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Challenge Board

This is a challenge of wits for Music Dragon!

Format: 1v1 quadruple
Style: extremely, extremely cool.
DQ: 7 days
Damage Cap: 30%
Banned/Restricted Moves: OHKOs, direct healing, Pain Split. Attacks and abilities that rely on gender can be used, but will fail. Chill can be used, but does not restore energy.
Arena Description: The Tree of Dreams

At the center of a clearing on the Island of Dreams lies the Tree of Dreams, an ancient tree rumoured to grant wishes to those who leave offerings of berries at its roots. The area around the tree is pretty unremarkable; it's covered entirely in grass, but this being the Dream World, Pokémon are able to summon the resources to use any attack of theirs that they please (save for banned moves), and Pokémon that normally need water to move around will have no trouble maneuvering on this terrain.

Before the battle begins, the tree is willing to grant each Pokémon a wish to grow stronger like its friends. Pokémon will, for the duration of the battle, be transformed into any stage of their evolution line that their trainer chooses, and have access to all of that stage's moves and its dream ability in place of their own. Each Pokémon will be disguised as another Pokémon in its trainer's active squad, akin to the effects of a permanent Illusion. There is no way for the opposing Pokémon to see through or remove this illusion; their trainer can only try to guess what species the Pokémon really is from the events of the battle.

Additional Rules:

Status Conditions: Sleep and confusion can be inflicted at most once on each Pokémon (self-inflicted statuses do not count for this). A sleeping Pokémon will sleep for at most two actions before waking up. A confused Pokémon will hit itself in its confusion once on its next action after becoming confused, then be cured of the condition. Paralysis can cause at most one failure to move, but speed is decreased and the condition fades as normal.

Intriguing Illusions: Sendouts, along with the Pokémon to be disguised as and choice of held item that the trainer owns (if applicable), will be PMed to the ref before command order is posted. Each Pokémon is in disguise, and will be described as carrying out all of its actions as if it was the Pokémon it's disguised as (even if they don't make sense! This is the Dream World, after all. The Feebas in it are perfectly capable of using Wing Attack and Jump Kick.) and all of the information displayed in its summary (sprite, ability, etc.) will be that of that Pokémon. Actual type matchups, inherently/consensually hovering/flying status, etc. will still be that of the actual Pokémon.

The ref is requested not to provide any details about individual damage and energy calculations, only the final tallies. If, say, a Pokémon's actual ability is activated (for example, Guts), the ref is requested not to mention this in the Pokémon's status; the other trainer will have to try to notice it on their own from the events of battle or final tallies! Basically, the ref is asked not to reveal anything or give hints about any Pokémon's actual identity (like, idk, putting something like "The Sneasel giggled in a very non-Sneasel-like way reminiscent of a dog Pokémon" or something in the flavour).
 
This is a challenge of wits for Music Dragon!

Format: 1v1 quadruple
Style: extremely, extremely cool.
DQ: 7 days
Damage Cap: 30%
Banned/Restricted Moves: OHKOs, direct healing, Pain Split. Attacks and abilities that rely on gender can be used, but will fail. Chill can be used, but does not restore energy.
Arena Description: The Tree of Dreams

At the center of a clearing on the Island of Dreams lies the Tree of Dreams, an ancient tree rumoured to grant wishes to those who leave offerings of berries at its roots. The area around the tree is pretty unremarkable; it's covered entirely in grass, but this being the Dream World, Pokémon are able to summon the resources to use any attack of theirs that they please (save for banned moves), and Pokémon that normally need water to move around will have no trouble maneuvering on this terrain.

Before the battle begins, the tree is willing to grant each Pokémon a wish to grow stronger like its friends. Pokémon will, for the duration of the battle, be transformed into any stage of their evolution line that their trainer chooses, and have access to all of that stage's moves and its dream ability in place of their own. Each Pokémon will be disguised as another Pokémon in its trainer's active squad, akin to the effects of a permanent Illusion. There is no way for the opposing Pokémon to see through or remove this illusion; their trainer can only try to guess what species the Pokémon really is from the events of the battle.

Additional Rules:

Status Conditions: Sleep and confusion can be inflicted at most once on each Pokémon (self-inflicted statuses do not count for this). A sleeping Pokémon will sleep for at most two actions before waking up. A confused Pokémon will hit itself in its confusion once on its next action after becoming confused, then be cured of the condition. Paralysis can cause at most one failure to move, but speed is decreased and the condition fades as normal.

Intriguing Illusions: Sendouts, along with the Pokémon to be disguised as and choice of held item that the trainer owns (if applicable), will be PMed to the ref before command order is posted. Each Pokémon is in disguise, and will be described as carrying out all of its actions as if it was the Pokémon it's disguised as (even if they don't make sense! This is the Dream World, after all. The Feebas in it are perfectly capable of using Wing Attack and Jump Kick.) and all of the information displayed in its summary (sprite, ability, etc.) will be that of that Pokémon. Actual type matchups, inherently/consensually hovering/flying status, etc. will still be that of the actual Pokémon.

The ref is requested not to provide any details about individual damage and energy calculations, only the final tallies. If, say, a Pokémon's actual ability is activated (for example, Guts), the ref is requested not to mention this in the Pokémon's status; the other trainer will have to try to notice it on their own from the events of battle or final tallies! Basically, the ref is asked not to reveal anything or give hints about any Pokémon's actual identity (like, idk, putting something like "The Sneasel giggled in a very non-Sneasel-like way reminiscent of a dog Pokémon" or something in the flavour).
Wahaha! I accept! I happen to be an expert at fighting while having no idea what I'm doing or what Pokémon are involved, so I'm quite suited to this sort of thing!
 
This is a challenge of wits for Music Dragon!

Format: 1v1 quadruple
Style: extremely, extremely cool.
DQ: 7 days
Damage Cap: 30%
Banned/Restricted Moves: OHKOs, direct healing, Pain Split. Attacks and abilities that rely on gender can be used, but will fail. Chill can be used, but does not restore energy.
Arena Description: The Tree of Dreams

At the center of a clearing on the Island of Dreams lies the Tree of Dreams, an ancient tree rumoured to grant wishes to those who leave offerings of berries at its roots. The area around the tree is pretty unremarkable; it's covered entirely in grass, but this being the Dream World, Pokémon are able to summon the resources to use any attack of theirs that they please (save for banned moves), and Pokémon that normally need water to move around will have no trouble maneuvering on this terrain.

Before the battle begins, the tree is willing to grant each Pokémon a wish to grow stronger like its friends. Pokémon will, for the duration of the battle, be transformed into any stage of their evolution line that their trainer chooses, and have access to all of that stage's moves and its dream ability in place of their own. Each Pokémon will be disguised as another Pokémon in its trainer's active squad, akin to the effects of a permanent Illusion. There is no way for the opposing Pokémon to see through or remove this illusion; their trainer can only try to guess what species the Pokémon really is from the events of the battle.

Additional Rules:

Status Conditions: Sleep and confusion can be inflicted at most once on each Pokémon (self-inflicted statuses do not count for this). A sleeping Pokémon will sleep for at most two actions before waking up. A confused Pokémon will hit itself in its confusion once on its next action after becoming confused, then be cured of the condition. Paralysis can cause at most one failure to move, but speed is decreased and the condition fades as normal.

Intriguing Illusions: Sendouts, along with the Pokémon to be disguised as and choice of held item that the trainer owns (if applicable), will be PMed to the ref before command order is posted. Each Pokémon is in disguise, and will be described as carrying out all of its actions as if it was the Pokémon it's disguised as (even if they don't make sense! This is the Dream World, after all. The Feebas in it are perfectly capable of using Wing Attack and Jump Kick.) and all of the information displayed in its summary (sprite, ability, etc.) will be that of that Pokémon. Actual type matchups, inherently/consensually hovering/flying status, etc. will still be that of the actual Pokémon.

The ref is requested not to provide any details about individual damage and energy calculations, only the final tallies. If, say, a Pokémon's actual ability is activated (for example, Guts), the ref is requested not to mention this in the Pokémon's status; the other trainer will have to try to notice it on their own from the events of battle or final tallies! Basically, the ref is asked not to reveal anything or give hints about any Pokémon's actual identity (like, idk, putting something like "The Sneasel giggled in a very non-Sneasel-like way reminiscent of a dog Pokémon" or something in the flavour).

Wahaha! I accept! I happen to be an expert at fighting while having no idea what I'm doing or what Pokémon are involved, so I'm quite suited to this sort of thing!

Oh my god I am going to ref the shit out of this. Thread up in a sec
 
This challence is for VM. c:

Format: 2 vs 2 doubles
Style: Set
DQ: 1 week
Damage Cap: 45%
Banned/Restricted Moves: Attract, OHKO's, direct-healing moves
Arena Description: Atlantis

Although most likely not the real Atlantis, the drowned city of Atlantis in which this battle takes place shares a frightening amount with its namesake. The fact that both ended up underwater, for example - and that both were tremendously prosperous beforehand. The city was so well-built that most of its buildings have not been too badly harmed, even at such great depths; rust and algae coat the majority of the structures, sure, and sponges grow on the smaller houses, but towards the upper limits of the buildings things look shockingly pristine. Since most of the city is made of skyscrapers - thousands of feet high on average, towering way above the miniature houses below and many made of pure glass, made hard enough that many of the walls remain intact; here and there, the tallest of skyscrapers was made of actual diamond, and nothing has managed to corrode those. This leads to quiet a beautiful underwater view.

Of course, so far underwater - the tallest of skyscrapers being nearly 3,000 feet tall and still not even nearing the surface of the ocean - none of this would, normally, be seen. No sunlight reaches this far down, and the fish and pokemon are all used to darkness. This is one of the most brilliant aspects of Atlantis: it's a city of light.

Each of the skyscrapers is topped with a lightningrod, acting much like the pokemon ability. The rods are connected to dozens of gemstones fitted into the building walls, making it appear as if the buildings themselves glow. Since, of course, lightning doesn't often strike so deep below the surface, it's common courtesy for pokemon to come by and flash a thunder wave or two to light up the area.

Since Atlantis is nearly always bathed in light, it's considered poor hunting grounds - and by the same means, great protection for young. It's a rare day to not find tiny newborn chinchou flitting about, or a wailmer hiding in one of the taller skyscrapers, holding its breath before it needs to return to the surface.

Additional Rules: For the duration of this battle, a protective force-field has been erected surrounding Atlantis. The field lets in/out all but living creatures, so pokemon that need to breathe will not be able to get through and reach the surface (meaning yes, they will suffocate). Pokemon that are generally known to dwell in water will be able to hold their breath for as long as the battle takes place.

The lightning-rods that cover the multiple towers will attract all electric attacks towards them, making electric attacks (aside from those that are self-directed) useless.

All attacks used by water-type pokemon do 1% more damage and cost 1% less energy; attacks used by pokemon not used to being in water do 1% less damage and cost 1% more energy.
 
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This challence is for VM. c:

Format: 2 vs 2 doubles
Style: Set
DQ: 1 week
Damage Cap: 45%
Banned/Restricted Moves: Attract, OHKO's, direct-healing moves
Arena Description: Atlantis

Although most likely not the real Atlantis, the drowned city of Atlantis in which this battle takes place shares a frightening amount with its namesake. The fact that both ended up underwater, for example - and that both were tremendously prosperous beforehand. The city was so well-built that most of its buildings have not been too badly harmed, even at such great depths; rust and algae coat the majority of the structures, sure, and sponges grow on the smaller houses, but towards the upper limits of the buildings things look shockingly pristine. Since most of the city is made of skyscrapers - thousands of feet high on average, towering way above the miniature houses below and many made of pure glass, made hard enough that many of the walls remain intact; here and there, the tallest of skyscrapers was made of actual diamond, and nothing has managed to corrode those. This leads to quiet a beautiful underwater view.

Of course, so far underwater - the tallest of skyscrapers being nearly 3,000 feet tall and still not even nearing the surface of the ocean - none of this would, normally, be seen. No sunlight reaches this far down, and the fish and pokemon are all used to darkness. This is one of the most brilliant aspects of Atlantis: it's a city of light.

Each of the skyscrapers is topped with a lightningrod, acting much like the pokemon ability. The rods are connected to dozens of gemstones fitted into the building walls, making it appear as if the buildings themselves glow. Since, of course, lightning doesn't often strike so deep below the surface, it's common courtesy for pokemon to come by and flash a thunder wave or two to light up the area.

Since Atlantis is nearly always bathed in light, it's considered poor hunting grounds - and by the same means, great protection for young. It's a rare day to not find tiny newborn chinchou flitting about, or a wailmer hiding in one of the taller skyscrapers, holding its breath before it needs to return to the surface.

Additional Rules: For the duration of this battle, a protective force-field has been erected surrounding Atlantis. The field lets in/out all but living creatures, so pokemon that need to breathe will not be able to get through and reach the surface (meaning yes, they will suffocate). Pokemon that are generally known to dwell in water will be able to hold their breath for as long as the battle takes place.

The lightning-rods that cover the multiple towers will attract all electric attacks towards them, making electric attacks (aside from those that are self-directed) useless.

All attacks used by water-type pokemon do 1% more damage and cost 1% less energy; attacks used by pokemon not used to being in water do 1% less damage and cost 1% more energy.

Accepted c:
 
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Format: 2 vs 2, Single
Style: Set
DQ: 5 Days
Damage Cap: 30%
Banned/Restricted Moves: OHKO'S, Attract, Direct Healing, Anything Prevented by the Arena

Arena Description: The Castle Oubliette
The oubliette is a tiny, cramped room sunk into the floor, buried far beneath even the castle’s foundations. It’s about six feet wide, eight feet long and eight feet high, so only small- to medium-sized Pokémon can fit inside. The entire room is made of heavy, indestructible stone—none of it can be dislodged or moved for things like Rock Slide or Dig, and there’s nothing to shake if Earthquake is used. There is also no water or sand or anything like that available for use in moves like Surf or Sand Tomb, and all weather moves will fail because the sky is completely inaccessible. There are no doors or windows, the only way in and out being the long, slick and narrow tunnel leading up about 30 feet up to the dungeon above. (And the steel trap door is locked from the outside.) The only light comes from a single torch, flickering weakly in the room’s north wall; the arena is quite dim already, so I would advise against putting it out unless you want to risk bumping into stone walls in total darkness.

And good luck dodging attacks, flying around or building up speed—the tight, uncomfortable space makes anything more than hopping around and swinging some moderate punches understandably difficult. Anything larger than a Pichu is going to need to rethink the range and execution of many of its attacks. Only one way in, no way out and no room to run away… can you survive a battle in the oubliette with your sanity intact?

Additional Rules: Any Pokemon sent out has to fit within the Oubliette. Non-fully evolved Pokemon only.

Arena is stolen from Kratos.
 
Format: 2 vs 2, Single
Style: Set
DQ: 5 Days
Damage Cap: 30%
Banned/Restricted Moves: OHKO'S, Attract, Direct Healing, Anything Prevented by the Arena

Arena Description: The Castle Oubliette
The oubliette is a tiny, cramped room sunk into the floor, buried far beneath even the castle’s foundations. It’s about six feet wide, eight feet long and eight feet high, so only small- to medium-sized Pokémon can fit inside. The entire room is made of heavy, indestructible stone—none of it can be dislodged or moved for things like Rock Slide or Dig, and there’s nothing to shake if Earthquake is used. There is also no water or sand or anything like that available for use in moves like Surf or Sand Tomb, and all weather moves will fail because the sky is completely inaccessible. There are no doors or windows, the only way in and out being the long, slick and narrow tunnel leading up about 30 feet up to the dungeon above. (And the steel trap door is locked from the outside.) The only light comes from a single torch, flickering weakly in the room’s north wall; the arena is quite dim already, so I would advise against putting it out unless you want to risk bumping into stone walls in total darkness.

And good luck dodging attacks, flying around or building up speed—the tight, uncomfortable space makes anything more than hopping around and swinging some moderate punches understandably difficult. Anything larger than a Pichu is going to need to rethink the range and execution of many of its attacks. Only one way in, no way out and no room to run away… can you survive a battle in the oubliette with your sanity intact?

Additional Rules: Any Pokemon sent out has to fit within the Oubliette. Non-fully evolved Pokemon only.

Arena is stolen from Kratos.

I'd been considering posting a challenge with this arena, so I guess I'll take this one instead :D
 
Open challenge! (Also I won't be using my Rotom, Porygon Z, or Froslass in this battle, since I just put them in my active party for the sake of the tournament.)

Format: 2v2 doubles
Style: Set
DQ: 2 weeks
Damage Cap: 50%
Banned/Restricted Moves: OHKOs
Arena Description: The Global Terminal?

"Welcome to the GTS! Here, you are able to trade Pokemon via the Nintendo Wi-Fi Connection. Would you like to connect to the Internet?"

The Global Trade Station is normally three floors high. Under normal circumstances, one would normally enter on the first floor and take warp panels to reach the upper floors. Each floor is typically larger in size than the one below it. The ground floor would have contained the Global Trade Station, the Trainer Rankings, the Battle Video Rankings, and the information desk. The second floor would have normally contained the Box Data and the Dress-Up Data, while the third floor normally has the Battle Video Gallery. All of these systems are accessible by specialized PCs, all in different colors.

Unfortunately, these are not normal circumstances.

Somebody has managed to glitch out the Global Terminal. The separate floors have all been combined into one large room, which is far larger than the size of the building containing it. It appears to be large enough to hold four Wailords comfortably. All of the PCs, which are all are now floating in midair, are still somehow fully functioning. You wouldn't exactly trust one of these things to send off your beloved Pokemon safely, though. Their screens tend to flicker rapidly and the wires that would normally supply power to them hang limply in the air. The warp panels have disappeared entirely, and so has the entrance. There appears to be no way in or out of the building anymore. Both the floor and the ceiling have turned a terrifying shade of black, dark enough to make you think that you are looking into one of Darkrai's Dark Voids.

You are now reconsidering the safety of this arena.

Due to the current glitchiness of the building, certain glitches are able to occur during the course of the battle. Normally, these glitches would only be able to happen while actively using the GTS and its related systems, but these are not normal circumstances. Each round, there is a 10% chance that a glitch will occur. Only one glitch can occur in a round, and the Pokemon that it affects and turn that it occurs will be randomized. The glitches happen at the beginning of a turn, before any Pokemon have attacked, and last until the last Pokemon has attacked that turn. The glitches and their effects are as follows:

- The Cloning Glitch: A duplicate of the randomly chosen Pokemon will appear in front of the original one. It will act as a Substitute with infinite health. This means that the original Pokemon cannot be harmed by any attacks or damage that would normally be blocked by a Substitute. This glitch cannot be Snatched by any other Pokemon in the battle, and, like the other glitches, it disappears at the end of the turn when it was summoned.

- The Morphing Glitch: A randomly chosen Pokemon will turn into another Pokemon in its trainer's active squad, with the exception of itself and its partner Pokemon. This means that it will lose its current typing/ability and will gain those of the Pokemon generated from the active squad. During its action, rather than using the commands it was given, it will instead use a random attack from the movepool of the Pokemon it has turned into. Any stat changes possessed by the afflicted Pokemon will not disappear upon transforming to and from the other Pokemon. Once the turn is over, the affected Pokemon will revert back to normal.

- The Vanishing Glitch: The randomly chosen Pokemon will simply blink out of existance for this turn. (This is mildly distressing for the trainer who owns it.) It cannot be attacked or use any attacks while not existing. Any attacks that would have been directed at it will instead be directed at its partner Pokemon. It will reappear at the end of the turn with all of its stat changes, health, and energy at the same levels that they were before it temporarily disappeared.

Additional Rules: If I wasn't clear about any of the glitch effects, jut let me know and I'll clarify.
 
Format: 2v2 single
Style: Switch unless my battle partner prefers otherwise
DQ: 2 weeks
Damage Cap: 40%
Banned/Restricted Moves: OHKOs, infatuation, anything else my battle partner would like to request
Additional Rules: As mentioned below, moves requiring an external water source become Poison-type instead of their usual type. If they have an additional effect, it is replaced with a 10% chance to poison the foe. Pokemon submerged in the spill for any sustained period become toxic-poisoned.

The Oil Spill

BP's at it again. There's another massive oil spill in the Gulf of Mexico, and we just so happen to be battling on top of a drilling rig in the center of it. For convenience's sake we'll say we managed to find a reasonably large open-air area on the rig where we can battle without having to worry about accidentally falling off. However, intentionally falling off or knocking your foe off is entirely within the rules!

The spill is so big that no Pokemon can reasonably swim past its boundaries in a battle's length, even if the Pokemon were capable of making any motion resembling "swimming" in the thick goop. Falling in it will inflict toxic poisoning on any Pokemon not immune. But luckily, there are convenient ladders on all sides of the platform, so an unlucky Pokemon can get back up to the battlefield.

Now, of course, the poisonous pool of hydrocarbons is displacing all the water around, so a move like Surf that requires an external water source will change its type to Poison as it draws upon the sludge. Any such move will also replace its additional effect (if it has one) with a 10% chance to poison the target.
 
Format: 2v2 single
Style: Switch unless my battle partner prefers otherwise
DQ: 2 weeks
Damage Cap: 40%
Banned/Restricted Moves: OHKOs, infatuation, anything else my battle partner would like to request
Additional Rules: As mentioned below, moves requiring an external water source become Poison-type instead of their usual type. If they have an additional effect, it is replaced with a 10% chance to poison the foe. Pokemon submerged in the spill for any sustained period become toxic-poisoned.

The Oil Spill

BP's at it again. There's another massive oil spill in the Gulf of Mexico, and we just so happen to be battling on top of a drilling rig in the center of it. For convenience's sake we'll say we managed to find a reasonably large open-air area on the rig where we can battle without having to worry about accidentally falling off. However, intentionally falling off or knocking your foe off is entirely within the rules!

The spill is so big that no Pokemon can reasonably swim past its boundaries in a battle's length, even if the Pokemon were capable of making any motion resembling "swimming" in the thick goop. Falling in it will inflict toxic poisoning on any Pokemon not immune. But luckily, there are convenient ladders on all sides of the platform, so an unlucky Pokemon can get back up to the battlefield.

Now, of course, the poisonous pool of hydrocarbons is displacing all the water around, so a move like Surf that requires an external water source will change its type to Poison as it draws upon the sludge. Any such move will also replace its additional effect (if it has one) with a 10% chance to poison the target.

I'll take you on, but can I request direct heals be banned or limited as well?
 
Open challenge! (Also I won't be using my Rotom, Porygon Z, or Froslass in this battle, since I just put them in my active party for the sake of the tournament.)

Format: 2v2 doubles
Style: Set
DQ: 2 weeks
Damage Cap: 50%
Banned/Restricted Moves: OHKOs
Arena Description: The Global Terminal?

"Welcome to the GTS! Here, you are able to trade Pokemon via the Nintendo Wi-Fi Connection. Would you like to connect to the Internet?"

The Global Trade Station is normally three floors high. Under normal circumstances, one would normally enter on the first floor and take warp panels to reach the upper floors. Each floor is typically larger in size than the one below it. The ground floor would have contained the Global Trade Station, the Trainer Rankings, the Battle Video Rankings, and the information desk. The second floor would have normally contained the Box Data and the Dress-Up Data, while the third floor normally has the Battle Video Gallery. All of these systems are accessible by specialized PCs, all in different colors.

Unfortunately, these are not normal circumstances.

Somebody has managed to glitch out the Global Terminal. The separate floors have all been combined into one large room, which is far larger than the size of the building containing it. It appears to be large enough to hold four Wailords comfortably. All of the PCs, which are all are now floating in midair, are still somehow fully functioning. You wouldn't exactly trust one of these things to send off your beloved Pokemon safely, though. Their screens tend to flicker rapidly and the wires that would normally supply power to them hang limply in the air. The warp panels have disappeared entirely, and so has the entrance. There appears to be no way in or out of the building anymore. Both the floor and the ceiling have turned a terrifying shade of black, dark enough to make you think that you are looking into one of Darkrai's Dark Voids.

You are now reconsidering the safety of this arena.

Due to the current glitchiness of the building, certain glitches are able to occur during the course of the battle. Normally, these glitches would only be able to happen while actively using the GTS and its related systems, but these are not normal circumstances. Each round, there is a 10% chance that a glitch will occur. Only one glitch can occur in a round, and the Pokemon that it affects and turn that it occurs will be randomized. The glitches happen at the beginning of a turn, before any Pokemon have attacked, and last until the last Pokemon has attacked that turn. The glitches and their effects are as follows:

- The Cloning Glitch: A duplicate of the randomly chosen Pokemon will appear in front of the original one. It will act as a Substitute with infinite health. This means that the original Pokemon cannot be harmed by any attacks or damage that would normally be blocked by a Substitute. This glitch cannot be Snatched by any other Pokemon in the battle, and, like the other glitches, it disappears at the end of the turn when it was summoned.

- The Morphing Glitch: A randomly chosen Pokemon will turn into another Pokemon in its trainer's active squad, with the exception of itself and its partner Pokemon. This means that it will lose its current typing/ability and will gain those of the Pokemon generated from the active squad. During its action, rather than using the commands it was given, it will instead use a random attack from the movepool of the Pokemon it has turned into. Any stat changes possessed by the afflicted Pokemon will not disappear upon transforming to and from the other Pokemon. Once the turn is over, the affected Pokemon will revert back to normal.

- The Vanishing Glitch: The randomly chosen Pokemon will simply blink out of existance for this turn. (This is mildly distressing for the trainer who owns it.) It cannot be attacked or use any attacks while not existing. Any attacks that would have been directed at it will instead be directed at its partner Pokemon. It will reappear at the end of the turn with all of its stat changes, health, and energy at the same levels that they were before it temporarily disappeared.

Additional Rules: If I wasn't clear about any of the glitch effects, jut let me know and I'll clarify.

I'll take this! Although are you sure you want to leave healing moves unbanned? Also it's unclear whether the Morphing Glitch lasts for an action or a round.
 
I'll take this! Although are you sure you want to leave healing moves unbanned? Also it's unclear whether the Morphing Glitch lasts for an action or a round.

We can ban healing moves if you want to. Also every glitch lasts for the duration of an action. For example, if a glitch was determined to happen during a pokemon's second action, it would occur before any others used their second action commands and end before all pokemon begin using their third action commands.
 
A challenge for Dragon!

Format: 1v1 single
DQ: 3 years
Damage Cap: 40%
Banned/Restricted Moves: Attract
Arena Description:
c̛͔̪͍̞̼̮̉̇̄̑̑̕ͅh̢̻̭̞̞̫̤̃̂͌̿́̕͝ő̡̢͔̺̜͙̣̏̒͂̅̕͝ĭ̡̲͕̫̜̳̙̃̎̎͗̊͘c͈̥̼̝͓̣͔̀̎́̆̎̋̽e̺̬̙̥̓̆́̏̎͘͠ ̭͙̝ ͖͍̖͍͓͕̌̓̊̎̈̎̊ͅḩ̧̮̞̣̬̭̈̌͗̎̅̄̕è̛̹͖̳̣͙͕̹̽̅̐͑́l̢͙͖͚̖͙̣̔͗̂͑̚̚̕l̨̮̞̲̻̦͈̑̋̄̍̃̌͝

there are like a bunch of choice items littering the floor yo. a Pokémon can take an action to use Trick or Switcheroo to switch their choice item with an item on the floor. idk what else man. use your imagination

Additional Rules: The referee is obligated to namedrop the arena as often as possible.

Eifie will use blob of actual blobbiness the blob and Dragon will use her delicious venison. Upon being sent out, each Pokémon will be equipped with a ridiculously sticky Choice item (Choice Specs for blob and Choice Band for delicious venison) in addition to its actual held item. These items cannot be knocked off or discarded. The only way to get rid of a choice item is to Trick or Switcheroo it with either the opponent's choice item or one of the ones on the ground. delicious venison will learn Switcheroo for the duration of the battle. Foresight is in effect for both sides for the entire battle.

Rulings on Statuses: Sleep and confusion can be inflicted at most once on each Pokémon (self-inflicted statuses do not count for this). A sleeping Pokémon will sleep for at most two actions before waking up. A confused Pokémon will hit itself in its confusion once on its next action after becoming confused, then be cured of the condition. Paralysis can cause at most one failure to move, but speed is decreased and the condition fades as normal.
 
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