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

I'll snag the fifth slot in Geodude6's melee, and I'll take Birkal's 3v3 FE LC Triples (changed on IRC). Also, to get back into reffing, I'll take EspyOwner vs. rickheg. PM me all your 'mon.

Lastly, I'll issue a challenge of my own to FlameEmblem!

2 vs 2 LC Singles
2 Day DQ All
2 Subs
2 recovers/5 Chills
ASB Arena

Queue:
Geodude6's melee (5/6 slots filled) (3v3 LC Singles)
Metal Sonic vs. Mulan (1v1 FE Singles) (maybe)
Birkal vs. Dummy007 (3v3 LC Triples) taken by SubwayJ
 
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Challenge accepted because why not

2 vs 2 LC Singles
2 Day DQ All
2 Subs
2 recovers/5 chills
ASB Arena
Training items
Standard switching
All Abilities
 
Taking Birkal vs Dummy!

Queue:

Geodude6's melee (5/6 slots filled) (3v3 LC Singles)
Metal Sonic vs. Mulan (1v1 FE Singles) (maybe)
Birkal vs. Dummy007 (3v3 LC Triples)
Flame Emblem vs. Dummy007 (2v2 LC Singles)
 
I must seem like a ginormous flaccid wiener at this point, but I want to say that I still have full slots, until a reffing is completed for my one match. So I can't accept your challenge, Geodude6.

Edit no offense, geo, but I would like to take place in your melee before we brawl.

Queue:
Geodude6's melee (6/6 slots filled) (3v3 LC Singles)
Metal Sonic vs. Mulan (1v1 FE Singles) (maybe)
Birkal vs. Dummy007 (3v3 LC Triples)
Flame Emblem vs. Dummy007 (2v2 LC Singles)
 
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Issuing an open challenge:

3v3 LC Doubles
1 Day DQ
2 Substitutions
5 Chills/2 Recoveries
Training Items
Switch=OK
ASB Arena

Queue:
Geodude6's melee (6/6 slots filled) (3v3 LC Singles)
Metal Sonic vs. Mulan (1v1 FE Singles) (maybe)
Birkal vs. Dummy007 (3v3 LC Triples)
Flame Emblem vs. Dummy007 (2v2 LC Singles)
P2X7 vs ??? (3v3 LC Doubles)
 

Geodude6

Look at my shiny CT!
All right, the melee is starting, so PM mons!

P2X7
chifii
Ute
Classical
Dummy007
S0L1D G0LD

Rules:
Free reffing!


3v3v3v3v3v3 (that's 6 people) LC 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:

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:


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).


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).


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.


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).


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).


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.


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.


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.


QUEUE:
Geodude's melee (0/6 slots filled)
chifii vs ??? (2v2 LC singles)
chifii vs ??? (2v2 LC singles)
Also taking P2X7's match.

QUEUE:
Metal Sonic vs Mulan 15262 (1v1 FE singles)
Birkal vs Dummy007 (3v3 LC triples)
Flame Emblem vs Dummy007 (2v2 LC singles)
P2X7 vs Geodude6 (3v3 LC doubles)
 
Sending out an open challenge!

3v3 NFE Doubles!
5 chills/2 recoveries
2 subs
2 day DQ
All Abilities
Training Items
Any arena, I guess. Just don't choose something that gives your team an obscene advantage ;)

Queue:
tavok vs ---- (3v3 NFE Doubles)
 
It is being reffed.
Oh geez, I have a brain, I have two fully functional retinas, I watch threads I post in. I know that, you don't need to say it twice.

Edit here's the queue so this post isn't worthless like a lot on this page.

Queue:
tavok vs ---- (3v3 NFE Doubles)
 
Beginner Battle seek!

3v3 singles
1.5 day DQ on second thought, only 1.25 day DQ
2 substitutions
2 recoveries and 5 chills
ASB Arena
 
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