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The Challenge Board

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Negrek

busy dizzy lazy
Staff member
The Challenge Board is nothing more than a weathered old piece of plywood nailed to a post and covered with cork, standing out in the middle of an otherwise empty field. It is covered in layer upon layer of paper slips of every size and color held in place by tacks of diverse parentage. The handwritten notes describe challenges ranging from straightforward to intricate, taking place all over the world and under all sorts of conditions. Every now and then, you'll catch a trainer or two standing before it, pinning a new challenge up or examining the ones already there, trying to find one that strikes their fancy.

The Challenge Board

All battles begin at the Challenge Board, where the rules are first laid down and the battlers and referee get organized. A typical challenge consists of several parts:

1. Battle Format: There are numerous battle formats, including everything from a quick 1vs1 fight to a four-trainer free-for-all. Usually the first part of a challenge defines how many pokémon each trainer can bring to the match as well as how many he or she will need to send out at once.

2. Battle Style: By default, all battles in the league are set style, where the pokémon a trainer sends out cannot be recalled unless that player is willing to count it as knocked out for the remainder of the match. If the battle style is noted as being switch style, then players may freely withdraw their pokémon and then send them back into battle later. If the battle is to be set style, this field may be omitted.

3. DQ Time: The amount of time a trainer has to post commands before being disqualified from the match. The standard DQ time is one week. The DQ time also determines how long a referee has to post a reffing before the match can be surrendered to an emergency referee.

4. Damage Cap: The maximum amount of damage that a pokémon can be dealt by opponents in a single round. Damage caps exist to discourage the spamming of extremely powerful, especially supereffective, attacks in order to bring an opponent down in an extremely short amount of time. Damage caps are usually set between 25% and 40%. It is possible to play with no damage cap, but this is not recommended.

5. Banned and Restricted Moves: Attacks that the challenger doesn't want any player to be able to use, or which they want to limit to a set number of uses per pokémon. Banned moves are often influenced by arena features as well as the preference of the challenger--for example, weather attacks are often banned when the arena is enclosed and they would, presumably, have little to no effect. Commonly banned and restricted moves include OHKO attacks, chills, and direct recovery moves.

6. Arena Description: Arenas vary from the very basic (a flat, grassy field) to the incredibly complex. This section provides a detailed description of the environment where the battle takes place and also spells out any effects that this environment will have on the pokémon within. For example, if you're planning to play in a snowy, mountainous environment where loud attacks could potentially cause an avalanche that would severely damage both battlers, this would be the place to put it (as well as a definition of "loud attacks"!).

7. Additional Rules: Any other alterations to battle style are included here. For example, if a trainer wanted to play a match without considering pokémon's abilities, it would be noted in this section. Restrictions like "only water-type pokémon" or "no pokémon over 200 kg" would also go here.

Here's a sample challenge:

Negrek said:
3vs3 single
Style: Switch
DQ: Standard week
Damage Cap: 30%
Banned Moves: OHKO's, chills limited to 5/pokémon
Arena: Alabaster City

Alabaster City was once a prosperous, well-defended metropolis nestled high up in a mountain pass, where it controlled access to the sole safe route through the range. Now it is nothing more than a ruin, the famed white stones that went into its construction lying shattered and scattered across the ground beneath a layer of lichen and hardy high-altitude shrubs. The battle takes place in an old courtyard, the stones that once paved it now cracked and uneven and the pillars that surrounded it toppled.
Other: Only fully-evolved pokémon may be used

Once a challenge has been submitted, it will be added to the "Open Challenges" section of the post below. If there is an open challenge that you want to accept, simply quote the post containing its information and indicate that you'd like to take it. The challenger may then choose to deny your battle request, but unless they specifically do so, the battle will be moved to the "Battles Awaiting Referees" section once the right number of players has been gathered.

At this point, the challenge will remain valid either until a referee comes along and begins it, or until it is taken down during a board cleaning. The board is cleared of all challenges more than a month old at the beginning of each month unless all battlers agree to keep the challenge active. The third time a challenge is scheduled for deletion, it will be removed regardless of continued interest on the part of the battlers involved.

Please do not post in this thread to complain about how long it has taken for a referee to pick up your match. This is not likely to make anyone want to take it, and may in fact make them avoid it.
 
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2 vs. 2 single
Style: Set
DQ: 1 Week
Damage Cap: 40%
Banned Moves: OHKO, Direct Healing, Weather Moves
Arena: The Moon

This battle takes place on our very own, well known moon, with an area just large enough for a battle filled with oxygen so that the Pokemon and people can breathe, and moves using fire can be used. The terrain here is rocky and bumpy, so most Pokemon have to be careful not to trip. The gravity here is low, so if Pokemon land after flying the land is much slower and softer, and they will fly higher with less effort, therefore moves or actions that require jumping up take less energy. There is no water here either, so non-amphibious Water Pokemon are not recommended, unless a small crater is filled up with water from a move such as Water Gun. Aside from the dull, gray landscape, the sky is quite beautiful, with more stars than are visible from Earth from a clearer atmosphere, a few brighter dots that are planets, and a huge, blue-and-white orb that is Earth.

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right so challenge for skoot:

2v2, Single, Set
1 week DQ
Damage Cap: 30%
Banned Moves: OHKOs, Hyper Voice, Uproar, Metal Sound, 50% recovery moves
Arena: Castle Oblivion - White Room
Description:
Castle Oblivion contains a series of 'White Rooms' that change depending on the will and memory of the people inside. As such, the entire area is mutable to a certain degree. Before any Pokemon focuses on directing the energies of the place, the rooms are - you guessed it! - white with a rose motif. There are a lot of pillars, too, and random flower designs. It would probably be a good idea to keep it down: you don't want whoever is in charge of the castle to notice that you're there, eh? There might end up being a crazy bastard with cherry blossom lasers and nobody - and I do mean nobody - wants that.
Although any Pokemon is technically capable of altering the room to suit themselves, Ghost and Psychic types can overrule other Pokemon. Ghost and Dark types are also capable of recognizing the illusions of the White Rooms for what they are and can ignore the current features of the arena. Everybody else is stuck with whatever they see, however.
The arena will make sure it can support any Pokemon currently in it, however. For example, aquatic Pokemon will inexplicably float a few feet off of the ground.

profilethingy
 
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2 vs. 2 single
Style: Set
DQ: 1 Week
Damage Cap: 40%
Banned Moves: OHKO, Direct Healing, Weather Moves
Arena: The Moon

This battle takes place on our very own, well known moon, with an area just large enough for a battle filled with oxygen so that the Pokemon and people can breathe, and moves using fire can be used. The terrain here is rocky and bumpy, so most Pokemon have to be careful not to trip. The gravity here is low, so if Pokemon land after flying the land is much slower and softer, and they will fly higher with less effort, therefore moves or actions that require jumping up take less energy. There is no water here either, so non-amphibious Water Pokemon are not recommended, unless a small crater is filled up with water from a move such as Water Gun. Aside from the dull, gray landscape, the sky is quite beautiful, with more stars than are visible from Earth from a clearer atmosphere, a few brighter dots that are planets, and a huge, blue-and-white orb that is Earth.

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I'll take you on shadow_lugia

Profile
 
2 VS 2 Single
Style: Set
DQ: One Week
Damage Cap: 30%
Banned Moves: OHKO's, Recovery Moves, and Weather Moves
Arena: Octagonal Tower

The Octagonal Tower is a tower shaped like an octagon (duh) that sits in between two diminsions. It is shrouded in darkness; you can't see the tower from the outside. Inside are eight 30 foot by 30 foot octagonal floors. Stairs are easily accessable if a floor crumbles. Dark and Ghost Pokemon have an obvious advantage; the dark energy everywhere increases their power by 5%, and it takes 5% less energy to use attacks. Psychics aren't recommended, since the Tower's dark energy decreases the power of any psychic moves by 10%. Sometimes a flare of darkness could envelope a Pokemon, causing it to lose energy (5%).

Profile

EDIT: It's been fixed. Thanks for pointing that out, Kratos. ;)
 
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Actually explaining the "obvious advantage" Ghost- and Dark-types have would be a good idea. A boost in power (how much)? A reduction in energy use (how much)? An increased ability to hide? Tyranitar is kind of big and green and hard to miss, and it also doesn't get moves like Faint Attack iirc. Elaborate, please.
 
2 VS 2 Single
Style: Set
DQ: One Week
Damage Cap: 30%
Banned Moves: OHKO's, Recovery Moves, and Weather Moves
Arena: Octagonal Tower

The Octagonal Tower is a tower shaped like an octagon (duh) that sits in between two diminsions. It is shrouded in darkness; you can't see the tower from the outside. Inside are eight 30 foot by 30 foot octagonal floors. Stairs are easily accessable if a floor crumbles. Dark and Ghost Pokemon have an obvious advantage; Psychics aren't recommended, since the Tower's dark energy shuts off any Psychic moves. Sometimes a flare of darkness could envelope a Pokemon, causing it to lose energy (about 5%). Swift Pokemon are recommended for avoiding this.

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tell me how the effect's work in numbers like kratos said then YOUR ON!!!!!
:grin:
my profile
 
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Battle Format: 1 vs. 1

Battle Style: Switch

DQ Time: 1 week.

Damage Cap:50%

Banned and Restricted Moves: One Hit OK moves, Direct healing moves, Status affecting moves(This includes Stat raising/reducing).

Arena Description:Forest

Additional Rules: No regard to special abilitys, No fully evolved pokemon.(i.e:Spiritomb, Rotom, ect.)

Profile Link:Profile is right here.
 
Battle Format: 1 vs. 1

Battle Style: Switch

DQ Time: 1 week.

Damage Cap:50%

Banned and Restricted Moves: One Hit OK moves, Direct healing moves, Status affecting moves(This includes Stat raising/reducing).

Arena Description:Forest

Additional Rules: No regard to special abilitys, No fully evolved pokemon.(i.e:Spiritomb, Rotom, ect.)

Profile Link:Profile is right here.

I'll take your challenge ^^ Hey, for the status-affecting moves, are Weather-moves included? cuz they raise the attack of certain moves and etc.
Here's my profile.
 
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Please include your profile link in your post. Some people have signatures turned off.

Also, going to add a new rule. Most people have been doing this already, but to make it official: please quote the challenge you're accepting when you do so, so both profile links show up in the same post to make it easier on the referee.
 
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2 vs 2 single

Style: Switch

DQ: A week should suffice.

Damage Cap: 30%

Banned Moves: OHKOs and any recovery moves.

Arena: The Sewers

Deep underneath a hustling and bustling city are its old decrepit sewers. In here, trainers and Pokemon stand atop filthy sewage water. With dank rusty ancient pipes above their heads. Each round, unless the Pokemon has the Immunity ability or is of the Poison-type, it has a 5% chance of getting poisoned.

My Profile.
 
Well, why not kick things off with the first battle under the new system, eh? I'll take... hmm. Arylett and Seri's, shall I? Give me a minute to review how this new stuff is supposed to work and the thread will be up shortly.
 
3 vs 3 single
Style: Set
DQ: a week
Damage Cap: Let's be unique. 35%
Restricted Moves: OHKO, Direct Healing, Weather moves, Earthquake, Dig
Arena: Small island

The small island is an island in the middle of a lake that is big enough to comfortably fit two Salamence on it. Water Pokemon are at an advantage here, since there is plenty of water around the island.

My Profile
 
3 vs 3 single
Style: Set
DQ: a week
Damage Cap: Let's be unique. 35%
Restricted Moves: OHKO, Direct Healing, Weather moves, Earthquake, Dig
Arena: Small island

The small island is an island in the middle of a lake that is big enough to comfortably fit two Salamence on it. Water Pokemon are at an advantage here, since there is plenty of water around the island.

My Profile


I'll battle you~

Profie
 
2 vs 2 single
Style: Set
DQ: One week
Damage Cap: 33%
Banned Moves: OHKO's, Direct Healing Moves
Arena: Jungle

Pretty much a typical jungle setting. There are huge trees everywhere, but the canopy is thin enough that plenty of light can reach the forest floor. The battle starts out with it raining, and it will continue to rain for the entire battle unless it is replaced by another weather condition. The rain will come back after there has not been a special weather condition for a round.

My profile is here.
 
2vs2 single
Style: Switch
DQ: A week.
Damage Cap: 30%
Banned Moves: OHKO, 5 Chill/Pokémon, 3 Direct Healing/Pokémon
Arena: Arceus Shrine

Deep within a forest temple there lies a large shrine room, its now-ancient stone walls covered in moss and lichen and the once-beautiful marble pillars that hold it up crumbling and wrecked. At the centre of the room is a giant statue of Arceus itself, the body made of silver, the wheel of gold and the eyes of emeralds. The statue is on a raised dais with steps leading up to it from all directions. The dais and steps together take up about 20% of the circular room. If a Pokémon stands at the very top of the dais next to the statue, they will regain 5% of their health and 2% of their energy for every round they are standing there - however, this comes with a catch. 5 turns after the Pokémon leaves the statue, it will come to life briefly and take revenge on the Pokémon for using it for personal gain. The statue will use a watered-down version of Judgement in a random type which is super-effective against the Pokémon which wills have a base damage of 5% times the number of turns the Pokémon spent by the statue. The move, unlike the real Judgement, only has an accuracy of 75%, however.

After twenty rounds, the few pillars which remain completely intact and give in, crumbling to pieces. Every turn after that, one chunk of ceiling will fall onto a random place in the arena (Somehow, they'll always miss the statue). Their size range from 1(Tiny) to 10(Huge) and deal that amount of damage.

There are no type-boosts in this arena, but moves which require to be outdoors (Weather moves, Solar Beam, Synthesis, Moonlight etc.) obviously have no affect in here.

Other: No Pokémon taller than 3 metres would be able to fit into the Shrine, so you can't use them.

look at mah pogeymanz (Along with various other information.)
 
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