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The Challenge Board

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sresevoir said:
3v3 double
DQ: 1209600 C·V/W (comes out to seconds, or 14 days)
Damage Cap: 10%
Banned Moves: OHKO's
Arena: A Really Big Historic Battlefield

Generic. Except bigger. It would take about a round just to get from one end of the field to the other for a jolteon sprinting the whole way. There is a 12m-wide river that winds through the place dividing the two battlers' starting positions, which, for inexplicable reasons, is that same width across regardless of location. There are, however, some islands in the river, and there was once a pair of bridges, but one is now just broken beyond repair, leaving a 11m gap, and the other will break under 40kg under earth-gravity.

I'll take this, but you haven't included your profile link for some reason.

my profile
 
2 vs. 2 Double
DQ: 1 Week
Style: Set
Damage Cap: None.
Banned: Nothing.
Arena: THE ARENA OF DESTRUCTION!
Here it is. Sitting atop the small, forty-foot tall mountains, you have a great veiw of the landscape below. You see a big lake to the right, a magma pit to the left, and to the north...EBILNESS! It's the void! Each area is about 20 feet apart, leaving 60 feet of regular ground to stand on. Fire types can be commanded to enter the Magma pit, restoring 5% health and energy. Water types can do likewise with the lake, Ghost and Dark types can do the same with the void. If say, a Water types went into the void instead of the lake it would minus 5% health and energy. If a fire type goes into the Magma, he can make a large sacrafice for an advantage: He can give 10% health and 10% energy, and summon Groudon! If Groudon is summoned, he will turn the whole arena into a Magma pit for 5 rounds, causing 4% fire type damage to enemy pokemon ONLY. Water types can summon Kyogre, Dark and Ghost types can summon Darkrai, 4% Water damage for Kyogre, 4% Dark damage for Darkrai. The legendaries can't be fainted.

EXTRAS: Your pokemon will only gain health and energy the first three times they enter the void/magma/lake.

LET'S BREAK STUFF!

Profile ↓↓↓↓↓

http://www.dragonflycave.com/forums/showpost.php?p=356179&postcount=169

OOps! I didin't quite read the 3 bit. So I'll accept this one, then.
~ Profile ~
 
sreservoir said:
because, I'm lazy, I'm going to use this arena again.

3v3 double
DQ: 1209600 C·V/W (comes out to seconds, or 14 days)
Damage Cap: 10%
Banned Moves: OHKO's
Arena: A Really Big Historic Battlefield

Generic. Except bigger. It would take about a round just to get from one end of the field to the other for a jolteon sprinting the whole way. There is a 12m-wide river that winds through the place dividing the two battlers' starting positions, which, for inexplicable reasons, is that same width across regardless of location. There are, however, some islands in the river, and there was once a pair of bridges, but one is now just broken beyond repair, leaving a 11m gap, and the other will break under 40kg under earth-gravity.
I'll take this, but you haven't included your profile link for some reason.

my profile

gah!
 
3 versus 3 Single
Style:
Switch
DQ: 5 days
Damage Cap: 25%
Banned moves: One-hit KO's; a Pokémon may only Chill 6 times; Rest may only be used once per Pokémon
Arena: Old Research Laboratory

This laboratory seems to have not been used for at least half a century. The machines around the edge appear almost completely broken, although some screens contain lights that may flash sometimes. The ceiling is low, only about 7 feet high, disabling the move Fly. The room is about 20 feet wide and 40 feet long. The steel floor is very hard, which means that the moves Dig and Dive will not work. There is nearly inadequate light in the room, so sight may be limited, lowering the accuracy of all moves by 5% (of the original; for example, a move with 90 accuracy would now have 85.5% accuracy). However, on the action on which the move Flash is used, this accuracy penalty is nullified. Also, the room does not absorb sound well, and so there are many echoes; Hyper Voice, Snore, and Uproar, deal 4% more damage. In addition, all other sound-based moves, which are Growl, Sing, Grasswhistle, Supersonic, Metal Sound, Screech, Perish Song, Roar, have a 5% (of the original) accuracy boost if their accuracy is not 100% already.

My Profile!
 
3 versus 3 Single
Style:
Switch
DQ: 5 days
Damage Cap: 25%
Banned moves: One-hit KO's; a Pokémon may only Chill 6 times; Rest may only be used once per Pokémon
Arena: Old Research Laboratory

This laboratory seems to have not been used for at least half a century. The machines around the edge appear almost completely broken, although some screens contain lights that may flash sometimes. The ceiling is low, only about 7 feet high, disabling the move Fly. The room is about 20 feet wide and 40 feet long. The steel floor is very hard, which means that the moves Dig and Dive will not work. There is nearly inadequate light in the room, so sight may be limited, lowering the accuracy of all moves by 5% (of the original; for example, a move with 90 accuracy would now have 85.5% accuracy). However, on the action on which the move Flash is used, this accuracy penalty is nullified. Also, the room does not absorb sound well, and so there are many echoes; Hyper Voice, Snore, and Uproar, deal 4% more damage. In addition, all other sound-based moves, which are Growl, Sing, Grasswhistle, Supersonic, Metal Sound, Screech, Perish Song, Roar, have a 5% (of the original) accuracy boost if their accuracy is not 100% already.

My Profile!

I'll take that one.
 
Challenge for Zora, cause we're awesome like that, kahaha~

1v1 Single
Style: Set
DQ: 7 days
Damage Cap: 50%
Banned moves: Anything goes baby!
Arena: Some 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 1% 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 3% 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.



LET'S GET HAMMERED
 
Challenge for Zora, cause we're awesome like that, kahaha~

1v1 Single
Style: Set
DQ: 7 days
Damage Cap: 50%
Banned moves: Anything goes baby!
Arena: Some 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 1% 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 3% 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.



LET'S GET HAMMERED
I'M ACCEPTIN' THIS <3
 
3vs3 single
Style: Switch
DQ: 7 days
Damage Cap: 80%
Banned Moves: OHKO's, Chills, Direct status moves, 1 direct healing/pokemon, rest.
Arena: Ka-BOOM Forest!

This arena is one of the many cliche 'stuff go kablooy' arenas.
Now to the arena's appearence:
This is a gigantic jungle filled with explosive stuff that just screams to go 'kablooy'. The trees are quite high, and each one is filled with explosive coconuts that will explode if heated up and on contact. The ground is scattered with wierd flowers that will release freaking high amounts of fire if used. If a pokemon faints in this arena, their body will explode, leaving massive craters and holes in the ground. If a pokemon digs more than 10 meters deep, they will reach a place called 'the kablooy heart'- a gigantic bunch of squishy dynamite. A pokemon can freely pick it up, but taking a chunk costs energy depending on how big the chunk is. If a pokemon uses earthquake and the dynamite is still under the ground, it will explode, both creating a 60 meter crater, damaging everyone in a 10 meter range for 20% typeless damage, and releasing a stream of hot magma from the center of this wierd planet. Touching the magma will deal 40% damage to anyone touching it, expect if the pokemon is a fire type, in which case it will make all of its fire attacks deal 3% damage higher for 5 rounds, if it is a rock type, in which case it will be stuck on the ground for 3 actions, or if it is a water/ice type, in which case it will automaticly faint. If the dynamite doesn't explode after 3 battle rounds, it will explode anyway and release burning rocks everywhere, dealing 7% rock and 3% fire damage to anyone touched by them. Finally, if a pokemon uses the attack 'explosion' or 'selfdestruct', they will deal double damage.

Damage for explosives/fire is as follows:
Flowers deal 9% fire damage per attack,
Coconuts will deal 7% typeless damage and cost 5% energy to be hurled,
taking a piece of dynamite costs energy according to wieght:
-0.1 Kg to 1 Kg costs 1% energy and deals 4% damage,
1.1 Kg to 3 KG costs 4% energy and deals 9% damage,
3.1 Kg to 10 Kg costs 8% energy and deals 15% damage,
and more than 10.1 Kg will deal 32% damage.
Of course, smaller pokemon will find it harder to carry the dynamite(lower priority and such stuff), and pokemon without hands/something that can hold stuff won't be able to activate this stuff.

Other: Pokemon have endless energy.

This is a challenge for Scyther, and is inspired by the movie 'kung fu panda'.

ROAR OF BOOM AND DOOM!
<- Profile
 
because, I'm lazy, I'm going to use this arena again.

3v3 double
DQ: 1209600 C·V/W (comes out to seconds, or 14 days)
Damage Cap: 10%
Banned Moves: OHKO's
Arena: A Really Big Historic Battlefield

Generic. Except bigger. It would take about a round just to get from one end of the field to the other for a jolteon sprinting the whole way. There is a 12m-wide river that winds through the place dividing the two battlers' starting positions, which, for inexplicable reasons, is that same width across regardless of location. There are, however, some islands in the river, and there was once a pair of bridges, but one is now just broken beyond repair, leaving a 11m gap, and the other will break under 40kg under earth-gravity.

What the hell?
 
Am bored and need some opponents to play with ^^

3 vs 3 vs 3
Single
No Switch
DQ: 4 days
Damage Cap: 65%
Banned Moves: OHKO's, Earthquake, Surf, Mud Moves, Weather Moves
Arena: HQ on Countdown

Three daring battlers sneak in to take down the leader of Team Aqua but a snitch told him they were coming. In an attempt to rid of the trespassers the headquarters is put on self destruct. Two of the three trainers at most can make it out with no casualties at all. Desperate to not be the unlucky number one they will fight to stay alive.

There are three floors and one large lobby. We begin at the bottom most floor, Level 1, and work our way up to top which is the Lobby.

The first floor is underwater and filling with it from a leak in the large glass windows that give a view to the ocean. In it are fake plants scattered about messily [Good for hiding and/or throwing with moves requiring rocks and the like] and steel tables tipped over. There are four, two standing long ways and two laying on their sides [Good for shielding]. The first Pokemon of their choice battles here for a maximum of 5 rounds. If a trainer loses his/her first Pokemon before the five rounds are up then that trainer leaves the floor last forcing him/her to enter Round 6 only allowed to issue two commands that account for Actions 2 and 3.

The second floor is a mess hall. The tables are all bolted into the floor so they are fairly immobile. The chairs are not though and can be used for throwing. The long aisle for where the staff would line up to collect their lunch is along the left wall and still has its burners on. Pokemon can take an action to grab from the four foil trays resting on the burners to replenish Health and/or Energy or to do the exact opposite if the food was burned. Again, the trainers choose a different member of their party that will battle for five rounds before moving up to the third floor. The trainer(s) to lose their Pokemon before the rounds are up again will be forced to take the same precaution and show up midway into the round.

The third floor is full of computers and machines. One of the machines however still holds the artifact intended to summon the raging waters. The trainer with the best health for his/her active Pokemon can take it at the end of Round 15 to cash it in for 3x's the cash prize he/she will be getting when the battle is over regarrdless of win or lose. The machines around them have been corrupted so as not to release data to any who search the remains of the HQ and therefore have no power. If an electric type move is used with base damage of 6% and up they will turn on the machines and recieve an additional +2 to Sp. Attack and Sp. Defense. The trainer(s) that lose early will for the last time come up midway into Round 16.

The Lobby will only have 1 round. Here you may choose any one of your surviving Pokemon to do their very best for one more round unless you have lost all of them already and will be removed from the final round.

Notes for Reff
->To calculate who won, add the remaining Health and Energy of all Pokemon for each individual. Add an additional 5 points for every Pokemon that KOed from one of his/her moves and deduct 3 points for every status ailment. Deduct 4 points for every time a trainer loses his/her Pokemon early in the battle and add 4 points for every time a trainers Pokemon was the leader in Health by the end of the five rounds.

->If there are two trainers who lose their Pokemon early then whoever was out first comes in on the third action with only one move to make while the second comes in on the second action with two moves to make.

->The food consists of meals with good and/or bad effects. The reff rolls a 100 sided die to calculate which tray the Pokemon grabs from.
1-25% Double Bacon Triple Beef Burger with Curly Fries stuffed inside: +2 Attack, +2 Sp. Attack, -3 Speed
26-50% Soggy Salad dressed with Strips of Chicken, Croutons, Shredded cheese and Italian dressing: +5 Energy, -2 Defense
51-75% Hard Taco with Cheese Nachos on the side: +7 Health, -2 Attack
76-100% Fruit Salad with Extra Corn Syrup: +5 Health, +10 Energy, +6 Speed and Crash after two rounds [After 2 rounds after eating the fruit salad the Pokemon grows very sluggish and moves last for two actions. On the third action he/she falls asleep.]

->The tables reduce 1/2 of the base damage of all Attacks and 1/4 the base damage of Sp. Attacks and eliminates the factor or weakness since it is in the way of the Pokemon. They can get heated and inflict burn upon contact.

Whew, I'm ready. X3
Let's Play!
 
Am bored and need some opponents to play with ^^

3 vs 3 vs 3
Single
No Switch
DQ: 4 days
Damage Cap: 65%
Banned Moves: OHKO's, Earthquake, Surf, Mud Moves, Weather Moves
Arena: HQ on Countdown

Three daring battlers sneak in to take down the leader of Team Aqua but a snitch told him they were coming. In an attempt to rid of the trespassers the headquarters is put on self destruct. Two of the three trainers at most can make it out with no casualties at all. Desperate to not be the unlucky number one they will fight to stay alive.

There are three floors and one large lobby. We begin at the bottom most floor, Level 1, and work our way up to top which is the Lobby.

The first floor is underwater and filling with it from a leak in the large glass windows that give a view to the ocean. In it are fake plants scattered about messily [Good for hiding and/or throwing with moves requiring rocks and the like] and steel tables tipped over. There are four, two standing long ways and two laying on their sides [Good for shielding]. The first Pokemon of their choice battles here for a maximum of 5 rounds. If a trainer loses his/her first Pokemon before the five rounds are up then that trainer leaves the floor last forcing him/her to enter Round 6 only allowed to issue two commands that account for Actions 2 and 3.

The second floor is a mess hall. The tables are all bolted into the floor so they are fairly immobile. The chairs are not though and can be used for throwing. The long aisle for where the staff would line up to collect their lunch is along the left wall and still has its burners on. Pokemon can take an action to grab from the four foil trays resting on the burners to replenish Health and/or Energy or to do the exact opposite if the food was burned. Again, the trainers choose a different member of their party that will battle for five rounds before moving up to the third floor. The trainer(s) to lose their Pokemon before the rounds are up again will be forced to take the same precaution and show up midway into the round.

The third floor is full of computers and machines. One of the machines however still holds the artifact intended to summon the raging waters. The trainer with the best health for his/her active Pokemon can take it at the end of Round 15 to cash it in for 3x's the cash prize he/she will be getting when the battle is over regarrdless of win or lose. The machines around them have been corrupted so as not to release data to any who search the remains of the HQ and therefore have no power. If an electric type move is used with base damage of 6% and up they will turn on the machines and recieve an additional +2 to Sp. Attack and Sp. Defense. The trainer(s) that lose early will for the last time come up midway into Round 16.

The Lobby will only have 1 round. Here you may choose any one of your surviving Pokemon to do their very best for one more round unless you have lost all of them already and will be removed from the final round.

Notes for Reff
->To calculate who won, add the remaining Health and Energy of all Pokemon for each individual. Add an additional 5 points for every Pokemon that KOed from one of his/her moves and deduct 3 points for every status ailment. Deduct 4 points for every time a trainer loses his/her Pokemon early in the battle and add 4 points for every time a trainers Pokemon was the leader in Health by the end of the five rounds.

->If there are two trainers who lose their Pokemon early then whoever was out first comes in on the third action with only one move to make while the second comes in on the second action with two moves to make.

->The food consists of meals with good and/or bad effects. The reff rolls a 100 sided die to calculate which tray the Pokemon grabs from.
1-25% Double Bacon Triple Beef Burger with Curly Fries stuffed inside: +2 Attack, +2 Sp. Attack, -3 Speed
26-50% Soggy Salad dressed with Strips of Chicken, Croutons, Shredded cheese and Italian dressing: +5 Energy, -2 Defense
51-75% Hard Taco with Cheese Nachos on the side: +7 Health, -2 Attack
76-100% Fruit Salad with Extra Corn Syrup: +5 Health, +10 Energy, +6 Speed and Crash after two rounds [After 2 rounds after eating the fruit salad the Pokemon grows very sluggish and moves last for two actions. On the third action he/she falls asleep.]

->The tables reduce 1/2 of the base damage of all Attacks and 1/4 the base damage of Sp. Attacks and eliminates the factor or weakness since it is in the way of the Pokemon. They can get heated and inflict burn upon contact.

Whew, I'm ready. X3
Let's Play!

Must take part in epic battle for survival!
 
Am bored and need some opponents to play with ^^

3 vs 3 vs 3
Single
No Switch
DQ: 4 days
Damage Cap: 65%
Banned Moves: OHKO's, Earthquake, Surf, Mud Moves, Weather Moves
Arena: HQ on Countdown

Three daring battlers sneak in to take down the leader of Team Aqua but a snitch told him they were coming. In an attempt to rid of the trespassers the headquarters is put on self destruct. Two of the three trainers at most can make it out with no casualties at all. Desperate to not be the unlucky number one they will fight to stay alive.

There are three floors and one large lobby. We begin at the bottom most floor, Level 1, and work our way up to top which is the Lobby.

The first floor is underwater and filling with it from a leak in the large glass windows that give a view to the ocean. In it are fake plants scattered about messily [Good for hiding and/or throwing with moves requiring rocks and the like] and steel tables tipped over. There are four, two standing long ways and two laying on their sides [Good for shielding]. The first Pokemon of their choice battles here for a maximum of 5 rounds. If a trainer loses his/her first Pokemon before the five rounds are up then that trainer leaves the floor last forcing him/her to enter Round 6 only allowed to issue two commands that account for Actions 2 and 3.

The second floor is a mess hall. The tables are all bolted into the floor so they are fairly immobile. The chairs are not though and can be used for throwing. The long aisle for where the staff would line up to collect their lunch is along the left wall and still has its burners on. Pokemon can take an action to grab from the four foil trays resting on the burners to replenish Health and/or Energy or to do the exact opposite if the food was burned. Again, the trainers choose a different member of their party that will battle for five rounds before moving up to the third floor. The trainer(s) to lose their Pokemon before the rounds are up again will be forced to take the same precaution and show up midway into the round.

The third floor is full of computers and machines. One of the machines however still holds the artifact intended to summon the raging waters. The trainer with the best health for his/her active Pokemon can take it at the end of Round 15 to cash it in for 3x's the cash prize he/she will be getting when the battle is over regarrdless of win or lose. The machines around them have been corrupted so as not to release data to any who search the remains of the HQ and therefore have no power. If an electric type move is used with base damage of 6% and up they will turn on the machines and recieve an additional +2 to Sp. Attack and Sp. Defense. The trainer(s) that lose early will for the last time come up midway into Round 16.

The Lobby will only have 1 round. Here you may choose any one of your surviving Pokemon to do their very best for one more round unless you have lost all of them already and will be removed from the final round.

Notes for Reff
->To calculate who won, add the remaining Health and Energy of all Pokemon for each individual. Add an additional 5 points for every Pokemon that KOed from one of his/her moves and deduct 3 points for every status ailment. Deduct 4 points for every time a trainer loses his/her Pokemon early in the battle and add 4 points for every time a trainers Pokemon was the leader in Health by the end of the five rounds.

->If there are two trainers who lose their Pokemon early then whoever was out first comes in on the third action with only one move to make while the second comes in on the second action with two moves to make.

->The food consists of meals with good and/or bad effects. The reff rolls a 100 sided die to calculate which tray the Pokemon grabs from.
1-25% Double Bacon Triple Beef Burger with Curly Fries stuffed inside: +2 Attack, +2 Sp. Attack, -3 Speed
26-50% Soggy Salad dressed with Strips of Chicken, Croutons, Shredded cheese and Italian dressing: +5 Energy, -2 Defense
51-75% Hard Taco with Cheese Nachos on the side: +7 Health, -2 Attack
76-100% Fruit Salad with Extra Corn Syrup: +5 Health, +10 Energy, +6 Speed and Crash after two rounds [After 2 rounds after eating the fruit salad the Pokemon grows very sluggish and moves last for two actions. On the third action he/she falls asleep.]

->The tables reduce 1/2 of the base damage of all Attacks and 1/4 the base damage of Sp. Attacks and eliminates the factor or weakness since it is in the way of the Pokemon. They can get heated and inflict burn upon contact.

Whew, I'm ready. X3
Let's Play!


Reff's can take part in Four battles right? Then I'll have a go too.

THIS. IS. PROFIIIIIIIIIIILLEEE!
 
Last edited:
3v3 single
Style: Set
DQ: standard week
Damage cap: 30%
Banned moves: OHKOs, anything that may damage the arena
Arena: Dusky Bridge

A long, narrow, rickety old suspension bridge spanning the Eagle River, roughly long enough to take two actions to cross from one side to the other. The battle takes place in the middle of the bridge, with the trainers each positioned on opposing sides. A handrail will prevent Pokémon from falling or being knocked off. At the beginning of the third round, lightning will strikethe bridge, setting it on fire; Pokémon will have until the end of this round to escape the bridge to either end before it collapses, dumping any Pokémon still on it into the Eagle River. Anything that falls into the river cannot be reclaimed, so the Pokémon will be knocked out if this happens. The battle will then move to the cliffsides the bridge connected; if the Pokémon are on opposite sides, only projectile attacks will connect, and due to the distance they need to travel and the heavy snowfall obscuring the view across the canyon, these attacks' accuracy will be reduced by 25%. Alternatively, if they end up on the same side, obviously one will be very far away from their trainer and there is a 25% chance this Pokémon won't hear whatever commands it is given. On the sixth round, Godot and Detective Gumshoe will arrive to repair the bridge; anything that touches the bridge (accidentally or otherwise) between then and the time it is finished will cause Godot to throw a mug of scalding coffee at whoever touched it or used the attack that hit it, dealing 5% typeless damage, inflicting a burn, and reducing Defence by 1 level due to the cuts dealt by shattering china. By the ninth round, the bridge will be finished, and the events will repeat themselves from there onwards (lightning strike/bridge collapse on round 12, Godot and Gumshoe arrive on round 15, bridge is fixed on round 18, etc.)
Other notes: So as to not put undue strain on the already- unstable bridge, only Pokémon under 3 feet in height and 100lbs in weight may be used.

Maybe one day I'll make a short and straightforward challenge c:
 
For Blazhy:

3 vs. 3
Style: Set
DQ: 10 Days
Damage Cap: 45%
Banned Moves: OHKOs

Field: Arboreal Dome

In some closed-off mountain range in the northern parts of Asber, a strange natural wonder has formed; a humongous dome made entirely of intertwined trees and vines. It is several hundred feet high and wide, and the ground inside is covered with bushes and a strange, luminescent moss. Moss-covered boulders are also strewn throughout, and a slow, good-sized stream cuts a swathe through the middle of the Great Arboreal Dome. The light not provided by the moss is filtered and green, streaming through window-like gaps in the wicker dome.

For obvious reasons, most weather moves will have a lessened effect in this arena, as rain or hail will have a tough time getting through the intertwined branches. At the end of each round, there's a 25% chance that the moss will glow bright green for the entirety of the next round, at which point Grass-type Pokémon get a 2x STAB instead of a 1.5x, and Fire-types get no STAB.

Additional Rules: The choice for the first Pokémon sent out by each trainer willl be sent to the referee, and not posted in the battle itself. For example, it would be;

X and Y choose a Pokémon and tell it to the ref by PM
X attacks
Y attacks

and not:

X sends out
Y sends out and attacks
X attacks

ASB Profile
 
Last edited:
For Blazhy:

3 vs. 3
Style: Set
DQ: 10 Days
Damage Cap: 45%
Banned Moves: OHKOs

Field: Arboreal Dome

In some closed-off mountain range in the northern parts of Asber, a strange natural wonder has formed; a humongous dome made entirely of intertwined trees and vines. It is several hundred feet high and wide, and the ground inside is covered with bushes and a strange, luminescent moss. Moss-covered boulders are also strewn throughout, and a slow, good-sized stream cuts a swathe through the middle of the Great Arboreal Dome. The light not provided by the moss is filtered and green, streaming through window-like gaps in the wicker dome.

For obvious reasons, most weather moves will have a lessened effect in this arena, as rain or hail will have a tough time getting through the intertwined branches. At the end of each round, there's a 25% chance that the moss will glow bright green for the entirety of the next round, at which point Grass-type Pokémon get a 2x STAB instead of a 1.5x, and Fire-types get no STAB.

Additional Rules: The choice for the first Pokémon sent out by each trainer willl be sent to the referee, and not posted in the battle itself. For example, it would be;

X and Y choose a Pokémon and tell it to the ref by PM
X attacks
Y attacks

and not:

X sends out
Y sends out and attacks
X attacks

ASB Profile

Accepted~
 
Last edited:
3v3 single
Style: Set
DQ: standard week
Damage cap: 30%
Banned moves: OHKOs, anything that may damage the arena
Arena: Dusky Bridge

A long, narrow, rickety old suspension bridge spanning the Eagle River, roughly long enough to take two actions to cross from one side to the other. The battle takes place in the middle of the bridge, with the trainers each positioned on opposing sides. A handrail will prevent Pokémon from falling or being knocked off. At the beginning of the third round, lightning will strikethe bridge, setting it on fire; Pokémon will have until the end of this round to escape the bridge to either end before it collapses, dumping any Pokémon still on it into the Eagle River. Anything that falls into the river cannot be reclaimed, so the Pokémon will be knocked out if this happens. The battle will then move to the cliffsides the bridge connected; if the Pokémon are on opposite sides, only projectile attacks will connect, and due to the distance they need to travel and the heavy snowfall obscuring the view across the canyon, these attacks' accuracy will be reduced by 25%. Alternatively, if they end up on the same side, obviously one will be very far away from their trainer and there is a 25% chance this Pokémon won't hear whatever commands it is given. On the sixth round, Godot and Detective Gumshoe will arrive to repair the bridge; anything that touches the bridge (accidentally or otherwise) between then and the time it is finished will cause Godot to throw a mug of scalding coffee at whoever touched it or used the attack that hit it, dealing 5% typeless damage, inflicting a burn, and reducing Defence by 1 level due to the cuts dealt by shattering china. By the ninth round, the bridge will be finished, and the events will repeat themselves from there onwards (lightning strike/bridge collapse on round 12, Godot and Gumshoe arrive on round 15, bridge is fixed on round 18, etc.)
Other notes: So as to not put undue strain on the already- unstable bridge, only Pokémon under 3 feet in height and 100lbs in weight may be used.

Maybe one day I'll make a short and straightforward challenge c:

I like non-straightfoward challenges.
 
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