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Challenge Board

1vs1 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, then the experience gained by each rental Pokémon can be directly transferred to a Pokémon in the battler's regular party, but each party Pokémon can only gain EXP from one of the chosen rentals.

The prizes for this battle are $10 to the winner, $5 to the loser, and $7 to the referee. This battle does not fill a battle slot for the mentoring referee.

Will need both a veteran referee and a regular participant.

I'll be the ref for this battle.
 
Aaand here's a regular challenge.

Format: 2v2
Style: Set
DQ: 10 days
Damage Cap: 49%
Banned/Restricted Moves: Direct recovery, Pain Split, any moves that instantly faint a battler (Explosion, OHKOs, Destiny Bond, Perish Song, etc.), Attract. Chills are restricted to 7 per Pokémon.
Arena: Meteor Falls

A grotto in Hoenn known for its peculiar coloration, running waters, and huge craters that hint at a meteoric origin. It is inhabited primarily by Zubat, Golbat, Solrock, and Lunatone, although there may be Clefairy timidly lurking the area and even Druddigon or Deino hiding belowground. Bagon also inhabit this place, but they nest only at the very bottom of the grotto, making encounters with them rare. The wildlife might retaliate if angered, or might just make some really good meatshields in an emergency.

The battle will begin in the platform across the bridge, in which the player confronts an enemy team during their first visit to the location (the spot in this map in which there are people).

Additional Rules: Sleep will only be successfully induced once against each team (arena effects aren't affected by this restriction and don't trigger it).
 
Aaand here's a regular challenge.

Format: 2v2
Style: Set
DQ: 10 days
Damage Cap: 49%
Banned/Restricted Moves: Direct recovery, Pain Split, any moves that instantly faint a battler (Explosion, OHKOs, Destiny Bond, Perish Song, etc.), Attract. Chills are restricted to 7 per Pokémon.
Arena: Meteor Falls

A grotto in Hoenn known for its peculiar coloration, running waters, and huge craters that hint at a meteoric origin. It is inhabited primarily by Zubat, Golbat, Solrock, and Lunatone, although there may be Clefairy timidly lurking the area and even Druddigon or Deino hiding belowground. Bagon also inhabit this place, but they nest only at the very bottom of the grotto, making encounters with them rare. The wildlife might retaliate if angered, or might just make some really good meatshields in an emergency.

The battle will begin in the platform across the bridge, in which the player confronts an enemy team during their first visit to the location (the spot in this map in which there are people).

Additional Rules: Sleep will only be successfully induced once against each team (arena effects aren't affected by this restriction and don't trigger it).

I don't think we've ever battled, so I'll take you on.
 
ftr: earlier I edited the second post to remove Ampharos vs RespectTheBlade, on request, but I didn't otherwise update it. But then VM's test battle got missed, so I've edited that in; I don't think anything else got skipped but I figured I should explain just in case. I'm gonna go back to leaving that post alone now.
 
ftr: earlier I edited the second post to remove Ampharos vs RespectTheBlade, on request, but I didn't otherwise update it. But then VM's test battle got missed, so I've edited that in; I don't think anything else got skipped but I figured I should explain just in case. I'm gonna go back to leaving that post alone now.

Oh, I thought you were leaving that out on purpose because you were looking for an advanced ref and not a regular battler. I hope I didn't miss any other test battles for the same reason; I assumed you'd just handled all of them.
 
While I'm putting out challenges, here's my next gig battle, which I freaking finally have readied up!

Format: 1&1v1&1 Tag Battle
Style: Set
DQ: 10 days
Damage Cap: 49%
Banned/Restricted Moves: Direct recovery, Pain Split, any moves that instantly faint a battler (Explosion, OHKOs, Destiny Bond, Perish Song, etc.), Attract. Chills are restricted to 7 per Pokémon.
Arena: Spinal Tap Gig

Big bands don't come to Asber so much anymore, what with the countless freak incidents and tendency to cause grievous damage to everything with meteors. We'll have to take what we can get these days. Although, as it seems, we can still land... one of the loudest bands in England, with the exuberance, raw power, and punctuality that'll knock you out and redefine rock n' roll for you -- Spinal Tap! ... At least, this time, nobody can give us grief for not paying attention to the show.

A random song will be chosen and played at the beggining of the match. Each song has a set duration; once that duration is up, another randomized song will begin playing at the end of the round (if there are actions between the end of a song the beginning of the next, they can be flavored as a stupid mishap occouring onstage until the next song can begin). No song will be played twice. Any changes to a Pokémon's ability, moveset, status, etc. will be undone at the end of the song that causes it unless otherwise specified. If all songs are played before the battle ends, Spinal Tap will randomly pick and poorly cover a randomly covered song from Metallica Gig or Metallica Gig II; if the battle is still ongoing when the cover song ends, the gig ends, but the trainers stay and finish the battle.

-Tonight I'm Gonna Rock You Tonight (3 actions): Whichever moves are used during the second action of the song, the Pokémon will use again during the third action, even if it will fail. Because tonight I'm gonna rock you tonight I'm gonna rock you tonight I'm gonna rock you tonight I'm gonna rock you tonight
-Gimme Some Money (4 actions): Pound notes, loose change, bad checks, everything! One after the other, once per action, in random order, the battlers will be struck by a load of money that deals 4% physical Normal-type damage on impact. After this song finishes playing, all trainers in the battle (and the referee as well) earn $1.
-(Listen to the) Flower People (3 actions): Grass-type moves and Fairy-type moves all deal 1% more damage and cost 1% less energy. These bonuses increase by 1% after each action (reaching a max of 3% each during the third action), as it's getting truer everyday.
-All The Way Home (2 actions): All Pokémon on the field have 1- Defense and 2- Special Defense.
-Heavy Duty (5 actions): All Pokémon on the field gain the ability Heavy Metal in addition to all others (unless they already have it) and the Steel-type added to the current type combination (unless they already have it).
-Rock And Roll Creation (4 actions): At the first action of the song, all Pokémon are isolated within tall pods, unable to reach other Pokémon with moves or move around much. At the end of each action, one of the pods will bust open and release the Pokémon within, but the last pod to go unopened will not open again until the end of the song. It's possible to break out of or into a pod, but doing so requires three whole actions (this amount is lowered by two if the pod is struck by a Fire-type move beforehand).
-Big Bottom (4 actions): Each Pokémon on the field becomes endowed with a large behind, which is difficult to keep away from attacks, causing them to have 2- Evasion and increasing the critical hit ratio of all offensive attacks by one stage.
-Stonehenge (5 actions): What the- hey! Those measurements are all wrong! For the duration of this song, all Pokémon on the field have their height in feet changed so it's the same number, but in inches, and their weight in pounds changed so it's the same number, but in grams (not kilograms -- grams). They are all considered under effects of Minimize and have 1+ Evasion. They are also in serious danger of being knocked over by a dancing dwarf; each Pokémon has a 20% chance of having that happen at the end of every second action, which is mechanically the same as being hit with a Stomp.

The band members are fair game this time, at least. Hell, if you contribute to Spinal Tap's bizarre drummer death count, I'll personally pay you.

Additional Rules: Sleep will only be successfully induced once against each team (arena effects aren't affected by this restriction and don't trigger it).
 
While I'm putting out challenges, here's my next gig battle, which I freaking finally have readied up!

Format: 1&1v1&1 Tag Battle
Style: Set
DQ: 10 days
Damage Cap: 49%
Banned/Restricted Moves: Direct recovery, Pain Split, any moves that instantly faint a battler (Explosion, OHKOs, Destiny Bond, Perish Song, etc.), Attract. Chills are restricted to 7 per Pokémon.
Arena: Spinal Tap Gig

Big bands don't come to Asber so much anymore, what with the countless freak incidents and tendency to cause grievous damage to everything with meteors. We'll have to take what we can get these days. Although, as it seems, we can still land... one of the loudest bands in England, with the exuberance, raw power, and punctuality that'll knock you out and redefine rock n' roll for you -- Spinal Tap! ... At least, this time, nobody can give us grief for not paying attention to the show.

A random song will be chosen and played at the beggining of the match. Each song has a set duration; once that duration is up, another randomized song will begin playing at the end of the round (if there are actions between the end of a song the beginning of the next, they can be flavored as a stupid mishap occouring onstage until the next song can begin). No song will be played twice. Any changes to a Pokémon's ability, moveset, status, etc. will be undone at the end of the song that causes it unless otherwise specified. If all songs are played before the battle ends, Spinal Tap will randomly pick and poorly cover a randomly covered song from Metallica Gig or Metallica Gig II; if the battle is still ongoing when the cover song ends, the gig ends, but the trainers stay and finish the battle.

-Tonight I'm Gonna Rock You Tonight (3 actions): Whichever moves are used during the second action of the song, the Pokémon will use again during the third action, even if it will fail. Because tonight I'm gonna rock you tonight I'm gonna rock you tonight I'm gonna rock you tonight I'm gonna rock you tonight
-Gimme Some Money (4 actions): Pound notes, loose change, bad checks, everything! One after the other, once per action, in random order, the battlers will be struck by a load of money that deals 4% physical Normal-type damage on impact. After this song finishes playing, all trainers in the battle (and the referee as well) earn $1.
-(Listen to the) Flower People (3 actions): Grass-type moves and Fairy-type moves all deal 1% more damage and cost 1% less energy. These bonuses increase by 1% after each action (reaching a max of 3% each during the third action), as it's getting truer everyday.
-All The Way Home (2 actions): All Pokémon on the field have 1- Defense and 2- Special Defense.
-Heavy Duty (5 actions): All Pokémon on the field gain the ability Heavy Metal in addition to all others (unless they already have it) and the Steel-type added to the current type combination (unless they already have it).
-Rock And Roll Creation (4 actions): At the first action of the song, all Pokémon are isolated within tall pods, unable to reach other Pokémon with moves or move around much. At the end of each action, one of the pods will bust open and release the Pokémon within, but the last pod to go unopened will not open again until the end of the song. It's possible to break out of or into a pod, but doing so requires three whole actions (this amount is lowered by two if the pod is struck by a Fire-type move beforehand).
-Big Bottom (4 actions): Each Pokémon on the field becomes endowed with a large behind, which is difficult to keep away from attacks, causing them to have 2- Evasion and increasing the critical hit ratio of all offensive attacks by one stage.
-Stonehenge (5 actions): What the- hey! Those measurements are all wrong! For the duration of this song, all Pokémon on the field have their height in feet changed so it's the same number, but in inches, and their weight in pounds changed so it's the same number, but in grams (not kilograms -- grams). They are all considered under effects of Minimize and have 1+ Evasion. They are also in serious danger of being knocked over by a dancing dwarf; each Pokémon has a 20% chance of having that happen at the end of every second action, which is mechanically the same as being hit with a Stomp.

The band members are fair game this time, at least. Hell, if you contribute to Spinal Tap's bizarre drummer death count, I'll personally pay you.

Additional Rules: Sleep will only be successfully induced once against each team (arena effects aren't affected by this restriction and don't trigger it).

Ooh, me, me!
 
While I'm putting out challenges, here's my next gig battle, which I freaking finally have readied up!

Format: 1&1v1&1 Tag Battle
Style: Set
DQ: 10 days
Damage Cap: 49%
Banned/Restricted Moves: Direct recovery, Pain Split, any moves that instantly faint a battler (Explosion, OHKOs, Destiny Bond, Perish Song, etc.), Attract. Chills are restricted to 7 per Pokémon.
Arena: Spinal Tap Gig

Big bands don't come to Asber so much anymore, what with the countless freak incidents and tendency to cause grievous damage to everything with meteors. We'll have to take what we can get these days. Although, as it seems, we can still land... one of the loudest bands in England, with the exuberance, raw power, and punctuality that'll knock you out and redefine rock n' roll for you -- Spinal Tap! ... At least, this time, nobody can give us grief for not paying attention to the show.

A random song will be chosen and played at the beggining of the match. Each song has a set duration; once that duration is up, another randomized song will begin playing at the end of the round (if there are actions between the end of a song the beginning of the next, they can be flavored as a stupid mishap occouring onstage until the next song can begin). No song will be played twice. Any changes to a Pokémon's ability, moveset, status, etc. will be undone at the end of the song that causes it unless otherwise specified. If all songs are played before the battle ends, Spinal Tap will randomly pick and poorly cover a randomly covered song from Metallica Gig or Metallica Gig II; if the battle is still ongoing when the cover song ends, the gig ends, but the trainers stay and finish the battle.

-Tonight I'm Gonna Rock You Tonight (3 actions): Whichever moves are used during the second action of the song, the Pokémon will use again during the third action, even if it will fail. Because tonight I'm gonna rock you tonight I'm gonna rock you tonight I'm gonna rock you tonight I'm gonna rock you tonight
-Gimme Some Money (4 actions): Pound notes, loose change, bad checks, everything! One after the other, once per action, in random order, the battlers will be struck by a load of money that deals 4% physical Normal-type damage on impact. After this song finishes playing, all trainers in the battle (and the referee as well) earn $1.
-(Listen to the) Flower People (3 actions): Grass-type moves and Fairy-type moves all deal 1% more damage and cost 1% less energy. These bonuses increase by 1% after each action (reaching a max of 3% each during the third action), as it's getting truer everyday.
-All The Way Home (2 actions): All Pokémon on the field have 1- Defense and 2- Special Defense.
-Heavy Duty (5 actions): All Pokémon on the field gain the ability Heavy Metal in addition to all others (unless they already have it) and the Steel-type added to the current type combination (unless they already have it).
-Rock And Roll Creation (4 actions): At the first action of the song, all Pokémon are isolated within tall pods, unable to reach other Pokémon with moves or move around much. At the end of each action, one of the pods will bust open and release the Pokémon within, but the last pod to go unopened will not open again until the end of the song. It's possible to break out of or into a pod, but doing so requires three whole actions (this amount is lowered by two if the pod is struck by a Fire-type move beforehand).
-Big Bottom (4 actions): Each Pokémon on the field becomes endowed with a large behind, which is difficult to keep away from attacks, causing them to have 2- Evasion and increasing the critical hit ratio of all offensive attacks by one stage.
-Stonehenge (5 actions): What the- hey! Those measurements are all wrong! For the duration of this song, all Pokémon on the field have their height in feet changed so it's the same number, but in inches, and their weight in pounds changed so it's the same number, but in grams (not kilograms -- grams). They are all considered under effects of Minimize and have 1+ Evasion. They are also in serious danger of being knocked over by a dancing dwarf; each Pokémon has a 20% chance of having that happen at the end of every second action, which is mechanically the same as being hit with a Stomp.

The band members are fair game this time, at least. Hell, if you contribute to Spinal Tap's bizarre drummer death count, I'll personally pay you.

Additional Rules: Sleep will only be successfully induced once against each team (arena effects aren't affected by this restriction and don't trigger it).
Yay, me!
 
Here's an open challenge that I've been dying to try.

Format: 3 vs. 3 Single/Double/Triple
Style: See Below
DQ Time: 1 week
Damage Cap: 40%
Banned/Restricted Moves: OHKOs, Attract, Direct Heals, Chills limited to 3/Pokémon
Arena Description: Jungle Janitor Jamboree

All is uncomfortably silent for what should be a hive of life. No birds chirp, no primates howl, no wind whistles through the trees. The lone sound comes from you, traipsing through the underbrush, armed with your 10 Pokémon and a dull machete. As you hack through the brambles you begin to shiver as the sun sets behind you. You hastily grab your map, looking at the scrawled words in the dimming light. One area is marked with nothing but a giant red ‘X’: you were told to meet your friends there; it’s a clearing near the edge of the jungle. They’re probably waiting for you, so it’s best for you to hurry. But as you look at the map once more, you again get the feeling you may have taken a wrong turn somewhere along the way. Was that the right banyan to turn left at? Did you really hit the correct bend in the river? With a sense of foreboding you look to another section of the map. The only words written are “DO NOT TRESPASS”.

You jerk your head up as you begin to hear a faint sound, seeping through the branches. You can’t place it, it sounds neither animal nor human. Your curiosity piqued, and your doubts pushed aside (you’re a great navigator, don’t undercut yourself), you begin to move towards the noise. Even as you get closer it is barely more than a whisper, and you still can’t place it. Almost frustrated with your lack of ingenuity, you begin to rush in the direction of the disturbance, possibly against your better judgement. Without warning, you miss a step and begin to tumble down into a ravine. The ravine itself dips downward, carrying your bruised body along with it.

As you come to rest on some smooth rocks, you realize the sound has ceased entirely. Slightly disconcerted, you rise up gingerly to see that you are in a clearing, but not the one holding your friends. No, this is a clearing of legends. Staring out at the ring of people surrounding you and finally understanding the source of the sound, you come to terms with how much trouble you are in. You’ve found them:

The Jungle Janitors.

They stare at you with wide eyes. Though they’ve been lost in the forest for years, they still wear the clothing they disappeared in, no wear and tear present. The only thing that hints to their allegiance is their faces. Each jungle janitor has painted their visage to resemble a Pokémon of some sort, clearly the ones they found in the jungle. One man looks like a Venipede, a woman has the appearance of a Grovyle. A particularly frightening janitor has painted his face like a demonic mask, attempting to imitate the pattern of an Arbok. In each of their hands is a broom, the source of the mumbling din you heard earlier.

You turn in a circle and see that the janitors have surrounded you, there is no escape. If you tried to run, they would show no mercy. No, there was only one way to appease the jungle janitors, and it was with the Pokeballs on your belt. With a gasp, you see one of your friends, one whom you had planned to meet in the safer clearing, tied to a tree, guarded by two custodians. You understand now. The Jungle Janitors love their sport, and like the Ancient Romans they love nothing more than a fight to the death. Locking eyes with your colleague, you both nod. It was never supposed to be this way.


Though the Jungle Janitors can be seen as barbaric, they employ a very unique battling format for their fiestas. Each round is a little different. At the beginning of the battle, each battler selects three “tributes”, their Pokémon to battle, and PMs them to the referee. The first round will be a triple battle to allow each of the janitors to see the tributes in action. At the end of each round, the referee, representing the janitors, will randomly choose which of the 6 Pokémon will fight in the next round. As such, after the first round, each round of the battle can be a single, double, or triple battle. The janitors do have a sense of sportsmanship, so each battler will send out a number of Pokémon equal to their opponent’s each round. Therefore, once one Pokémon has been knocked out, triple battles can no longer take place. An example of this format:

Player 1 uses Pokémon A, B, and C
Player 2 uses Pokémon X, Y, and Z

Round 1: A, B, and C vs. X, Y, and Z Triple Battle
Round 2: B and A vs. Y and Z Double Battle
Round 3: C vs. Z Single Battle
Round 4: A vs. Z Single Battle
Round 5: B and C vs. X and Y Double Battle

No switching is allowed during rounds. When a Pokémon returns to battle after a break of a round or longer, they return with all of the same stat boosts, statuses and severities, any substitutes they made, etc. As a result, the only thing that remains on the field when a Pokémon is not battling is what they did to the arena.

The arena itself is quite basic, a simple forest clearing surrounded by intimidating Jungle Janitors. Night has fallen, so torches have also been mounted on sticks around the arena. The circle of janitors will expand outwards if a large terrestrial Pokémon enters the arena, so as to allow them to move freely. Sadly, there is no water, so Pokémon requiring an aquatic environment to function can’t battle. Any Pokémon that tries to escape the circle will be brutally beaten, treated as an instant KO. The Jungle Janitors don’t obey any Damage Caps.

Experience is handled the same way as it is in double and triple battles; a Pokémon only gets KO experience if they deliver the knockout blow. The referee gets paid depending on how many Pokémon are on the field for each specific round.

Additional Rules: No fully evolved Pokémon.
 
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Open challenge!

Format: 3v3 Singles
Style: Set
DQ Time: 10 days
Damage Cap: 40%
Banned/Restricted Moves: OHKOs, Direct Heals, Chills limited to 3/Pokémon, Attract, weather moves that aren't Rain Dance
Arena Description: The Haunted Conservatory

In the never-ending search for his father's Holy MacGuffin, The Omskivar began an undertaking so intricate and extensive it made him wish he could just go back to high school and retake AP Calculus. Spookyraven Manor, the ghost-ridden tourist trap pride of Seaside Town, loomed over the ever-present fog that surrounded it. This mansion of the occult, located on the Right Side of the Tracks, just past the Gourd Tower, boasts much more than a horror-filled weekend the whole family can enjoy, for inside, one of the greatest mysteries of the entire Kingdom of Loathing lies waiting to be revealed...

Outside, however, there's plenty of room for combat! The Haunted Conservatory is an expansive graveyard, the final resting place of the Spookyraven family's long list of deceased pets. Like the majority of the manor, and sometimes the manor itself, the pets (as well as other conservatory residents) are still a bit...restless. At the beginning of every round, one of these creatures will wander onto the field, and if hit, either by an attack that missed or an attack with an area of effect, they will retaliate by using a single attack on their assailant:

1. The skeletal cat will use Shadow Claw.
2. The skeletal monkey will use Force Palm.
3. The skeletal hamster will use Hyper Fang.
4. The skeletal alligator will use Crunch.
5. The man-eating plant will use Razor Leaf.
6. The confused goth music student will use Metal Sound (he has a pocket theremin).

The monster at the beginning of the round will be chosen at random, and can be the same multiple rounds in a row.

Misty Terrain is always in effect at the Haunted Conservatory, and the only weather effect that will work is Rain Dance. Additionally, all Bug and Fighting types have a 50% chance at the end of each round of discovering a hidden scroll, which grants them a unique attack for the duration of the battle. This attack is the Dance of the Spooky Mantis; it is identical to Shadow Punch, except way cooler.

Finally, there is a 10% chance at the end of every round for each Pokemon to happen upon an anglerbush and grab a handful of meatberries, regaining 5% health and 5% energy. Pokemon with the abilities Glutton, Cheek Pouch or Harvest regain 7% of each instead.

Additional Rules: Here is about as much reference as I can give you.
 
While I'm putting out challenges, here's my next gig battle, which I freaking finally have readied up!

Format: 1&1v1&1 Tag Battle
Style: Set
DQ: 10 days
Damage Cap: 49%
Banned/Restricted Moves: Direct recovery, Pain Split, any moves that instantly faint a battler (Explosion, OHKOs, Destiny Bond, Perish Song, etc.), Attract. Chills are restricted to 7 per Pokémon.
Arena: Spinal Tap Gig

Big bands don't come to Asber so much anymore, what with the countless freak incidents and tendency to cause grievous damage to everything with meteors. We'll have to take what we can get these days. Although, as it seems, we can still land... one of the loudest bands in England, with the exuberance, raw power, and punctuality that'll knock you out and redefine rock n' roll for you -- Spinal Tap! ... At least, this time, nobody can give us grief for not paying attention to the show.

A random song will be chosen and played at the beggining of the match. Each song has a set duration; once that duration is up, another randomized song will begin playing at the end of the round (if there are actions between the end of a song the beginning of the next, they can be flavored as a stupid mishap occouring onstage until the next song can begin). No song will be played twice. Any changes to a Pokémon's ability, moveset, status, etc. will be undone at the end of the song that causes it unless otherwise specified. If all songs are played before the battle ends, Spinal Tap will randomly pick and poorly cover a randomly covered song from Metallica Gig or Metallica Gig II; if the battle is still ongoing when the cover song ends, the gig ends, but the trainers stay and finish the battle.

-Tonight I'm Gonna Rock You Tonight (3 actions): Whichever moves are used during the second action of the song, the Pokémon will use again during the third action, even if it will fail. Because tonight I'm gonna rock you tonight I'm gonna rock you tonight I'm gonna rock you tonight I'm gonna rock you tonight
-Gimme Some Money (4 actions): Pound notes, loose change, bad checks, everything! One after the other, once per action, in random order, the battlers will be struck by a load of money that deals 4% physical Normal-type damage on impact. After this song finishes playing, all trainers in the battle (and the referee as well) earn $1.
-(Listen to the) Flower People (3 actions): Grass-type moves and Fairy-type moves all deal 1% more damage and cost 1% less energy. These bonuses increase by 1% after each action (reaching a max of 3% each during the third action), as it's getting truer everyday.
-All The Way Home (2 actions): All Pokémon on the field have 1- Defense and 2- Special Defense.
-Heavy Duty (5 actions): All Pokémon on the field gain the ability Heavy Metal in addition to all others (unless they already have it) and the Steel-type added to the current type combination (unless they already have it).
-Rock And Roll Creation (4 actions): At the first action of the song, all Pokémon are isolated within tall pods, unable to reach other Pokémon with moves or move around much. At the end of each action, one of the pods will bust open and release the Pokémon within, but the last pod to go unopened will not open again until the end of the song. It's possible to break out of or into a pod, but doing so requires three whole actions (this amount is lowered by two if the pod is struck by a Fire-type move beforehand).
-Big Bottom (4 actions): Each Pokémon on the field becomes endowed with a large behind, which is difficult to keep away from attacks, causing them to have 2- Evasion and increasing the critical hit ratio of all offensive attacks by one stage.
-Stonehenge (5 actions): What the- hey! Those measurements are all wrong! For the duration of this song, all Pokémon on the field have their height in feet changed so it's the same number, but in inches, and their weight in pounds changed so it's the same number, but in grams (not kilograms -- grams). They are all considered under effects of Minimize and have 1+ Evasion. They are also in serious danger of being knocked over by a dancing dwarf; each Pokémon has a 20% chance of having that happen at the end of every second action, which is mechanically the same as being hit with a Stomp.

The band members are fair game this time, at least. Hell, if you contribute to Spinal Tap's bizarre drummer death count, I'll personally pay you.

Additional Rules: Sleep will only be successfully induced once against each team (arena effects aren't affected by this restriction and don't trigger it).

Pick me!

I believe I have a battle slot open, so it should be good.
 
Schön. So, Eifie, Lilycolo, TrueToCheese, any of you have any arrangements in mind as to how we should tag up, or are you all down with letting random.org decide who the teammates and enemies are?
 
Ew, if I team up with MF he'll benefit monetarily from my winnings...

jk, RNG sounds good. I'm in so much suspense right now omg.
 
RNG is cool. Honestly all the people who joined are cool and I'd love to battle with/against any of them! :D
 
omg I was in too much suspense to wait so I randomized it myself. random.org says TruetoCheese and Lilycolo vs those who aren't TruetoCheese and Lilycolo. Is that good? :O
 
omg I was in too much suspense to wait so I randomized it myself. random.org says TruetoCheese and Lilycolo vs those who aren't TruetoCheese and Lilycolo. Is that good? :O

OH MY GOD HOW DARE YOU COMMIT SUCH SACRILEGE YOU WILL NEVER BE PURE AGAIN MY GOD YOU DISGUST ME

Sounds cool.
 
I thought the ref test battle doesn't count? Also I just lost finished a battle, I don't see how I could be full

EDIT: Crap I think I did math wrong :( nevermind
 
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1vs1 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, then the experience gained by each rental Pokémon can be directly transferred to a Pokémon in the battler's regular party, but each party Pokémon can only gain EXP from one of the chosen rentals.

The prizes for this battle are $10 to the winner, $5 to the loser, and $7 to the referee. This battle does not fill a battle slot for the mentoring referee.

Will need both a veteran referee and a regular participant.

I'll be the ref for this battle.

Just bringing this up again, we need a battler so TTC can be tested.
 
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