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The Challenge Board

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3vs3 single
Style: Switch
DQ: 6 days
Damage Cap: 35%
Banned Moves: OHKOs, 3 chills/PKMN, 1 direct heal/PKMN, moves that change weather or require a body of water to be used.
Arena: Xeroph Isle Shrine (penultimate room)

The shrine on Xeroph Isle is built with brown stone bricks stacked together with ancient architecture. A perpetual sandstorm blows outside the shrine, and some sand may leak into the walls (although it is not possible for it to harm a Pokemon unless ingested or if it comes in contact with eyes). This particular room is square, about 25 feet on a side. On the left edge of the room is a straight staircase about five feet wide that travels up the wall and ends about twelve feet above the floor. The second level at which the staircase ends is about seven feet wide from the wall and continues to the other wall. (If that's hard to visualize, the stairs and the level at the top form a right angle at the upper left corner of the room.) There is also a large door made out of grey stone at the left of the upper level with a circular pattern on it, but it is very difficult to open as it has no handle. The upper level has a four-foot stone wall on the edge facing the open room, and it is possible for a Pokemon to jump over it, although the landing on the stone floor might be tough. Every action, there is a 5% chance that a mummy boy (seen on the middle left of the DQMJ game case) in the room will be frustrated with the Pokemon intruders and will use one of the attacks in its repertoire (each of which has a 22% chance of occurring if the mummy boy decides to strike [except for Venomous Volley, which has a 12% chance] and has a 50% chance of being used on either Pokemon on the field). These attacks are:
Poisonous Poke - inflicts 3% damage on the Pokemon and has an 80% chance to afflict the Pokemon with normal poison.
Helm Splitter - inflicts 5% damage on the Pokemon and has a 40% chance to lower its Defense by two stages.
Sleep Sock - inflicts 5% damage on the Pokemon and has a 20% chance to cause it to fall asleep.
Slowing Slug - inflicts 4% damage on the Pokemon and has a 75% chance to lower its Speed by two stages.
Venemous Volley - inflicts 5% damage on the Pokemon and has a 40% chance to cause bad poison.

Other: Aaagh complicated. I think I went a bit overboard. If you want, the mummy boy could simply slap the Pokemon for 6% damage?

monster scout storage
 
3vs3 Single
Style: Switch
DQ: 10 days
Damage Cap: 50%
Banned Moves: OHKOs, direct healing.
Arena: Prehistory
Time traveling is among the most popular among impossible scientific breakthroughs, and it's for a reason -- ancient things sometimes just sound flat out cool. So, would it also be flat out cool to battle in a desolate corner of the Pokémon world's timeline? Perhaps. Because temperatures in the real-world past were much more extreme than the current ones, the battle will being with Sunny Day perpetually in effect, with a 25% chance that a Rain Dance will kick in for the duration of 2~15 actions. Additionally, there is a 75% chance that an ancient Pokémon will strike a randomly chosen target at the end of the round; each time this occours, the chances will drop by 10%, until they reach 55%; then, they will drop by 5% per occourance, until they reach 5%. At that point, the chance will no longer lower. The following are possible attacks: Kabutops (Earthquake), Omastar (Hydro Pump), Aerodactyl (Sky Attack), Armaldo (X-Scissor), Cradily (Gastro Acid), Rampardos (Head Smash), Bastiodon (Iron Head), Mamoswine (Blizzard), Magikarp ancestor (Hyper Beam), pre-modern man (Wood Hammer). These will never miss, but have normal chances of landing critical hits and activating secondary effects. All rock-type attacks will cause 1% damage and cost 1% less energy, and Ancientpower has twice as many chances to activate its secondary effect. Lastly, this arena is near the sea and surrounded by massive plantlife high cavernous mountains, with a volcano in the vicinty. There is a 1% chance each round that the volcano will erupt.

you think your arenas have humongous descriptions?
 
3vs3 Single
Style: Switch
DQ: 10 days
Damage Cap: 50%
Banned Moves: OHKOs, direct healing.
Arena: Prehistory
Time traveling is among the most popular among impossible scientific breakthroughs, and it's for a reason -- ancient things sometimes just sound flat out cool. So, would it also be flat out cool to battle in a desolate corner of the Pokémon world's timeline? Perhaps. Because temperatures in the real-world past were much more extreme than the current ones, the battle will being with Sunny Day perpetually in effect, with a 25% chance that a Rain Dance will kick in for the duration of 2~15 actions. Additionally, there is a 75% chance that an ancient Pokémon will strike a randomly chosen target at the end of the round; each time this occours, the chances will drop by 10%, until they reach 55%; then, they will drop by 5% per occourance, until they reach 5%. At that point, the chance will no longer lower. The following are possible attacks: Kabutops (Earthquake), Omastar (Hydro Pump), Aerodactyl (Sky Attack), Armaldo (X-Scissor), Cradily (Gastro Acid), Rampardos (Head Smash), Bastiodon (Iron Head), Mamoswine (Blizzard), Magikarp ancestor (Hyper Beam), pre-modern man (Wood Hammer). These will never miss, but have normal chances of landing critical hits and activating secondary effects. All rock-type attacks will cause 1% damage and cost 1% less energy, and Ancientpower has twice as many chances to activate its secondary effect. Lastly, this arena is near the sea and surrounded by massive plantlife high cavernous mountains, with a volcano in the vicinty. There is a 1% chance each round that the volcano will erupt.

you think your arenas have humongous descriptions?

Accepting
 
3vs3 single
Style: Set
DQ: Standard week
Damage Cap: 25%
Banned Moves: OHKO's, lock-on varient limited to 5/pokémon
Arena: Smuggler's Cove

Smuggler's Cove is a tranquill beachfront that was once used by smugglers as an illegal drop-off point. The area is surrounded by cliffs that can be climbed. The main part is a sandy beach with a few scatered palm trees. The beach leads onto a small sea inlet. Pokemon cannot progress over the mountains or out of the inlet, however, they can enter a open mouthed cave in the mountainside. The battle starts on the beach, evenly discecting the cove.
Other: every 12 actions the tide will change. At high tide the beach area is flooded and only the tops of the palm trees and the mountains are above water; during this time Dig cannot be used. At low tide the arena returns to normal. The arena starts 6 actions into low tide.

My profile
 
3vs3 single
Style: Set
DQ: Standard week
Damage Cap: 25%
Banned Moves: OHKO's, lock-on varient limited to 5/pokémon
Arena: Smuggler's Cove

Smuggler's Cove is a tranquill beachfront that was once used by smugglers as an illegal drop-off point. The area is surrounded by cliffs that can be climbed. The main part is a sandy beach with a few scatered palm trees. The beach leads onto a small sea inlet. Pokemon cannot progress over the mountains or out of the inlet, however, they can enter a open mouthed cave in the mountainside. The battle starts on the beach, evenly discecting the cove.
Other: every 12 actions the tide will change. At high tide the beach area is flooded and only the tops of the palm trees and the mountains are above water; during this time Dig cannot be used. At low tide the arena returns to normal. The arena starts 6 actions into low tide.

My profile


I'll accept.
 
Battle for Sable :0

1v1 single
Style: Set
DQ: Standard week
Damage Cap: 40%
Banned Moves: OHKO's
Arena: 2fort

2fort is made up of two mirror image forts opposite each other, separated by a water-filled moat, with a covered bridge spanning it. The battle takes place on the bridge and surrounding moat, with waterbound combatants swimming in the water, though land-based battlers can still leap in the water if needed.

The wooden bridge is flammable, but strangely will not burn down or break entirely, constantly seeming to repair itself after a few minutes. There are also two sewer entrances under the bridge, which lead to small rooms with stairs leading to the main bases, though these stairs (as well as the doors into the buildings themselves) are blocked off to the battlers for fear of them torching the intel or something jerkish like that.

At the start of the battle, each trainer will be assigned a team, RED or BLU, and keep the team during the whole battle. If a player of the opposing team gets too close to the other team's base (on the land on the other side of the bridge) there's a chance that a Sniper will fire on them, dealing 3% untyped damage if the shot hits.

o look a profile
 
...Yes. I jacked the arena from L'il Dwagie and Zora's battle. This is for FMC.

1v1 Single
Style: Set
DQ: 7 days
Damage Cap: 50%
Banned moves: Anything goes baby!
Arena: Some DIFFERENT dive in lower Manhattan

Just some indeterminate bar in the city, this place smells heavily of alcohol, BO and piss. (Don't even -try- the bathrooms.) The patrons are at best drunkard bums and better described as imbibed apes, and the liquor they serve will set off radiological alarms. So what kind of battlefield is this?
Well, apparently when two trainers get drunk they find it to be a good idea to get their Pokémon drunk, as well. Noone really knows why, but it's probably in a similar vein to beer goggles. Of course, neither trainer is in much of a state to issue commands, and their Pokémon will soon be in no state to listen.

Upon being chosen each Pokémon is served gratuitous amounts of alcohol and set off on their way to have a go at each other.. if they can stay on their feet. The barkeep is about as apathetic to this, it seems, as to any other bar fight; and trust they're common.
Moves are selected completely random, similar to Metronome, from the Pokémon's available move pool. Any move may be used, included OHKO's, however should they hit they cannot break the damage cap and will deal an instant 50% tops.
Both Pokémon being lit off their arses will have an inflated ego and a boosted pain tolerance; essentially giving them both 150% HP and letting them go longer.
The bar is full of rickety and amusingly destructible objects, as well; and arena damage will become apparent. Apparently, the barkeep doesn't take into consideration supernatural powers. Hopefully soon he will~

Now, bar patrons will probably crowd around and chant a drunken Fight! chant; they may also throw things or get aggressive. Every action there is a 1% chance of a miffed patron trying to start a bar fight with one of the Pokémon, in which case they will lose their action that turn and take 5% untyped damage to knock the sucker out.
Bottles may also find themselves flying at either competitor, and each action there is also a 5% chance of an errant flying object hurling into the ring. Of course, aim is questionable, as is the actual contents of the bottles. There is a 15% chance of is containing more drink that will restore 5% HP to the Pokémon who catches it (Whether with their hand or their face), a 15% chance of it restoring 5% Energy, and a 20% chance of it dealing 5% untyped damage. Finally, at a 50% chance it will miss outright.

And finally, in this state the competitors will be less than capable of holding a steady battle. Every action there is a 5% chance of either Pokémon falling victim to temporary negative effects. There is an equal chance of one of four actions happened:

Falling asleep: The Pokémon will completely nod out, lowering both its defences by 3 stages until awoken and waking up after either 3 actions or after being struck by an offensive move.

Vomiting: The Pokémon will empty its stomach.. all over their opponent's face. This will totally gross their opponent out, and lower their defences by 3 stages for 3 actions.

Falling over: The Pokémon will completely lose its balance and fall right on its arse, causing them to lose that action and be inflicted with mild confusion.

Punchdrunk Swing: The Pokémon will forgo its supernatural powers in favour of slugging their opponent in the face. This will deal 5% untyped damage at 70% accuracy.

Profile of doom
 
Battle for Sable :0

1v1 single
Style: Set
DQ: Standard week
Damage Cap: 40%
Banned Moves: OHKO's
Arena: 2fort

2fort is made up of two mirror image forts opposite each other, separated by a water-filled moat, with a covered bridge spanning it. The battle takes place on the bridge and surrounding moat, with waterbound combatants swimming in the water, though land-based battlers can still leap in the water if needed.

The wooden bridge is flammable, but strangely will not burn down or break entirely, constantly seeming to repair itself after a few minutes. There are also two sewer entrances under the bridge, which lead to small rooms with stairs leading to the main bases, though these stairs (as well as the doors into the buildings themselves) are blocked off to the battlers for fear of them torching the intel or something jerkish like that.

At the start of the battle, each trainer will be assigned a team, RED or BLU, and keep the team during the whole battle. If a player of the opposing team gets too close to the other team's base (on the land on the other side of the bridge) there's a chance that a Sniper will fire on them, dealing 3% untyped damage if the shot hits.

o look a profile

You know it!~ :3
I'm looking at your X-Ray and I'm afraid You Suck.
 
Battle for Sable :0

1v1 single
Style: Set
DQ: Standard week
Damage Cap: 40%
Banned Moves: OHKO's
Arena: 2fort

2fort is made up of two mirror image forts opposite each other, separated by a water-filled moat, with a covered bridge spanning it. The battle takes place on the bridge and surrounding moat, with waterbound combatants swimming in the water, though land-based battlers can still leap in the water if needed.

The wooden bridge is flammable, but strangely will not burn down or break entirely, constantly seeming to repair itself after a few minutes. There are also two sewer entrances under the bridge, which lead to small rooms with stairs leading to the main bases, though these stairs (as well as the doors into the buildings themselves) are blocked off to the battlers for fear of them torching the intel or something jerkish like that.

At the start of the battle, each trainer will be assigned a team, RED or BLU, and keep the team during the whole battle. If a player of the opposing team gets too close to the other team's base (on the land on the other side of the bridge) there's a chance that a Sniper will fire on them, dealing 3% untyped damage if the shot hits.

o look a profile


As agreed, reffing this. Thread up in a few.



...Yes. I jacked the arena from L'il Dwagie and Zora's battle. This is for FMC.

1v1 Single
Style: Set
DQ: 7 days
Damage Cap: 50%
Banned moves: Anything goes baby!
Arena: Some DIFFERENT dive in lower Manhattan

Just some indeterminate bar in the city, this place smells heavily of alcohol, BO and piss. (Don't even -try- the bathrooms.) The patrons are at best drunkard bums and better described as imbibed apes, and the liquor they serve will set off radiological alarms. So what kind of battlefield is this?
Well, apparently when two trainers get drunk they find it to be a good idea to get their Pokémon drunk, as well. Noone really knows why, but it's probably in a similar vein to beer goggles. Of course, neither trainer is in much of a state to issue commands, and their Pokémon will soon be in no state to listen.

Upon being chosen each Pokémon is served gratuitous amounts of alcohol and set off on their way to have a go at each other.. if they can stay on their feet. The barkeep is about as apathetic to this, it seems, as to any other bar fight; and trust they're common.
Moves are selected completely random, similar to Metronome, from the Pokémon's available move pool. Any move may be used, included OHKO's, however should they hit they cannot break the damage cap and will deal an instant 50% tops.
Both Pokémon being lit off their arses will have an inflated ego and a boosted pain tolerance; essentially giving them both 150% HP and letting them go longer.
The bar is full of rickety and amusingly destructible objects, as well; and arena damage will become apparent. Apparently, the barkeep doesn't take into consideration supernatural powers. Hopefully soon he will~

Now, bar patrons will probably crowd around and chant a drunken Fight! chant; they may also throw things or get aggressive. Every action there is a 1% chance of a miffed patron trying to start a bar fight with one of the Pokémon, in which case they will lose their action that turn and take 5% untyped damage to knock the sucker out.
Bottles may also find themselves flying at either competitor, and each action there is also a 5% chance of an errant flying object hurling into the ring. Of course, aim is questionable, as is the actual contents of the bottles. There is a 15% chance of is containing more drink that will restore 5% HP to the Pokémon who catches it (Whether with their hand or their face), a 15% chance of it restoring 5% Energy, and a 20% chance of it dealing 5% untyped damage. Finally, at a 50% chance it will miss outright.

And finally, in this state the competitors will be less than capable of holding a steady battle. Every action there is a 5% chance of either Pokémon falling victim to temporary negative effects. There is an equal chance of one of four actions happened:

Falling asleep: The Pokémon will completely nod out, lowering both its defences by 3 stages until awoken and waking up after either 3 actions or after being struck by an offensive move.

Vomiting: The Pokémon will empty its stomach.. all over their opponent's face. This will totally gross their opponent out, and lower their defences by 3 stages for 3 actions.

Falling over: The Pokémon will completely lose its balance and fall right on its arse, causing them to lose that action and be inflicted with mild confusion.

Punchdrunk Swing: The Pokémon will forgo its supernatural powers in favour of slugging their opponent in the face. This will deal 5% untyped damage at 70% accuracy.

Profile of doom

Also as agreed, accepting this challenge.

Have at it!
 
OK.... I haven't been active in the ASB since forever, and I'm sure I'm due a slap from the people whose battles I abandoned. However, I'd like to get back into ASB and start reffing again soon. I'm going to do some practice on my notepad before I dive into reffing, so I'll issue a challenge for now.

My profile.

2 vs 2 single
Style: Set
DQ: A week
Damage Cap: None
Banned Moves/restrictions: OHKOs, weather moves, attract, leech seed, 3 chills per Pokémon, two recovery moves per Pokémon. This includes absorption moves such as giga drain. The first two uses of those moves will restore health, but after that they will only do damage (They also count towards the recovery limit).
Arena: Survivor's beach

An rather abandoned looking beach. The sky overhead is gloomy and dark, with some weak sunlight attempting to filter through the blackened clouds. Random chunks of debris from past shipwrecks litter the sand, such as splintered wood and supplies long lost. There is plenty of room to move on the sprawling area of sand, and the debris may present either a hazard or an advantage, depending on how the battlers use it.
The sea is calm, with water gently lapping up against the shore, however it's probably best you don't go out too far, you never know what beasties are lurking there.
 
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OK.... I haven't been active in the ASB since forever, and I'm sure I'm due a slap from the people whose battles I abandoned. However, I'd like to get back into ASB and start reffing again soon. I'm going to do some practice on my notepad before I dive into reffing, so I'll issue a challenge for now.

My profile.

2 vs 2 single
Style: Set
DQ: A week
Damage Cap: None
Banned Moves/restrictions: OHKOs, weather moves, attract, leech seed, 3 chills per Pokémon, two recovery moves per Pokémon. This includes absorption moves such as giga drain. The first two uses of those moves will restore health, but after that they will only do damage (They also count towards the recovery limit).
Arena: Survivor's beach

An rather abandoned looking beach. The sky overhead is gloomy and dark, with some weak sunlight attempting to filter through the blackened clouds. Random chunks of debris from past shipwrecks litter the sand, such as splintered wood and supplies long lost. There is plenty of room to move on the sprawling area of sand, and the debris may present either a hazard or an advantage, depending on how the battlers use it.
The sea is calm, with water gently lapping up against the shore, however it's probably best you don't go out too far, you never know what beasties are lurking there.

I'll battle you
Profile
 
So I'm sitting here wondering why I'm not reffing, only to realize that I haven't actually picked up a fresh battle since I finished all my previous ones. >.> So I'll go ahead and take Byrus vs thunder.
 
This one's for Barubu

3vs3 Single
Style: Switch
DQ: 11 days
Damage Cap: 40%
Banned Moves: OHKOs
Arena: Volcanic Island of Fun and death
Description:A small, rocky island, as well as the surrounding ocean. The island is only a half mile across and made of volcanic rock. It is newly created, so it is uninhabited by life. The battleground is the beach, or as much of a beach as an island of volcanic rock can have. Water type pokémon can easily reach the warm waters. The active volcano has a 5% chance of causing weak earthquakes each round, about half as strong as the move.

Me Profile.
 
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This one's for Barubu

3vs3 Single
Style: Switch
DQ: 11 days
Damage Cap: 40%
Banned Moves: OHKOs
Arena: Volcanic Island of Fun and death
Description:A small, rocky island, as well as the surrounding ocean. The island is only a half mile across and made of volcanic rock. It is newly created, so it is uninhabited by life. The battleground is the beach, or as much of a beach as an island of volcanic rock can have. Water type pokémon can easily reach the warm waters. The active volcano has a 5% chance of causing weak earthquakes each round, about half as strong as the move.

Me Profile.


ACCEPTINGGGGING
 
1vs1 single 1 pokemon max.
Style: Switch
DQ: A week.
Damage Cap: 30%
Banned Moves: OHKO
Arena: The Internet
a string of data is where the trainers start, but pokemon can jump to other strings of data.
10% chance that lag will occur and slow down a random pokemon.
15% chance that a spammer will appear and cause 5% typeless damage to a random pokemon.
10% chance that a flamer will appear and cause 7% fire type damage to a random pokemon.
10% chance that a troll will appear and cause 15% dark type damage to a random pokemon.
5% chance that a hacker will appear and halve a random Pokemon's health and energy.
10% chance that a mod will appear and ban a random pokemon from using the last attack it used.
10% that a random pokemon will get RickRoll'd and only be able to use attacking moves (taunt) and be confused.
24% chance that nothing will happen.
Additional Rules: the porygon family spends 1% less energy on attacks after all other modifiers have been applied and their attacks do 5% more damage after all other modifiers have been applied.

Profile
 
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For Kam.

2vs2 Singles
Style: Set
DQ: A week
Damage Cap: 50%
Banned Moves: OHKOs, direct healing
Arena: Bane of the Air Traffic

You guessed it -- it's a volcano. Just the smoke is enough to halt planes, and yet, two idiots want to not only go in there, but even have a battle in there. There is a spiral-shaped outcropping along the crater walls, forming a structure similar to a rock spire. It's wide enough for two people to walk alongside each other safely, but not much more than that. The match begins near a magma pool -- touching it will deal 20% fire-type damage to all but Fire-type Pokémon and Pokémon with an immunity to fire. Pokémon with Magma Armor may restore health by standing in the lava. At the beggining of Round 5, the volcano will begin erupting, and the magma level will start rising, forcing the battle to keep moving upwards while it goes on. At round 25, the rim of the volcano will be reached, and Gliscor living in the vicinty will kindly wring the hell out of the arms of the trainers while hefting them safely away from the lava. Pokémon that cannot fly or float are forced to stand on the outcroppings and will also be gripped by the Gliscor, who are kind enough to facilite that moves be performed succesfully -- at a good energy price whenever arms are required, though. Attacking a Gliscor will cause it to fight back with randomly chosen moves that they can learn (always with 60 or more base power, though).
Other: The first Pokémon to be sent out must be Aerodactyl or Bronzong.

it's hot
 
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