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Challenge Board

An open challenge!

Format: 2v2 single
Style: Set
DQ: 10 days
Damage Cap: 25%
Banned/Restricted Moves: OHKOs, Direct recovery moves, Rest, Wish, Chills limited to 3/Pokemon
Arena Description: The Arid, Extra-Dry Desert

In his Kingdom-wide search for his father's Holy MacGuffin, The Omskivar braved the expanse of The Arid, Extra-Dry Desert, which is exactly what it sounds like: a constantly-shifting mass of sandy dunes, rife with danger in the forms of rock scorpions, giant giant centipedes, and plaques of bronzed and honey-dipped locusts. What better use for this mesa of malice, but a Pokemon battle? Why, none! So battle we shall!

Sandstorm is always in effect while battlers are in the Arid, Extra-Dry Desert, however Rock-types do not receive the Special Defense boost; the weather cannot be changed. Thankfully, The Omskivar managed to pull some strings at The Shore, the local cruise line, through a contact in his guild, the Department of Shadowy Arts and Crafts, and so both battlers are wearing their UV-resistant compasses. The harsh weather is, unfortunately, the least of their worries, for at the end of each round, each Pokemon will receive an effect at random. The effects are as follows:

Tenuous Grip On Reality: The lack of water and beating sun will cause the Pokemon to go mildly insane, ruining their concentration. The afflicted battler will suffer a -3 Special Attack drop that cannot be removed (but does not ignore the ±6 limits), and Psychic attacks will cost 1.5x the normal amount of energy to perform.
Turned Into A Skeleton: The harrowing sandstorm gives the Pokemon a really, really deep exfoliation. When it's done, all that's left is skin and bones, only without the skin. While still able to battle, the Pokemon's weight is halved, and any Physical attack made against them has an additional stage added to its critical hit ratio.
Sunburned: The battler is afflicted with a horrible sunburn. Because it hurts to move, attacks that require movement have a default -1 priority, so long as their priority is neutral. Priority moves keep their priority, but have a flat 2% recoil.
Missing All Your Teeth: The Pokemon stumbles upon a half-buried, irradiated shack, and scavenges a piece of anticheese. 5% health is restored, but all of their teeth fall out; this prevents the use of biting moves, and all additional moves that require use of the mouth or mouth-analogue cause 1/3 recoil damage (special moves included, a la Flamethrower, Ice Beam, etc.).
Red Door Syndrome: Gnasir and his Gnome Gnomads have spilled a cagn of black paignt ogn the Pokemogn, causing a thick coat to set ign. All damage is reduced by 2% after all calculatiogns, but no attacks cagn miss the affected Pokemogn.

These effects stack, and cannot be removed by any attack or action. At the end of the third round, the battlers will happen upon the elusive Oasis, where they can take refuge from the desert and drink from the clear water. This removes all effects and reinvigorates the battlers, restoring 5% energy each, and the next round (every fourth round) will be fought here. Here there is a water source, and instead of an irremovable sandstorm, an unchangeable Sunny Day is in effect. At the end of an Oasis round, no effects are given. The cycle then repeats itself, with new effects being rolled for after the next two rounds; in this way, a Pokemon can have no more than two effects at any one time.

After the battle, drinks are on me at the Typical Tavern.
Profile link: Here
 
Guess who's back, back again
Sable's back
And she's gonna get her ass kicked in a bar brawl

Format: 1v1 Single

Style: Set

DQ Time: 3 days

Damage Cap: 20%

Banned/Restricted Moves: Nope!

Arena Description: The Sin Wagon Bar and Casino

Now this, this is one swanky joint. Decorated in reds and golds, this establishment offers not only the finest in... rated X entertainment, but a casino and a bar with any sort of mix you could dream. But as with any bar, it is prone to its rowdier patronage. It's a small area, so better off not bringing larger pokemon, but big enough for a couple of plastered idiots to get into some shenanigans with a battle.

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 20% tops.
Both Pokémon being lit off their asses 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 fancy, yet 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.

Additional Rules: Smaller Pokemon only. But that shouldn't be too big of a worry.

boop
 
Guess who's back, back again
Sable's back
And she's gonna get her ass kicked in a bar brawl

Format: 1v1 Single

Style: Set

DQ Time: 3 days

Damage Cap: 20%

Banned/Restricted Moves: Nope!

Arena Description: The Sin Wagon Bar and Casino

Now this, this is one swanky joint. Decorated in reds and golds, this establishment offers not only the finest in... rated X entertainment, but a casino and a bar with any sort of mix you could dream. But as with any bar, it is prone to its rowdier patronage. It's a small area, so better off not bringing larger pokemon, but big enough for a couple of plastered idiots to get into some shenanigans with a battle.

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 20% tops.
Both Pokémon being lit off their asses 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 fancy, yet 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.

Additional Rules: Smaller Pokemon only. But that shouldn't be too big of a worry.

boop

Oh no you didn't

doop
 
Got one here for Sylph.

Format: 2v2, single, set
DQ: Two weeks
Damage Cap: 40%
Banned/Restricted Moves: OHKOs, Chills 3/Pokemon, Direct recovery
Arena Description: Sundial Terrace

"Little is known about the original architects of the giant sundial, but many continue to study feverishly to understand its origins. Each summer, on the longest day of the year, dragons from all over the world gather around the monument and etch the outline of its giant shadow into the stone floors of the terrace, an activity that has been practised since before the Light dragons ever settled."

Situated in the lands of the Light Flight of mighty dragons on the mythical land of Sorneth, Sundial Terrace is, as its name implies, a giant sundial. It sits adjacent to a ruined temple and a cliff overlooking the sea, and is bathed in a constant, warm light. There are little bits of rubble strewing the area, though the main sundial itself is clear of debris.

Aside from a perpetual Sunny Day effect, there is little of note about the area.

Additional Rules: N/A

forgot my thinger, whoops
 
Last edited:
Got one here for Sylph.

Format: 2v2, single, set
DQ: Two weeks
Damage Cap: 40%
Banned/Restricted Moves: OHKOs, Chills 3/Pokemon, Direct recovery
Arena Description: Sundial Terrace

"Little is known about the original architects of the giant sundial, but many continue to study feverishly to understand its origins. Each summer, on the longest day of the year, dragons from all over the world gather around the monument and etch the outline of its giant shadow into the stone floors of the terrace, an activity that has been practiced since before the Light dragons ever settled."

Situated in the lands of the Light Flight of mighty dragons on the mythical land of Sorneth, Sundial Terrace is, as its name implies, a giant sundial. It sits adjacent to a ruined temple and a cliff overlooking the sea, and is bathed in a constant, warm light. There are little bits of rubble strewing the area, though the main sundial itself is clear of debris.

Aside from a perpetual Sunny Day effect, there is little of note about the area.

Additional Rules: N/A

Zup

You are on, mi Amigo

boop
 
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An open challenge!

Format: 2v2 single
Style: Set
DQ: 10 days
Damage Cap: 25%
Banned/Restricted Moves: OHKOs, Direct recovery moves, Rest, Wish, Chills limited to 3/Pokemon
Arena Description: The Arid, Extra-Dry Desert

In his Kingdom-wide search for his father's Holy MacGuffin, The Omskivar braved the expanse of The Arid, Extra-Dry Desert, which is exactly what it sounds like: a constantly-shifting mass of sandy dunes, rife with danger in the forms of rock scorpions, giant giant centipedes, and plaques of bronzed and honey-dipped locusts. What better use for this mesa of malice, but a Pokemon battle? Why, none! So battle we shall!

Sandstorm is always in effect while battlers are in the Arid, Extra-Dry Desert, however Rock-types do not receive the Special Defense boost; the weather cannot be changed. Thankfully, The Omskivar managed to pull some strings at The Shore, the local cruise line, through a contact in his guild, the Department of Shadowy Arts and Crafts, and so both battlers are wearing their UV-resistant compasses. The harsh weather is, unfortunately, the least of their worries, for at the end of each round, each Pokemon will receive an effect at random. The effects are as follows:

Tenuous Grip On Reality: The lack of water and beating sun will cause the Pokemon to go mildly insane, ruining their concentration. The afflicted battler will suffer a -3 Special Attack drop that cannot be removed (but does not ignore the ±6 limits), and Psychic attacks will cost 1.5x the normal amount of energy to perform.
Turned Into A Skeleton: The harrowing sandstorm gives the Pokemon a really, really deep exfoliation. When it's done, all that's left is skin and bones, only without the skin. While still able to battle, the Pokemon's weight is halved, and any Physical attack made against them has an additional stage added to its critical hit ratio.
Sunburned: The battler is afflicted with a horrible sunburn. Because it hurts to move, attacks that require movement have a default -1 priority, so long as their priority is neutral. Priority moves keep their priority, but have a flat 2% recoil.
Missing All Your Teeth: The Pokemon stumbles upon a half-buried, irradiated shack, and scavenges a piece of anticheese. 5% health is restored, but all of their teeth fall out; this prevents the use of biting moves, and all additional moves that require use of the mouth or mouth-analogue cause 1/3 recoil damage (special moves included, a la Flamethrower, Ice Beam, etc.).
Red Door Syndrome: Gnasir and his Gnome Gnomads have spilled a cagn of black paignt ogn the Pokemogn, causing a thick coat to set ign. All damage is reduced by 2% after all calculatiogns, but no attacks cagn miss the affected Pokemogn.

These effects stack, and cannot be removed by any attack or action. At the end of the third round, the battlers will happen upon the elusive Oasis, where they can take refuge from the desert and drink from the clear water. This removes all effects and reinvigorates the battlers, restoring 5% energy each, and the next round (every fourth round) will be fought here. Here there is a water source, and instead of an irremovable sandstorm, an unchangeable Sunny Day is in effect. At the end of an Oasis round, no effects are given. The cycle then repeats itself, with new effects being rolled for after the next two rounds; in this way, a Pokemon can have no more than two effects at any one time.

After the battle, drinks are on me at the Typical Tavern.
Profile link: Here

This sounds very fun! My profile's right here.
 
Got one here for Sylph.

Format: 2v2, single, set
DQ: Two weeks
Damage Cap: 40%
Banned/Restricted Moves: OHKOs, Chills 3/Pokemon, Direct recovery
Arena Description: Sundial Terrace

"Little is known about the original architects of the giant sundial, but many continue to study feverishly to understand its origins. Each summer, on the longest day of the year, dragons from all over the world gather around the monument and etch the outline of its giant shadow into the stone floors of the terrace, an activity that has been practised since before the Light dragons ever settled."

Situated in the lands of the Light Flight of mighty dragons on the mythical land of Sorneth, Sundial Terrace is, as its name implies, a giant sundial. It sits adjacent to a ruined temple and a cliff overlooking the sea, and is bathed in a constant, warm light. There are little bits of rubble strewing the area, though the main sundial itself is clear of debris.

Aside from a perpetual Sunny Day effect, there is little of note about the area.

Additional Rules: N/A

forgot my thinger, whoops

You are on, mi Amigo

boop

Will happily ref this!
 
Format: 2v2 double
Style: switch
DQ: one (1) fortnight
Damage Cap: 0%
Banned/Restricted Moves: none
Arena Description: res did a thing again on the open ocean

We return to this place which seemed empty, except for the ocean, the air above it, overcast clouds, and the visitors. There still is no land; pokémon which cannot fly, float, swim, or otherwise support themselves are ineligible to participate. But, we know now ... in his house at Ci'hlur Hæbrn, dead Hjougnr lies in dreamless slumber ...

But, well, this time the involved parties were aware of such a thing, and this time, as a precaution, they have brought the Great Baton of the Boss Lady of the First Days before the Great Fire and the Ruin After to ward off damage.

(―and don't let anyone convince you that it's a precaution against res having rigged the arena! slander! lies!)

... they may have overdone it.

Rain Dance comes into effect at the beginning of each round. At the end of each odd-numbered round, a water spout effect, generated by a source equivalent to a final-stage water-type pokémon at full health, affects all battlers, ignoring any evasion modifiers. This is affected by the damage cap.

... the damage cap is 0%.

Profile link: present

I'll take this. Probably going to drown.

(also, by 0% cap do you mean no cap? or that moves do no damage? I'm slightly confused. )

we'd like to call this off, it was a remarkably poorly thought-out idea.
 
Format: 1v1 Single
Style: ?
DQ: 7 days
Damage Cap: 25 %
Banned/Restricted Moves: OHKOs.
Arena Description: ???

Um, what do you mean "?" ? In style, it's either set or switch. Set means if you recall a pokemon, it's counted as fainted, and switch means you can switch pokemon freely. In your case it would have to be set, since you only have 1 pokemon to battle with. And with the arena description, it's what you're battling in; since this is presumably your first battle, just put like a plain field or something else like that if you don't want to deal with the hassle of complicated arenas.

If you fix this, I'll take you up on it.
 
For Coloursfall.

Format: 2v2 doubles
DQ: Two weeks
Damage Cap: none
Banned/Restricted Moves: everything but metronome. no red cards.

Arena Description: Nux Walpurgis

High over Mitakihara, a city full of modern architecture and glass-covered skyscrapers, comes the night of Walpurgis, a powerful witch as destructive as a storm or natural disaster. She laughs as she spins helplessly in circles and brings nothing but destruction in her wake.

If only the girls who had hoped to stop it knew that the destruction was wrought not by the queen of witches herself, but instead, something far more heinous - two trainers from another world looking to have some fun.

The battle takes place on top of the upside-down witch that is slowly flying over Mitakihara. Fortunately, the massive witch provides a wide stage in the form of several gears at her base. The largest gear has a roughly 50 m diameter. In the middle, there is another 20 m gear forming a raised platform, and in the middle of that is a small 10 m gear, just large enough for all pokemon to be sent out on.. The gears slowly rotate in the opposite direction of the gear just above/below it, though not quickly enough to be a hindrance to most pokemon.

A strange power distorts time and space around Walpurgisnacht so that pokemon can't leave the arena. However, it means that no one can fall off, either.

Other: All pokemon start with 200% energy.
 
Um, what do you mean "?" ? In style, it's either set or switch. Set means if you recall a pokemon, it's counted as fainted, and switch means you can switch pokemon freely. In your case it would have to be set, since you only have 1 pokemon to battle with. And with the arena description, it's what you're battling in; since this is presumably your first battle, just put like a plain field or something else like that if you don't want to deal with the hassle of complicated arenas.

If you fix this, I'll take you up on it.

it's 1v1, the style is definitely relevant. (arena probably is actually though)
 
For Coloursfall.

Format: 2v2 doubles
DQ: Two weeks
Damage Cap: none
Banned/Restricted Moves: everything but metronome. no red cards.

Arena Description: Nux Walpurgis

High over Mitakihara, a city full of modern architecture and glass-covered skyscrapers, comes the night of Walpurgis, a powerful witch as destructive as a storm or natural disaster. She laughs as she spins helplessly in circles and brings nothing but destruction in her wake.

If only the girls who had hoped to stop it knew that the destruction was wrought not by the queen of witches herself, but instead, something far more heinous - two trainers from another world looking to have some fun.

The battle takes place on top of the upside-down witch that is slowly flying over Mitakihara. Fortunately, the massive witch provides a wide stage in the form of several gears at her base. The largest gear has a roughly 50 m diameter. In the middle, there is another 20 m gear forming a raised platform, and in the middle of that is a small 10 m gear, just large enough for all pokemon to be sent out on.. The gears slowly rotate in the opposite direction of the gear just above/below it, though not quickly enough to be a hindrance to most pokemon.

A strange power distorts time and space around Walpurgisnacht so that pokemon can't leave the arena. However, it means that no one can fall off, either.

Other: All pokemon start with 200% energy.

Let's do this thing.
 
it's 1v1, the style is definitely relevant. (arena probably is actually though)

But it's not like you could switch them out anyway. Unless the way I understand it is wrong, I understand it as 1v1 singles = only one pokemon on the field at a time, and each side only can battle with 1 of their pokemon, no more no less. So if you have 2 pokemon on the AS, pick one and when it faints you cannot switch to the other one. And I suggested a bland arena just to keep things simple for what I assume is their first battle.
 
Open challenge!

Format: 3 versus 3, singles.
Style: Switch.
DQ: 5 days.
Damage Cap: 30%
Banned/Restricted Moves: OHKO's
Arena Description: Its' a good old fashionde SLAMD DOWN!!!1!!1 we rented out the big game court l,mao.,.., everythingi s the same as a relugar battle accept theres' a %5 chance that 1 of your pokemon will get HIHG AS FUCK and do a randomizd action insted!!1! i TOLD you about drugs dog...,.
(Takes place in a familiar basket ball court, which happens to be trippy as hell. There's a five percent chance that an action will be randomised. This chance is rolled per round as opposed to per action, and the action it effects is randomised as well.)
 
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For Coloursfall, except actually canon.

Format: 2v2 doubles
DQ: Two weeks
Damage Cap: 40%
Banned/Restricted Moves: OHKOs, direct healing, perish song, attract

Arena Description: Nux Walpurgis

High over Mitakihara, a city full of modern architecture and glass-covered skyscrapers alongside peaceful rivers and grassy hills, comes the night of Walpurgis, a powerful witch as destructive as a storm or natural disaster. She laughs as she spins helplessly in circles and brings nothing but destruction in her wake.

Perhaps two trainers with armies of pokemon at their disposal would have been enough to stop her. Perhaps, if they hadn't set their eyes upon her and seen a different sort of opportunity. Instead, they allow her to tear buildings apart and spew fire at the young girls who futilely struggle to stand against her, all of that just serving as the background to their own battle.

The battle takes place on top of the upside-down witch that is slowly flying over Mitakihara. Fortunately, the massive witch provides a wide stage in the form of several gears at her base. The largest gear has a roughly 50 m diameter. In the middle, there is another 20 m gear forming a raised platform, and in the middle of that is a small 10 m gear, just large enough for all pokemon to be sent out on. The gears slowly rotate in the opposite direction of the gear just above/below it, though not quickly enough to be a hindrance to most pokemon.

A strange power distorts time and space around Walpurgisnacht so that pokemon can't leave the arena. However, it means that no one can fall off, either. For moves requiring natural resources, if they are available from elsewhere in the city, this power will also draw rocks/water/etc into the arena so that the moves can remain successful.
 
For Coloursfall, except actually canon.

Format: 2v2 doubles
DQ: Two weeks
Damage Cap: 40%
Banned/Restricted Moves: OHKOs, direct healing, perish song, attract

Arena Description: Nux Walpurgis

High over Mitakihara, a city full of modern architecture and glass-covered skyscrapers alongside peaceful rivers and grassy hills, comes the night of Walpurgis, a powerful witch as destructive as a storm or natural disaster. She laughs as she spins helplessly in circles and brings nothing but destruction in her wake.

Perhaps two trainers with armies of pokemon at their disposal would have been enough to stop her. Perhaps, if they hadn't set their eyes upon her and seen a different sort of opportunity. Instead, they allow her to tear buildings apart and spew fire at the young girls who futilely struggle to stand against her, all of that just serving as the background to their own battle.

The battle takes place on top of the upside-down witch that is slowly flying over Mitakihara. Fortunately, the massive witch provides a wide stage in the form of several gears at her base. The largest gear has a roughly 50 m diameter. In the middle, there is another 20 m gear forming a raised platform, and in the middle of that is a small 10 m gear, just large enough for all pokemon to be sent out on. The gears slowly rotate in the opposite direction of the gear just above/below it, though not quickly enough to be a hindrance to most pokemon.

A strange power distorts time and space around Walpurgisnacht so that pokemon can't leave the arena. However, it means that no one can fall off, either. For moves requiring natural resources, if they are available from elsewhere in the city, this power will also draw rocks/water/etc into the arena so that the moves can remain successful.

Multiple timelines are weird, huh?

Grabbin' dis.
 
reusing one I liked for probably a fairly quick evaluation/adjustment thing.

2v2 single
style: switch
dq: 7 days
damage cap: 40%
banned: none

arena: Innocuous Crypt [A spacious and mostly empty burial vault. Recoil is applied to energy instead of health.]
 
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