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Challenge Board

well now I know I have the slots for this, so. Open challenge

Format: 3v3 Singles
Style: Set
DQ Time: 10 days
Damage Cap: 45%
Banned/Restricted Moves: OHKOs, Direct Heals, Chills limited to 3/Pokémon, Attract
Arena Description: A Bone Garden

Rather than somewhere far across the Kingdom, reachable through only some daring adventuring, this battle takes place right in an adventurer's backyard--in the middle of their bone garden. Grown from a packet of dragon's teeth, carefully tended, the garden consists of a large patch of skeleton bones, growing from the ground. The irrigation system could be tapped into for a water source, with a bit of effort, but there is no place for aquatic Pokemon here. This isn't a graveyard, mind you, just a simple home garden, with a unique crop.

At the beginning of each round, a skeleton will unearth itself near each Pokemon's current position. There are five types of skeleton, and there is an equal chance of each skeleton appearing to either battler; however, one Pokemon can not roll the same skeleton twice in a row. Identifiable by what they are wearing, these skeletons will spend the round assisting their respective battlers:

1. The Skeletal Warrior, with his rusty sword and shield, will lower the opponent's Attack until the end of the round, as if it had the ability Intimidate. Each action, it will then strike the opponent for a flat 3% damage.
2. The Skeletal Cleric, with his tattered mitre and flail, will strike the opponent with holy light for 2% Fire-type damage each action. At the end of the round, it will bless its battler with 5% HP.
3. The Skeletal Wizard, with his gnarled wooden staff, will strike the opponent with blasts of cold air for 2% Ice-type damage each action. At the end of the round, it will restore 5% energy.
4. The Skeletal Rogue, with his black cloak and pair of knives, will hide both itself, an illusory copy of itself, and its battler under cardboard boxes, effectively creating two Double Team clones for its battler which disappear at the end of the round. These clones can only be destroyed by actual attacks, not simple tricks like rain or looking for shadows.
5. The Skeletal Buddy,with his T-shirt reading "The Weasel," is your best friend. He's got your back. Whether you need to teach your small-town relatives to open their minds, to show an unfrozen caveman how to fit in in this modern world, or to figure out how to get out of jury duty and into the army, he's your man. The Skeletal Buddy acts as a 5% HP Substitute for its battler until the end of the round.

At the center of the garden is a Humongous Buried Skull. If hit by a poorly-aimed attack or a widespread attack, there is a 20% chance that the Skulldozer will unearth itself and bring a world of pain to the offending Pokemon, Skulldozing it for 10% typeless damage.

Additional Rules:
Sleep will only be inflicted successfully once against each team.

Just got reffing status, so I can have one more battle going. This looks cool :D

So many bone jokes, waiting to be plucked.
 
Well, I guess it's time for an official comeback battle!

Format: 3 vs. 3 Singles
Style: Set
DQ time: Seven Days
Damage Cap: 40%
No-no Moves: OHKOes (including Perish Song), Attract. Chills limited to 3 per pokémon.
Arena: The Solar System

Asber's Cosmic Museum is well-known for its replica of the solar system. Hanging from the very, very high vault of the marble-floored main hall, scaled-down copies of our ten most loved cosmic objects. The thing is, Asbers have a mania of overdoing things, and this is exactly what the founders of the museum did.

The Sun is scaled down a bit compared to the other planets, but it is a massive sphere of actual boiling lava hanging directly in the middle of the room, serving not only as an object of curiosity but is also the main source of light and heat of the hall. How the lava remains suspended in the air is a secret well-kept, but what is not is that it is very hot to the touch, so pokémons beware! Touching it deals fire-type damage and may cause a burn.

The other planets, as well as the asteroid belt, are represent as bigger than their actual size when compared with the Sun, so pokémon can interact with them as they please. Note that only very small pokémon can hang on the smaller planets of the system. Remember, though, that the planet replicas retain their model's principal attributes. For exemple, Mars' rusty surface may not be to good for open wounds, and Jupiter's gaseous body might not offer much resistance. The exact effects are up to the referee's judgement.

Finally, the museum also affects moves and pokémon in mysterious ways...

Cleffa, Clefairy, Clefable, Solrock & Lunatone will be at peace in this environment, and at the end of each round, they will have a 50% chance of either recovering 5% health, 5% energy, or lower the severity of a status.

Cosmic Power, Gravity, Moonlight & Morning Sun use up 1% less energy.

Draco Meteor has 10 more base power and uses up 1% less energy.

Meteor Mash has 10 more base power, uses 1% less energy and has an additional 10% chance of raising attack.

At the end of each round there is a 5% chance that either:

Jirachi will appear and grant a wish for the battler with the lowest energy + health total. The blessed battler, for the next round, will be assisted by Jirachi, which means that any action can be replaced by an action from Jirachi. The limit of three conditionals per action still stands. Jirachi cannot shield the pokémon from attacks without wasting an action to do so.

Deoxys will appear and, wishing only death and destruction, will use and random damaging move on a each battler.
 
Well, I guess it's time for an official comeback battle!

Format: 3 vs. 3 Singles
Style: Set
DQ time: Seven Days
Damage Cap: 40%
No-no Moves: OHKOes (including Perish Song), Attract. Chills limited to 3 per pokémon.
Arena: The Solar System

Asber's Cosmic Museum is well-known for its replica of the solar system. Hanging from the very, very high vault of the marble-floored main hall, scaled-down copies of our ten most loved cosmic objects. The thing is, Asbers have a mania of overdoing things, and this is exactly what the founders of the museum did.

The Sun is scaled down a bit compared to the other planets, but it is a massive sphere of actual boiling lava hanging directly in the middle of the room, serving not only as an object of curiosity but is also the main source of light and heat of the hall. How the lava remains suspended in the air is a secret well-kept, but what is not is that it is very hot to the touch, so pokémons beware! Touching it deals fire-type damage and may cause a burn.

The other planets, as well as the asteroid belt, are represent as bigger than their actual size when compared with the Sun, so pokémon can interact with them as they please. Note that only very small pokémon can hang on the smaller planets of the system. Remember, though, that the planet replicas retain their model's principal attributes. For exemple, Mars' rusty surface may not be to good for open wounds, and Jupiter's gaseous body might not offer much resistance. The exact effects are up to the referee's judgement.

Finally, the museum also affects moves and pokémon in mysterious ways...

Cleffa, Clefairy, Clefable, Solrock & Lunatone will be at peace in this environment, and at the end of each round, they will have a 50% chance of either recovering 5% health, 5% energy, or lower the severity of a status.

Cosmic Power, Gravity, Moonlight & Morning Sun use up 1% less energy.

Draco Meteor has 10 more base power and uses up 1% less energy.

Meteor Mash has 10 more base power, uses 1% less energy and has an additional 10% chance of raising attack.

At the end of each round there is a 5% chance that either:

Jirachi will appear and grant a wish for the battler with the lowest energy + health total. The blessed battler, for the next round, will be assisted by Jirachi, which means that any action can be replaced by an action from Jirachi. The limit of three conditionals per action still stands. Jirachi cannot shield the pokémon from attacks without wasting an action to do so.

Deoxys will appear and, wishing only death and destruction, will use and random damaging move on a each battler.
You're on!
 
Well, I guess it's time for an official comeback battle!

Format: 3 vs. 3 Singles
Style: Set
DQ time: Seven Days
Damage Cap: 40%
No-no Moves: OHKOes (including Perish Song), Attract. Chills limited to 3 per pokémon.
Arena: The Solar System

Asber's Cosmic Museum is well-known for its replica of the solar system. Hanging from the very, very high vault of the marble-floored main hall, scaled-down copies of our ten most loved cosmic objects. The thing is, Asbers have a mania of overdoing things, and this is exactly what the founders of the museum did.

The Sun is scaled down a bit compared to the other planets, but it is a massive sphere of actual boiling lava hanging directly in the middle of the room, serving not only as an object of curiosity but is also the main source of light and heat of the hall. How the lava remains suspended in the air is a secret well-kept, but what is not is that it is very hot to the touch, so pokémons beware! Touching it deals fire-type damage and may cause a burn.

The other planets, as well as the asteroid belt, are represent as bigger than their actual size when compared with the Sun, so pokémon can interact with them as they please. Note that only very small pokémon can hang on the smaller planets of the system. Remember, though, that the planet replicas retain their model's principal attributes. For exemple, Mars' rusty surface may not be to good for open wounds, and Jupiter's gaseous body might not offer much resistance. The exact effects are up to the referee's judgement.

Finally, the museum also affects moves and pokémon in mysterious ways...

Cleffa, Clefairy, Clefable, Solrock & Lunatone will be at peace in this environment, and at the end of each round, they will have a 50% chance of either recovering 5% health, 5% energy, or lower the severity of a status.

Cosmic Power, Gravity, Moonlight & Morning Sun use up 1% less energy.

Draco Meteor has 10 more base power and uses up 1% less energy.

Meteor Mash has 10 more base power, uses 1% less energy and has an additional 10% chance of raising attack.

At the end of each round there is a 5% chance that either:

Jirachi will appear and grant a wish for the battler with the lowest energy + health total. The blessed battler, for the next round, will be assisted by Jirachi, which means that any action can be replaced by an action from Jirachi. The limit of three conditionals per action still stands. Jirachi cannot shield the pokémon from attacks without wasting an action to do so.

Deoxys will appear and, wishing only death and destruction, will use and random damaging move on a each battler.

You're on!

Reffin this, thread up in a moment.

EDIT: Here ya go. I had to ref this, this arena looks way too fun not to ref.
 
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Format: 3 vs 3 doubles
Style: Set
DQ: 1 week
Damage Cap: 35%
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.
 
Format: 3 vs 3 doubles
Style: Set
DQ: 1 week
Damage Cap: 35%
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!
 
Format: 3 vs 3 doubles
Style: Set
DQ: 1 week
Damage Cap: 35%
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.
I'll take this, and drop my battle with Dazel, seeing as that one's gone by for two months without a ref.

I've always wanted to do an underwater battle!


EDIT: :(
 
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I'll take this, and drop my battle with Dazel, seeing as that one's gone by for two months without a ref.

I've always wanted to do an underwater battle!


EDIT: :(

Byrus took your battle with Dazel now, which was really great of him, but also if you're attached to this arena you can feel free to tweak the rules and repost it as a challenge of your own if you want! c:
 
Byrus took your battle with Dazel now, which was really great of him, but also if you're attached to this arena you can feel free to tweak the rules and repost it as a challenge of your own if you want! c:
It's okay, pathos and I agreed to do this battle when we both have an open slot again.

And wow, thanks a lot Byrus!
 
Well, since my battle with Zekrom looks like it's fallen through, an open challenge.

Format: 2v2 single
Style: set
DQ: 10 days
Damage Cap: none
Banned/Restricted Moves: OHKOs, direct healing except Chill, Super Fang, Endeavor, attraction except from the Lovers card
Arena Description: (arena by Superbird, via the Arena Archive!) "Welcome to the Velvet Room. This place exists between dream and reality, mind and matter." -Igor

Nothing is ever quite the same about the velvet room, not its residents or its layout or its purpose, save for its overpoweringly blue color and for its master, Igor. Even the battlers and referee aren't quite sure how they all got there, but at least for now, the room has transformed into an arena perfect for a battle. The battle will take place in a large rectangular indentation in the floor, with stairs on each end to navigate back up to the rim. Past the rim, the room's walls cannot be seen, only the floor as it fades into darkness. Owing to the supernatural nature of the Velvet Room, all pokémon that would normally need water to swim in can instead swim in the air, treating it as if it were water. All resources necessary for using attacks will appear from the void of the soul, and disappear afterwards if there's no reason for them to stick around.

On the rim of the arena are the Velvet Room's residents. Theodore, Elizabeth, and Margaret, three siblings and attendants of the room's residents, watch patiently from close to the rim. A bit farther back, Nameless plays his piano and Belladonna sings the Aria of the Soul, over and over. This soothing music will restore 1% energy to each pokémon that hears it, every action, though if either Nameless or Belladonna are struck by an attack and thereby distracted, the song will stop for three actions. Every action, there is also a 10% chance that the Demon Painter, having sketched a pokémon using a move on his canvas, will allow a random pokémon to use a random move they cannot normally learn for the rest of the battle.

But the most important Velvet Room resident, of course, is Igor, who sits in front of a small table watching the battle with an enigmatic, emotionless expression. At the beginning of the battle, and at the end of each round, he will turn over a tarot card from his deck, chosen at random, and each will affect the battle in the following way for the following round:
0: The Fool - In the spirit of infinite potential and the beginnings of a journey, this card will not affect the battle.
I: The Magician - In the spirit of creation and willpower, all moves that require a resource not already present in the arena will deal 2% more damage for 2% less energy.
II: The High Priestess - In the spirit of communication with the unconscious, all special moves will deal 1% more damage and all physical moves will deal 1% less.
III: The Empress - In the spirit of creation and nurturing, all pokémon will temporarily have a random two stats raised and one stat lowered.
IV: The Emperor - In the spirit of order, trainers cannot use conditionals this round.
V: The Heirophant - In the spirit of group identity and spirituality, all moves will deal 2% less damage but cost 1% less energy.
VI: The Lovers - In the spirit of bonds and relationships, all pokémon will become attracted to each other for the duration of the round.
VII: The Chariot - In the spirit of charging forward, all physical moves will deal 1% more damage, and all special moves will deal 1% less.
VIII: Strength - In the spirit of inner strength and control, all stat drops will disappear for the duration of the round.
IX: The Hermit - In the spirit of understanding and solitude, if a pokémon uses Chill, a random two of their stats will permanently rise by one stage.
X: The Wheel of Fortune - In the spirit of chance and luck, all moves' secondary effect chances triple.
XI: Justice - In the spirit of justice, each pokémon will take half of their attacks' dealt damage in recoil (this damage cannot be avoided).
XII: The Hanged Man - In the spirit of seeing things from a different point of view, each battler will be able to use moves from its opponent's moveset.
XIII: Death - In the spirit of death and rebirth, all pokémon will take 1% extra damage whenever anything else (move, status condition, etc.) deals damage to them.
XIV: Temperance - In the spirit of mixing opposites and finding compromises, super effective and not very effective moves will deal damage as if they were regularly effective.
XV: The Devil - In the spirit of letting go and letting your instincts take over, the pokémon will choose their moves randomly, on impulse, ignoring their commands.
XVI: The Tower - In the spirit of collapse and strong foundations, all moves with a chance to miss will miss and no secondary effects with a chance of less than 100% will activate.
XVII: The Star - In the spirit of individuality and wisdom, all moves will have perfect accuracy.
XVIII: The Moon - In the spirit of haziness and lack of clarity, a constant mist will fill the arena (that cannot be removed) which will temporarily lower every pokémon's accuracy by two stages.
XIX: The Sun - In the spirit of light and enlightenment, all pokémon will restore 2% health and 1% energy per action, in addition to any other sources of health or energy restoration.
XX: Judgment - In the spirit of judgment, the pokémon with less health at the end of the round will be dealt 10% untyped damage.
XXI: The World - In the spirit of the release of energy, all attacks will deal 2% more total damage and cost 1% more energy.
Additional Rules: Only unevolved Pokemon that can evolve further, please.
 
I will ref Keldeo's challenge once somebody takes it, since her battle with Zekrom_B0lt's fallen through!
 
I will ref Keldeo's challenge once somebody takes it, since her battle with Zekrom_B0lt's fallen through!
Hey, I wanted to ref this one!

Well, since my battle with Zekrom looks like it's fallen through, an open challenge.

Format: 2v2 single
Style: set
DQ: 10 days
Damage Cap: none
Banned/Restricted Moves: OHKOs, direct healing except Chill, Super Fang, Endeavor, attraction except from the Lovers card
Arena Description: (arena by Superbird, via the Arena Archive!) "Welcome to the Velvet Room. This place exists between dream and reality, mind and matter." -Igor

Nothing is ever quite the same about the velvet room, not its residents or its layout or its purpose, save for its overpoweringly blue color and for its master, Igor. Even the battlers and referee aren't quite sure how they all got there, but at least for now, the room has transformed into an arena perfect for a battle. The battle will take place in a large rectangular indentation in the floor, with stairs on each end to navigate back up to the rim. Past the rim, the room's walls cannot be seen, only the floor as it fades into darkness. Owing to the supernatural nature of the Velvet Room, all pokémon that would normally need water to swim in can instead swim in the air, treating it as if it were water. All resources necessary for using attacks will appear from the void of the soul, and disappear afterwards if there's no reason for them to stick around.

On the rim of the arena are the Velvet Room's residents. Theodore, Elizabeth, and Margaret, three siblings and attendants of the room's residents, watch patiently from close to the rim. A bit farther back, Nameless plays his piano and Belladonna sings the Aria of the Soul, over and over. This soothing music will restore 1% energy to each pokémon that hears it, every action, though if either Nameless or Belladonna are struck by an attack and thereby distracted, the song will stop for three actions. Every action, there is also a 10% chance that the Demon Painter, having sketched a pokémon using a move on his canvas, will allow a random pokémon to use a random move they cannot normally learn for the rest of the battle.

But the most important Velvet Room resident, of course, is Igor, who sits in front of a small table watching the battle with an enigmatic, emotionless expression. At the beginning of the battle, and at the end of each round, he will turn over a tarot card from his deck, chosen at random, and each will affect the battle in the following way for the following round:
0: The Fool - In the spirit of infinite potential and the beginnings of a journey, this card will not affect the battle.
I: The Magician - In the spirit of creation and willpower, all moves that require a resource not already present in the arena will deal 2% more damage for 2% less energy.
II: The High Priestess - In the spirit of communication with the unconscious, all special moves will deal 1% more damage and all physical moves will deal 1% less.
III: The Empress - In the spirit of creation and nurturing, all pokémon will temporarily have a random two stats raised and one stat lowered.
IV: The Emperor - In the spirit of order, trainers cannot use conditionals this round.
V: The Heirophant - In the spirit of group identity and spirituality, all moves will deal 2% less damage but cost 1% less energy.
VI: The Lovers - In the spirit of bonds and relationships, all pokémon will become attracted to each other for the duration of the round.
VII: The Chariot - In the spirit of charging forward, all physical moves will deal 1% more damage, and all special moves will deal 1% less.
VIII: Strength - In the spirit of inner strength and control, all stat drops will disappear for the duration of the round.
IX: The Hermit - In the spirit of understanding and solitude, if a pokémon uses Chill, a random two of their stats will permanently rise by one stage.
X: The Wheel of Fortune - In the spirit of chance and luck, all moves' secondary effect chances triple.
XI: Justice - In the spirit of justice, each pokémon will take half of their attacks' dealt damage in recoil (this damage cannot be avoided).
XII: The Hanged Man - In the spirit of seeing things from a different point of view, each battler will be able to use moves from its opponent's moveset.
XIII: Death - In the spirit of death and rebirth, all pokémon will take 1% extra damage whenever anything else (move, status condition, etc.) deals damage to them.
XIV: Temperance - In the spirit of mixing opposites and finding compromises, super effective and not very effective moves will deal damage as if they were regularly effective.
XV: The Devil - In the spirit of letting go and letting your instincts take over, the pokémon will choose their moves randomly, on impulse, ignoring their commands.
XVI: The Tower - In the spirit of collapse and strong foundations, all moves with a chance to miss will miss and no secondary effects with a chance of less than 100% will activate.
XVII: The Star - In the spirit of individuality and wisdom, all moves will have perfect accuracy.
XVIII: The Moon - In the spirit of haziness and lack of clarity, a constant mist will fill the arena (that cannot be removed) which will temporarily lower every pokémon's accuracy by two stages.
XIX: The Sun - In the spirit of light and enlightenment, all pokémon will restore 2% health and 1% energy per action, in addition to any other sources of health or energy restoration.
XX: Judgment - In the spirit of judgment, the pokémon with less health at the end of the round will be dealt 10% untyped damage.
XXI: The World - In the spirit of the release of energy, all attacks will deal 2% more total damage and cost 1% more energy.
Additional Rules: Only unevolved Pokemon that can evolve further, please.

Well, if I can't ref it, I'll take the challenge. I should have one more battle slot open.

EDIT: Well, I'm proactively agreeing to ref this once someone else takes it. Not taking it myself, then.
 
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Another ref test battle, this time for Knuddeluff. As usual, we'll need one advanced/elite ref to oversee things, and one other battler, preferrably a newbie.

2vs2 Single
Style: Switch
DQ: One week
Damage Cap: 40%
Banned Moves: None
Terrain: ASB Central Stadium

Although designed to be a state-of-the-art battling facility and located at the very heart of ASB Central's battle district, ASB Central Stadium actually sees very little use. Most battlers prefer the infinite variety of the holodrome's simulated arenas to the basic, if impressive, stadium field, and official tournaments tend to feature tours of other regions rather than a homefield brawl. There is one advantage to the stadium, though--its proximity to the holodrome grants it access to a full range of simulation options, allowing trainers to trick out their team to whatever extent they like before battling.

There's nothing much to say about the battlefield: it's a large, rectangular arena covered in astroturf. A circular pool will open in its center if a Pokémon requiring water to move around in is sent out. In this arena, Pokémon can summon absolutely anything they need for their attacks: tidal waves, boulders, and so on are in ready supply.

Other: This battle takes place between a referee and one other member. The referee will use their own team of Pokémon, but the other battler may choose either to use their own team OR choose any six nonlegendary Pokémon with any items and abilities to use for this fight. In the former case, their Pokémon gain experience as normal. In the latter case, they may choose to apply the experience earned by their rental Pokémon, minus one point, to their team in any manner that they choose.

The prizes for this battle are $20 to the winner, $10 to the loser, and $15 to the referee. This battle does not fill a battle slot for the mentoring referee.
 
Another ref test battle, this time for Knuddeluff. As usual, we'll need one advanced/elite ref to oversee things, and one other battler, preferrably a newbie.

2vs2 Single
Style: Switch
DQ: One week
Damage Cap: 40%
Banned Moves: None
Terrain: ASB Central Stadium

Although designed to be a state-of-the-art battling facility and located at the very heart of ASB Central's battle district, ASB Central Stadium actually sees very little use. Most battlers prefer the infinite variety of the holodrome's simulated arenas to the basic, if impressive, stadium field, and official tournaments tend to feature tours of other regions rather than a homefield brawl. There is one advantage to the stadium, though--its proximity to the holodrome grants it access to a full range of simulation options, allowing trainers to trick out their team to whatever extent they like before battling.

There's nothing much to say about the battlefield: it's a large, rectangular arena covered in astroturf. A circular pool will open in its center if a Pokémon requiring water to move around in is sent out. In this arena, Pokémon can summon absolutely anything they need for their attacks: tidal waves, boulders, and so on are in ready supply.

Other: This battle takes place between a referee and one other member. The referee will use their own team of Pokémon, but the other battler may choose either to use their own team OR choose any six nonlegendary Pokémon with any items and abilities to use for this fight. In the former case, their Pokémon gain experience as normal. In the latter case, they may choose to apply the experience earned by their rental Pokémon, minus one point, to their team in any manner that they choose.

The prizes for this battle are $20 to the winner, $10 to the loser, and $15 to the referee. This battle does not fill a battle slot for the mentoring referee.

I can take this one as a mentoring ref
 
Another ref test battle, this time for Knuddeluff. As usual, we'll need one advanced/elite ref to oversee things, and one other battler, preferrably a newbie.

2vs2 Single
Style: Switch
DQ: One week
Damage Cap: 40%
Banned Moves: None
Terrain: ASB Central Stadium

Although designed to be a state-of-the-art battling facility and located at the very heart of ASB Central's battle district, ASB Central Stadium actually sees very little use. Most battlers prefer the infinite variety of the holodrome's simulated arenas to the basic, if impressive, stadium field, and official tournaments tend to feature tours of other regions rather than a homefield brawl. There is one advantage to the stadium, though--its proximity to the holodrome grants it access to a full range of simulation options, allowing trainers to trick out their team to whatever extent they like before battling.

There's nothing much to say about the battlefield: it's a large, rectangular arena covered in astroturf. A circular pool will open in its center if a Pokémon requiring water to move around in is sent out. In this arena, Pokémon can summon absolutely anything they need for their attacks: tidal waves, boulders, and so on are in ready supply.

Other: This battle takes place between a referee and one other member. The referee will use their own team of Pokémon, but the other battler may choose either to use their own team OR choose any six nonlegendary Pokémon with any items and abilities to use for this fight. In the former case, their Pokémon gain experience as normal. In the latter case, they may choose to apply the experience earned by their rental Pokémon, minus one point, to their team in any manner that they choose.

The prizes for this battle are $20 to the winner, $10 to the loser, and $15 to the referee. This battle does not fill a battle slot for the mentoring referee.

I can take this one as a mentoring ref

I think Coloursfall isn't here, so is it alright if I drop my standing battle with him and take this up as the other battler instead?
 
Mmhh why not.

Open challenge, since I don't seem to have done one yet?

Format: 2vs2 single
Style: Set
DQ: 7 days
Damage Cap: 45%
Banned/Restricted Moves: Attract, Direct recovery, OHKOs, Chills limited to 3/Pokemon, Protect/Detect limited to 3 total/Pokemon (Spiky Shield and King's Shield are not included)

Arena Description: Evolution Stadium

Located in the ruins of Old Asber, yours truly (Coloursfall) has built himself a lovely little array of arenas. Evolution Stadium is one of them! Resembling your standard Asber-regulation battle arena, it is large enough to fit several of the very largest Pokemon at once, and has a pool of water in the middle to accommodate waterbound battlers.

But the remarkable thing about this area is that while in its walls, all battlers are forcibly (though temporarily) pushed up to their final evolutionary stage. They behave as a Pokemon of this level would, down to using damage calculations for a Pokemon of their evolutionary stage. A Pokemon with more than one final evolution will have theirs selected by their trainer at sendout.
Sounds fun! Mind if I take this? I should have an open slot now that my battle with Noel is voided.

if this isn't taken yet? I shall be your host :o
 
I think Coloursfall isn't here, so is it alright if I drop my standing battle with him and take this up as the other battler instead?

Since you're a ref now, and you're currently reffing a battle, you actually get a fourth battle slot, so if you want to, feel free to keep both battles in case Coloursfall shows up.
 
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