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The Challenge Board

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2 v 2 single
Damage Cap: 49%
DQ: 8 days
Style: Set
Banned moves: OHKOs, Perish Song
Arena: Sleepy Screechy T. Rex Forest

The arena for this fight is a dense jungle. The battlefield is surrounded by a circle of humongous trees that block out most of the light; therefore the arena is a bit dark. Large bushes to duck behind dot the ground, and a small pool is in the northwest corner.

The real draw to this arena is the sleeping T. Rex in the corner. When the battle starts, he's asleep. If he is damaged by an especially powerful attack or hears a loud noise, he will wake up and start screeching. The screeches are so unbelievably loud that they will deal 20% damage to any Pokemon unlucky enough to hear them.

Finally, due to the jurassic nature of the stage, fossil Pokemon will constantly regain 3% energy at the end of each round.

For risingbadge.

Ryan North is a bro

Checking in. I'm going to get murdered :'D

'Dat profile.
 
2vs2 single
DQ: 7 Days
Damage Cap: 25%
Banned Moves: OHKO's, All Healing Moves, All Chills
Arena: Mystical Gardens

These beautiful gardens contain a mystical power. The plants here emit an aura that calms and soothes wounds. However, this same mystical power seems to prevent any weather effects from taking place. It's always a warm, calm day with a slight breeze. The scent of flower petals drifts through the air. Every round, the pokemon in battle receive 2% health and energy back back. Basically a really simple area for someone to begin learning how to battle with the whole ASB thing.

Profile - Thanks for reminding me, dragonair ^.^
 
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2vs2 single
DQ: 7 Days
Damage Cap: 25%
Banned Moves: OHKO's, All Healing Moves, All Chills
Arena: Mystical Gardens

These beautiful gardens contain a mystical power. The plants here emit an aura that calms and soothes wounds. However, this same mystical power seems to prevent any weather effects from taking place. It's always a warm, calm day with a slight breeze. The scent of flower petals drifts through the air. Every round, the pokemon in battle receive 2% health and energy back back. Basically a really simple area for someone to begin learning how to battle with the whole ASB thing.

You need to link to your profile. Also, if you don't mind, I'll battle you.

Profile for me
 
Challenge for das Cherry Bomb

1v1 Single
Style: Set
DQ: 7 days
Damage Cap: 50%
Banned moves: Anything goes baby!
Arena: A Strip Joint

It’s exactly what it sounds like. Loud music, neon lights, metal poles and people stuffing dollars into the G-strings of other people. The dance floor seems spacious enough for a Pokemon battle, certainly as big if not bigger than the average arena. And like any good pair of trainers would do, our heroes decide it’s time to hit the bar and buy a round or ten for everyone, including the Pokemon. And the ref.

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. They will also have their energy boosted, making it unlimited.
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 10% HP to the Pokémon who catches it (Whether with their hand or their face), a 15% chance of it restoring 5% HP, 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.


'Cause friends, don't let their friends, drink and dial~
 
Challenge for das Cherry Bomb

1v1 Single
Style: Set
DQ: 7 days
Damage Cap: 50%
Banned moves: Anything goes baby!
Arena: A Strip Joint

It’s exactly what it sounds like. Loud music, neon lights, metal poles and people stuffing dollars into the G-strings of other people. The dance floor seems spacious enough for a Pokemon battle, certainly as big if not bigger than the average arena. And like any good pair of trainers would do, our heroes decide it’s time to hit the bar and buy a round or ten for everyone, including the Pokemon. And the ref.

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. They will also have their energy boosted, making it unlimited.
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 10% HP to the Pokémon who catches it (Whether with their hand or their face), a 15% chance of it restoring 5% HP, 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.


'Cause friends, don't let their friends, drink and dial~

*flails about randomly*
 
Challenge for das Cherry Bomb

1v1 Single
Style: Set
DQ: 7 days
Damage Cap: 50%
Banned moves: Anything goes baby!
Arena: A Strip Joint

It’s exactly what it sounds like. Loud music, neon lights, metal poles and people stuffing dollars into the G-strings of other people. The dance floor seems spacious enough for a Pokemon battle, certainly as big if not bigger than the average arena. And like any good pair of trainers would do, our heroes decide it’s time to hit the bar and buy a round or ten for everyone, including the Pokemon. And the ref.

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. They will also have their energy boosted, making it unlimited.
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 10% HP to the Pokémon who catches it (Whether with their hand or their face), a 15% chance of it restoring 5% HP, 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.


'Cause friends, don't let their friends, drink and dial~


Hee hee hee~ *moustache twirl*
I'll get this one.
 
How's about a battle for the leadup to B/W?

1vs1 single
Style: Set
DQ: 7 Days
Damage Cap: 25%
Banned Things: OHKO moves, Pokemon that don't have a DW ability or have a 5th gen DW ability.
Arena: The Dream World
In Isshu, there is a strange machine used to connect trainers to their dreams. Now, TCoDASB has a prototype. This one, though, is for the sole purpose of battling. Once the trainers and their Pokemon are in the dream, the battle starts. The dream is simple, it is just a plain white nothingness. Pokemon that usually have to be in the water will now levitate, and have no need to breathe. Because this is a dream, things needed to use a move, e.g. rocks for Stealth Rock, will instantly appear. Likewise, Dig and Dive still work.


Profile
 
How's about a battle for the leadup to B/W?

1vs1 single
Style: Set
DQ: 7 Days
Damage Cap: 25%
Banned Things: OHKO moves, Pokemon that don't have a DW ability or have a 5th gen DW ability.
Arena: The Dream World
In Isshu, there is a strange machine used to connect trainers to their dreams. Now, TCoDASB has a prototype. This one, though, is for the sole purpose of battling. Once the trainers and their Pokemon are in the dream, the battle starts. The dream is simple, it is just a plain white nothingness. Pokemon that usually have to be in the water will now levitate, and have no need to breathe. Because this is a dream, things needed to use a move, e.g. rocks for Stealth Rock, will instantly appear. Likewise, Dig and Dive still work.


Profile



Yes please. Profile
 
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2vs2 single
DQ: 7 Days
Damage Cap: 25%
Banned Moves: OHKO's, All Healing Moves, All Chills
Arena: Grass Field

The arena is an open grass field. A perfect place for a beginner's match.

My profile
 
2v2 Single
DQ: Standard week
Damage Cap: 50%
Banned Moves: OHKO's, Chills limited to 3 per match
Arena: Volcano
An active volcano. The battle takes place place on a large rock in the middle of the caldera, surrounded by lava. There is no water, but any attacks needing a supply of water will instead use lava, any secondary effects will be removed, and will gain 20% chance to burn anyone the attack hits. If a non-Fire Type Pokemon somehow falls in the lava, they will take 10% damage and be badly burned before they can be fished out. If a Fire Type falls in, it will just lose it's action as it swims out.

Ready?
 
2v2 Single
DQ: Standard week
Damage Cap: 50%
Banned Moves: OHKO's, Chills limited to 3 per match
Arena: Volcano
An active volcano. The battle takes place place on a large rock in the middle of the caldera, surrounded by lava. There is no water, but any attacks needing a supply of water will instead use lava, any secondary effects will be removed, and will gain 20% chance to burn anyone the attack hits. If a non-Fire Type Pokemon somehow falls in the lava, they will take 10% damage and be badly burned before they can be fished out. If a Fire Type falls in, it will just lose it's action as it swims out.

Ready?

Dibs...
 
3 vs. 3 single
DQ: 1 week
Damage Cap: 35%
Banned Moves: Rest, Toxic, OHKO`s, pain split
Arena: A rather large rocky field smewhere high in the mountains. The sun is standing high above the air and no clouds are seen.

my profile
 
The following challenge is for Mike the Foxhog and contains massive Ace Attorney Investigations spoilers.

2vs2 single
Style: Set
DQ: 7 days
Damage Cap: 50%
Banned Moves: OHKOs, direct recovery
Arena: Allebahstian/Babahlese Embassy

For several years, the once united Kingdom of Cohdopia has been split in two. At one side, the Principality of Allebahst, land of the flower; at the other, the Republic of Babahl, land of the butterfly. The Cohdopian Embassy in American (or Japanese if you don't like localisations) soil was also split in two, as the two countries share the building, using its two halves -- after all, the building fortunately happens to have a strict billateral symmetry.

The two sides are separated by a tall wall, connected only through a center part, the Theatrum Neutralis, which, as can be inferred, has a theater. The Theatrum is not considered part of any of the two embassies. The two sides are also connected by the lakes on both gardens, linked by an underground tunnel. The Allebahstian Embassy, to the left, has a rose garden, decorated with historically relevant statues and with spouts around the lake, programmed to refill it if the water level goes lower than it should be. The garden also has a stand and audience seats for speeches. The Babahlese Embassy, to the right, is going through renovations. All the fireplaces in both sides of the building have revolving walls at their bottoms, connecting adjacent rooms. Both embassies also have a Primidux Statue, one-of-a-kind national treasure; both countries claim to own the original and call the other one a fake.

The match begins in the fifth (and highest) floor of the Babahlese Embassy, in Ambassador Palaeno's office. If this part of the arena is wrecked brutally enough by the Pokémon's attacks, the trainers will be dispatched over to Allehbast's Rose Garden, skipping the following events until that part. At Round 3, a fire will start in the Babahlese Embassy. During the fire, all of Sunny Day's effects except the ones that require actual sunlight over just heat will activate, and all attacks will consume an extra 1% energy. At Round 5, the trainers will escape the embassy through the connected lakes, and recommence battling at Allebahst's Rose Garden, spendind the entire round getting there. At Round 8, Ambassador Alba will take the stand to begin a speech, but the spotlights, having been previously tampered with for that effect, display The Yatagarasu's shadow upon the wall, sending the crowd into a massive hysteria, hustling to get out of the embassy. During each action of that round, bumping and trampling will cause the Pokémon to be dealt 1% damage, and all attacks will become 25% less accurate. At the end of Round 8, the battle is moved over to Theatrum Neutralis. The battle will proceed normally until Round 12, wherein people investigating the embassy corner Interpol Agent Shih-na, who will, during a struggle with Interpol Agent Lang, accidentally shoot one of the Pokémon, dealing 7% Steel-type damage. After that round, the battle once again proceeds normally, until Round 15, wherein, for the next 6 rounds, the investigator confront Ambassador Quercus Alba. The sheer amount of HOLD IT! being yelled at the time will irritate the battlers; coupled with the tension in the air, it gives off a 1+ Attack boost. After Alba is caught, the events loop over.

Other: The first sendout must belong to Caterpie or Seedot lines. The second sendout must belong to Poochyena or Snorunt lines.


if it wasn't for the fact that AAI's been out for a long time now this challenge would be one seriously frustrating post
 
The following challenge is for Mike the Foxhog and contains massive Ace Attorney Investigations spoilers.

2vs2 single
Style: Set
DQ: 7 days
Damage Cap: 50%
Banned Moves: OHKOs, direct recovery
Arena: Allebahstian/Babahlese Embassy

For several years, the once united Kingdom of Cohdopia has been split in two. At one side, the Principality of Allebahst, land of the flower; at the other, the Republic of Babahl, land of the butterfly. The Cohdopian Embassy in American (or Japanese if you don't like localisations) soil was also split in two, as the two countries share the building, using its two halves -- after all, the building fortunately happens to have a strict billateral symmetry.

The two sides are separated by a tall wall, connected only through a center part, the Theatrum Neutralis, which, as can be inferred, has a theater. The Theatrum is not considered part of any of the two embassies. The two sides are also connected by the lakes on both gardens, linked by an underground tunnel. The Allebahstian Embassy, to the left, has a rose garden, decorated with historically relevant statues and with spouts around the lake, programmed to refill it if the water level goes lower than it should be. The garden also has a stand and audience seats for speeches. The Babahlese Embassy, to the right, is going through renovations. All the fireplaces in both sides of the building have revolving walls at their bottoms, connecting adjacent rooms. Both embassies also have a Primidux Statue, one-of-a-kind national treasure; both countries claim to own the original and call the other one a fake.

The match begins in the fifth (and highest) floor of the Babahlese Embassy, in Ambassador Palaeno's office. If this part of the arena is wrecked brutally enough by the Pokémon's attacks, the trainers will be dispatched over to Allehbast's Rose Garden, skipping the following events until that part. At Round 3, a fire will start in the Babahlese Embassy. During the fire, all of Sunny Day's effects except the ones that require actual sunlight over just heat will activate, and all attacks will consume an extra 1% energy. At Round 5, the trainers will escape the embassy through the connected lakes, and recommence battling at Allebahst's Rose Garden, spendind the entire round getting there. At Round 8, Ambassador Alba will take the stand to begin a speech, but the spotlights, having been previously tampered with for that effect, display The Yatagarasu's shadow upon the wall, sending the crowd into a massive hysteria, hustling to get out of the embassy. During each action of that round, bumping and trampling will cause the Pokémon to be dealt 1% damage, and all attacks will become 25% less accurate. At the end of Round 8, the battle is moved over to Theatrum Neutralis. The battle will proceed normally until Round 12, wherein people investigating the embassy corner Interpol Agent Shih-na, who will, during a struggle with Interpol Agent Lang, accidentally shoot one of the Pokémon, dealing 7% Steel-type damage. After that round, the battle once again proceeds normally, until Round 15, wherein, for the next 6 rounds, the investigator confront Ambassador Quercus Alba. The sheer amount of HOLD IT! being yelled at the time will irritate the battlers; coupled with the tension in the air, it gives off a 1+ Attack boost. After Alba is caught, the events loop over.

Other: The first sendout must belong to Caterpie or Seedot lines. The second sendout must belong to Poochyena or Snorunt lines.


if it wasn't for the fact that AAI's been out for a long time now this challenge would be one seriously frustrating post

Mike the Foxhog who's that oh well I better accept this instead :J
 
Aagh Meowth and MF I want to ref that so bad but NaNo D: If you two don't mind waiting until around December 1st to start, could I take it? If you're desperate to start sooner then someone else can take it, but D: D: D: I might be able to get a round or two in sooner than that, but I can't promise that I'd be able to. (I'd also like to take one of the battles involving someone who's still new to ASB, again if they don't mind probably having to wait ~2 weeks to start.)
 
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