they make their burrows. What few exceptions there are crave muddy wallows to call home. While Digging to evade an opponent, Ground-type Pokemon only suffer a 2 energy per action drain compared to the 3 energy per action drain experienced by opponents less in tune with the earth. Ground-types are used to navigating underground in dark places, and thus have better vision in tunnels and underground caverns. This is unique from Dark-types, who can use total darkness or confusing half-light in any context, but are not particularly in tune with earth movements. Ground types require their surroundings to be largely tunnels and other earthen formations to be effective at utilizing their underground "night vision." While most Pokemon with wings or Levitate can avoid Ground's strongest physical attacks, Earthquake and Magnitude, Bone Club/Merang/Rush, Dig, Earth Power, Mud Bomb/Shot/Slap can still hit them effectively. True Flying types are the only Pokemon that seem to be able to intuit damaging Ground attacks perfectly and have the agility to dodge them. Ground-types have thick, watertight skin that acts as a grounding agent against electric attacks, which never penetrate and instead just follow along the outside harmlessly into the ground. Although the skin is watertight, it must be kept dry because it cannot completely keep water out forever, and has a spongy quality when drenched. Rain alone will not agitate the skin enough to bring on this effect, although it does make Ground types uncomfortable. Ground types also have an excellent sense of the rock formations around them, and can easily use several Rock moves to augment their offense.
Summary: 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.

Ice:

There are two varieties of Ice-type Pokemon. The first are more naturally occurring fauna or flora that have adapted to wintry conditions and the latter are Pokemon whose genetic structure chills the air around them to about 20 degrees Fahrenheit (Glalie/Froslass line, Regice, Vanilluxe line, Beartic line, and Cryogonal). Ice-types of all kinds can break down any ice around their bodies and synthesize it into their skin, making them effectively immune to freezing. Hail has no effect on either their vision or their bodies, as they either synthesize it like all other ice or their bodies can even use it to regenerate. Additionally, Hail makes their Blizzards perfectly accurate and capable of bursting through Protect because of the enhanced debris cracking the field.
Summary: 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.

Normal:

Normal-types are the vanilla of Pokemon, but don't be fooled by their lack of super effective STAB attacks. Normal STAB brings with it a broad array of boosting moves and powerful, accurate attacks as well as unparalleled attack diversity. Normal-types are ubiquitous because they are survivalists and generalists. Normal-types share a feud with Ghost-types, having complete immunity to their supernatural damaging attacks while being unable to harm them with their fists, teeth, or claws without energizing them first. Nonetheless, if the attack is basic enough, Normal-types can pick it up with ease.
Summary: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Poison:

Poison shares a lot in common with Normal, at least as far as being generalist and having poor super effective coverage. Its greatest advantage though is its complete immunity to toxins. Poison-types can survive in toxic waste sites, deserted city dumps, abandoned playgrounds, anywhere pollution drives out other Pokemon. Poison-types will never choke on or be blinded by smog, smokescreens, sludge, or anything other than direct solid material (such as sand or mud) into their eyes. Other common poisonous critters are snakes, who in addition to their toxic tendencies can also squeeze the life out of opponents or paralyze them with a snake glare.
Summary: Poison STAB; immunity to Poison/Toxic, see and breathe through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Psychic:

What Fighting is to physical prowess, Psychic is to mental. Psychic-types sense opponents energy in addition to any visual or hearing confirmation, allowing them to strike opponents from a great distance with their mental assaults and strike them even if they are physically blinded or inhibited. The same is not true if their mental concentration is disrupted through aggravating sounds. They also have a great deal of their own support moves, rivaling those of the Normal-type. Psychic Pokemon are deep into mental energy, and thus they can also use ki attacks fairly effectively. Psychic-types have intensely strong minds, and can fling opponents with Psychic attacks that their non-Psychic counterparts cannot.

Psychic-type attacks are not godlike, however. Most of them are simple mental assaults that tap into one of the opponents fears or memories. Extrasensory for example taps into memories that frighten the Pokemon, causing them to flinch. Psychic recalls moments of weakness that can lead to a lowering of special defense, and confusion using attacks generally just garble memories. While Psychic (the attack) can redirect energy attacks somewhat, it must be focused on the attack, not the Pokemon issuing it in order to have any function to that effect.
Summary: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Rock:

Rock-types have craggy, sturdy exteriors that grant them the ability to withstand and experience various changes within the natural environment. While they have some electromagnetic pull, it is not very powerful and, as a result, can't be targeted by attacks or abilities that interfere with those fields. In Sandstorm, the natural sandy material reinforces the gaps in Rock-type skin and roughs away any gaps or gashes, granted them extra protection against special attacks. Rock-types can see and navigate perfectly well in sandy conditions. Rock-types are also generally in tune with the ground vibrations around them, and although sudden movements of the earth can crack their skin open, they are nonetheless capable of sensing and using them effectively against opponents.
Summary: Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Steel:

Steel-types are similar to Rock-types in that their skin is durable; however, they have several key differences. Unlike Rocks, whose porous skin at once scatters fire moves and allows toxins to seep through, Steel skin is completely solid. Steel types still sense the environment around them; however, they are not quite as adept at it as their Rock- or Ground-type counterparts. Steel-type skin isn't permeable by most toxins; however, Acid and Acid Bomb can corrode it quickly leaving an opening (Body Purge and Iron Defense can remove this corrosion). Steel is also completely immune to roughing from Sandstorm, though Hail gives it dents and divots. Steel-types are easily magnetized and can be attracted or repulsed by the Magnet Pull ability.
Summary: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Water:

Water is the Normal of the Sea. It's also the Flying of the Sea. Water-types are certainly diverse, but unlike Normal types they aren't all really multi-faceted or multi-talented. Each has their own niche. They are like flying types in that they have complete mobility in water and are capable of breathing in it, while almost all other Pokemon must eventually go up for air. Most Water-types can breathe air as well as water; however, their mobility on land is more suspect, especially among Water-types whose only means of propulsion are fins. Splash only goes so far. Since Ice is merely frozen water, most Water-types can use Ice moves quite effectively.
Summary: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.


Summary: Nostalgia, anyone?


Queue:
Geodude's melee (4/6 slots filled)
Geodude6 v Chinchou111 (2v2 singles, unaccepted)
Eternal Drifter VS MrcRanger97 (1 v 1 Singles)
Box vs. ? (3v3 LC Singles/Doubles)
P2X7 vs ??? (2v2 LC Singles)
 
Issuing a challenge: (And it's not because I want to try something out, why would you think that?)
Open Challenge:
2v2 LC Singles
2 Day DQ
2 Substitutions
Items=Training
2 Recoveries/Chills
All Abilities
Arena: Classic ASB (^ I lied >.>)
You're on.

Queue:
Geodude's melee (4/6 slots filled)
Geodude6 v Chinchou111 (2v2 singles, unaccepted)
Eternal Drifter VS MrcRanger97 (1 v 1 Singles)
Box vs. ? (3v3 LC Singles/Doubles)
P2X7 vs CorruptedCheese (2v2 LC Singles)
 
OPEN CHALLENGE #1:
1 v 1 NFE Singles
1 Day DQ
1 Substitution
2 Recoveries/5 Chills
Items = Training
All Abilities
Switch=KO
Arena: ASB Arena
 
Last edited:
2 1v1 LC singles both open challenges
1 day dq
1 sub
2 recovers 5 chills
training items
switch = durr
Arena Classic 5th gen ASB
Accepting 1 of the battles.

queue
Geodude's melee (4/6 slots filled)
Geodude6 v Chinchou111 (2v2 singles, unaccepted)
Eternal Drifter VS MrcRanger97 (1 v 1 Singles)
Box vs. ? (3v3 LC Singles/Doubles)
P2X7 vs CorruptedCheese (2v2 LC Singles)
Crystaline vs akela (1v1 Singles)
 
Last edited:
2 1v1 LC singles both open challenges
1 day dq
1 sub
2 recovers 5 chills
training items
switch = durr
Arena Classic 5th gen ASB
Accepting the other

KS and I require a subref for our 3v3 LC Doubles

Queue:
Geodude's melee (4/6 slots filled)
Geodude6 v Chinchou111 (2v2 singles, unaccepted)
Eternal Drifter VS MrcRanger97 (1 v 1 Singles)
Box vs. ? (3v3 LC Singles/Doubles)
P2X7 vs CorruptedCheese (2v2 LC Singles)
Crystaline vs. akela (1v1 LC Singles)
Crystalline vs. Box (1v1 LC Singles)
Box vs. King Serperior (3v3 Babysitter Singles)
 
Last edited:
Issuing Open Challenge

3v3 Babysitter Singles
48 Hour DQ
2 Recoveries / 5 Chills
Training Items

Queue:
Geodude's melee (4/6 slots filled)
Geodude6 v Chinchou111 (2v2 singles, unaccepted)
Eternal Drifter VS MrcRanger97 (1 v 1 Singles)
Box vs. ? (3v3 Babysitter Singles)
I accept!
Switch = KO
ASB Arena
ALL ABILITIES
 
To get me back into the groove...

4v4 LC Singles
3 day DQ
All items
All Abilities
Switch=OK
5 Chills
2 Recoveries
4 Substitutions
 
Maintaining the list

OPEN & IN NEED OF REF:
Geodude's melee (4/6 slots filled)
Geodude6 v Chinchou111 (2v2 singles, unaccepted)
Eternal Drifter VS MrcRanger97 (1 v 1 Singles)
Box vs. NeomanceX (3v3 LC Singles/Doubles)
P2X7 vs CorruptedCheese (2v2 LC Singles)
Crystaline vs. akela (1v1 LC Singles)
akela vs. ??? (1 v 1 NFE Singles)
Crystalline vs. Box (1v1 LC Singles)
Box vs. King Serperior (3v3 Babysitter Singles)
ViralN9 vs ??? (4 v 4 LC Singles
 

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