• Welcome to The Cave of Dragonflies forums, where the smallest bugs live alongside the strongest dragons.

    Guests are not able to post messages or even read certain areas of the forums. Now, that's boring, don't you think? Registration, on the other hand, is simple, completely free of charge, and does not require you to give out any personal information at all. As soon as you register, you can take part in some of the happy fun things at the forums such as posting messages, voting in polls, sending private messages to people and being told that this is where we drink tea and eat cod.

    Of course I'm not forcing you to do anything if you don't want to, but seriously, what have you got to lose? Five seconds of your life?

Challenge Board

I'm bored and need distraction, someone wanna 1v1? :D

Format: 1v1 single
Style: Set
DQ: 5 days
Damage Cap: 40%
Banned/Restricted Moves: Direct healing, Super Fang. Chill can be used, but does not restore energy. Trick Room has no effect on command order.
Arena Description: Mt. Battle

I can't find any good pictures of the top of Mt. Battle, but hopefully you get the idea. The only special rule is that you can't fall off of Mt. Battle because magic.

Additional Rules: Attraction and confusion can cause at most one failure to move and then will immediately wear off; otherwise they last at most one round. Sleep lasts at most one round. After being inflicted with any of these status conditions a Pokémon cannot be affected by them again (unless the condition is self-inflicted).

yeeeaaaahh who wants to fight


I've totally been meaning to battle your since forever, bring it Q(o_oQ)

Picking this up.
 
guess what mofo, it's another recycled arena /o/

3v3 single
Style: Set
DQ: one week
Damage cap: 45%
Banned moves: OHKOs, anything that may damage the arena
Arena: Dusky Bridge

A long, narrow, rickety old suspension bridge spanning the Eagle River, roughly long enough to take two actions to cross from one side to the other. The battle takes place in the middle of the bridge, with the trainers each positioned on opposing sides. A handrail will prevent Pokémon from falling or being knocked off. At the beginning of the third round, lightning will strike the bridge, setting it on fire; Pokémon will have until the end of this round to escape the bridge to either end before it collapses, dumping any Pokémon still on it into the Eagle River. Anything that falls into the river cannot be reclaimed, so the Pokémon will be knocked out if this happens. The battle will then move to the cliffsides the bridge connected; if the Pokémon are on opposite sides, only projectile attacks will connect, and due to the distance they need to travel and the heavy snowfall obscuring the view across the canyon, these attacks' accuracy will be reduced by 25%. Alternatively, if they end up on the same side, obviously one will be very far away from their trainer and there is a 25% chance this Pokémon won't hear whatever commands it is given. (Flying Pokémon near their trainers may listen to their commands, fly to the other side to enact them, and return without penalty, but the trip across the canyon takes a full action each way.)
On the sixth round, Godot and Detective Gumshoe will arrive to repair the bridge; anything that touches the bridge (accidentally or otherwise) between then and the time it is finished will cause Godot to throw a mug of scalding coffee at whoever touched it or used the attack that hit it, dealing 5% typeless damage, inflicting a burn, and reducing Defense by 1 level due to the cuts dealt by shattering china. By the ninth round, the bridge will be finished, and the events will repeat themselves from there onwards (lightning strike/bridge collapse on round 12, Godot and Gumshoe arrive on round 15, bridge is fixed on round 18, etc.)

Other notes: So as to not put undue strain on the already-unstable bridge, only Pokémon under 5 feet in height and 200lbs in weight may be used.
 
guess what mofo, it's another recycled arena /o/

3v3 single
Style: Set
DQ: one week
Damage cap: 45%
Banned moves: OHKOs, anything that may damage the arena
Arena: Dusky Bridge

A long, narrow, rickety old suspension bridge spanning the Eagle River, roughly long enough to take two actions to cross from one side to the other. The battle takes place in the middle of the bridge, with the trainers each positioned on opposing sides. A handrail will prevent Pokémon from falling or being knocked off. At the beginning of the third round, lightning will strike the bridge, setting it on fire; Pokémon will have until the end of this round to escape the bridge to either end before it collapses, dumping any Pokémon still on it into the Eagle River. Anything that falls into the river cannot be reclaimed, so the Pokémon will be knocked out if this happens. The battle will then move to the cliffsides the bridge connected; if the Pokémon are on opposite sides, only projectile attacks will connect, and due to the distance they need to travel and the heavy snowfall obscuring the view across the canyon, these attacks' accuracy will be reduced by 25%. Alternatively, if they end up on the same side, obviously one will be very far away from their trainer and there is a 25% chance this Pokémon won't hear whatever commands it is given. (Flying Pokémon near their trainers may listen to their commands, fly to the other side to enact them, and return without penalty, but the trip across the canyon takes a full action each way.)
On the sixth round, Godot and Detective Gumshoe will arrive to repair the bridge; anything that touches the bridge (accidentally or otherwise) between then and the time it is finished will cause Godot to throw a mug of scalding coffee at whoever touched it or used the attack that hit it, dealing 5% typeless damage, inflicting a burn, and reducing Defense by 1 level due to the cuts dealt by shattering china. By the ninth round, the bridge will be finished, and the events will repeat themselves from there onwards (lightning strike/bridge collapse on round 12, Godot and Gumshoe arrive on round 15, bridge is fixed on round 18, etc.)

Other notes: So as to not put undue strain on the already-unstable bridge, only Pokémon under 5 feet in height and 200lbs in weight may be used.
Huhuhu! Do you want to battle me?
 
CASUALLY STEALS THIS...

3v3 single
Style: Set
DQ: one week
Damage cap: 45%
Banned moves: anything that may damage the arena
Arena: Dusky Bridge

A long, narrow, rickety old suspension bridge spanning the Eagle River, roughly long enough to take two actions to cross from one side to the other. The battle takes place in the middle of the bridge, with the trainers each positioned on opposing sides. A handrail will prevent Pokémon from falling or being knocked off. At the beginning of the third round, lightning will strike the bridge, setting it on fire; Pokémon will have until the end of this round to escape the bridge to either end before it collapses, dumping any Pokémon still on it into the Eagle River. Anything that falls into the river cannot be reclaimed, so the Pokémon will be knocked out if this happens. The battle will then move to the cliffsides the bridge connected; if the Pokémon are on opposite sides, only projectile attacks will connect, and due to the distance they need to travel and the heavy snowfall obscuring the view across the canyon, these attacks' accuracy will be reduced by 25%. Alternatively, if they end up on the same side, obviously one will be very far away from their trainer and there is a 25% chance this Pokémon won't hear whatever commands it is given. (Flying Pokémon near their trainers may listen to their commands, fly to the other side to enact them, and return without penalty, but the trip across the canyon takes a full action each way.)
On the sixth round, Godot and Detective Gumshoe will arrive to repair the bridge; anything that touches the bridge (accidentally or otherwise) between then and the time it is finished will cause Godot to throw a mug of scalding coffee at whoever touched it or used the attack that hit it, dealing 5% typeless damage, inflicting a burn, and reducing Defense by 1 level due to the cuts dealt by shattering china. By the ninth round, the bridge will be finished, and the events will repeat themselves from there onwards (lightning strike/bridge collapse on round 12, Godot and Gumshoe arrive on round 15, bridge is fixed on round 18, etc.)

Other notes: So as to not put undue strain on the already-unstable bridge, only Pokémon under 5 feet in height and 200lbs in weight may be used.
 
Does this mean that my battle with Sangfroidish will canonically take place before Eifie's battle with whoever? If so, I'll be sure to leave some nasty surprises waiting under that bridge...
 
Does this mean that my battle with Sangfroidish will canonically take place before Eifie's battle with whoever? If so, I'll be sure to leave some nasty surprises waiting under that bridge...

I mean, I was going to leave you a mid-battle snack, but if you're going to be that way...
 
CASUALLY STEALS THIS...

3v3 single
Style: Set
DQ: one week
Damage cap: 45%
Banned moves: anything that may damage the arena
Arena: Dusky Bridge

A long, narrow, rickety old suspension bridge spanning the Eagle River, roughly long enough to take two actions to cross from one side to the other. The battle takes place in the middle of the bridge, with the trainers each positioned on opposing sides. A handrail will prevent Pokémon from falling or being knocked off. At the beginning of the third round, lightning will strike the bridge, setting it on fire; Pokémon will have until the end of this round to escape the bridge to either end before it collapses, dumping any Pokémon still on it into the Eagle River. Anything that falls into the river cannot be reclaimed, so the Pokémon will be knocked out if this happens. The battle will then move to the cliffsides the bridge connected; if the Pokémon are on opposite sides, only projectile attacks will connect, and due to the distance they need to travel and the heavy snowfall obscuring the view across the canyon, these attacks' accuracy will be reduced by 25%. Alternatively, if they end up on the same side, obviously one will be very far away from their trainer and there is a 25% chance this Pokémon won't hear whatever commands it is given. (Flying Pokémon near their trainers may listen to their commands, fly to the other side to enact them, and return without penalty, but the trip across the canyon takes a full action each way.)
On the sixth round, Godot and Detective Gumshoe will arrive to repair the bridge; anything that touches the bridge (accidentally or otherwise) between then and the time it is finished will cause Godot to throw a mug of scalding coffee at whoever touched it or used the attack that hit it, dealing 5% typeless damage, inflicting a burn, and reducing Defense by 1 level due to the cuts dealt by shattering china. By the ninth round, the bridge will be finished, and the events will repeat themselves from there onwards (lightning strike/bridge collapse on round 12, Godot and Gumshoe arrive on round 15, bridge is fixed on round 18, etc.)

Other notes: So as to not put undue strain on the already-unstable bridge, only Pokémon under 5 feet in height and 200lbs in weight may be used.

You're on!
 
Format: 5v5 doubles
Style: Set
DQ: 1 week
Damage Cap: 35%
Banned/Restricted Moves: OHKOs, direct healers, weather moves
Arena Description: The Dream World

For reasons unknown, two battlers and a referee have found themselves in the Dream World, where mysterious energy is affecting the very environment around them. The battle begins in the Pleasant Forest, and at the end of every round there is there is an equal chance that the surroundings will shift to a random area, as outlined below.

Pleasant Forest: Bug-, electric-, grass-, and poison-type moves have their energy costs reduced by 1% after all calculations are applied. A river and a stony path provide resources for moves like Surf and Rock Slide.

Windswept Sky: Flying-type moves have their energy cost reduced by 1% after all calculations are applied. Pokemon that cannot fly or levitate must stand on clouds, from which they can use the move Bounce to avoid attacks and cause damage. Water-bound Pokemon are considered to be levitating in this case.

Sparkling Sea: Water-type moves have their energy cost reduced by 1% after all calculations are applied. Non-water-types can breathe underwater, and every action each Pokemon has a 5% chance of discovering a pearl on the sea bed, which are retrieved and redeemable for a $1 bonus each.

Spooky Manor: Dark-, ghost-, and psychic-type moves have their energy costs reduced by 1% after all calculations are applied. If a Pokemon deals more than 15% damage to its opponents in the same round, there is a 50% chance that a friendly ghost will be impressed enough to hit a random opponent with an attack dealing 5% typeless damage at the end of that round.

Rugged Mountain: Fire-, fighting-, ground-, rock-, and steel-type moves have their energy costs reduced by 1% after all calculations are applied. Damaging moves that ordinarily have no additional effects have a 20% chance of lowering a random stat of the target's.

Icy Cave: Ice-type moves have their energy cost reduced by 1% after all calculations are applied. The floor is slippery, giving all land-bound Pokemon a 10% chance each action of avoiding all moves aimed at it for a penalty of 3% typeless damage.

Dream Park: Normal- and fairy-type moves have their energy costs reduced by 1% after all calculations are applied. The soothing atmosphere here will lower the severity of all status effects, or remove them entirely if their severity is low enough.

In addition, there is a 10% chance that a random Pokemon will gain its Hidden Ability in addition to all other abilities. If it already has its Hidden Ability, it will have a random stat raised by 1 instead.

Additional Rules: Only not-fully evolved Pokemon allowed.

Hell yes doubles rock and this is an adorable arena. You're on.
 
I've just had a battle slot open up and I had this idea kicking around.

Format: 3v3 Singles
Style: Set
DQ: 1 week
Damage Cap: 40%
Banned/Restricted Moves: Nothin'
Arena Description:

Some have chosen to believe that numbers lie at the center of the world. The essence that defines all reality, instead of the numbers being the human definition of reality. Deep down, everything is a number, a quantity. And every quantity is ordered, understood, has a place somewhere, somehow. This is where that happens.

A foreboding oak desk sits in the middle of a closed office. Creaking bookshelves line the beige walls, serving as stands for watching books, their sole purpose to gather dust. Until now. The owner of the room, the books, and the desk of knotted wood, seems to be missing. The carpet is a fine green felt, whose bristles are thick enough to cause a bit of light tickling on whoever sets foot on it. Stacks of unused papers rise up from the floor, beside empty trays discarded from their perch on the desk. The desk itself is covered by a mess of papers, each filled to the margins with scribbled numbers. A lamp sits drooping on a board of dark green, beside an unfinished paper and a dry quill lounging in an ink pot. The drawers are too heavy to pull, but a faint rustle suggests there is paper inside. There is a triangular name-holder facing the locked door. It reads:
The Number Keeper.

When the battle begins each trainer sends out one Pokemon in the normal fashion, but without giving orders. The referee then produces three sets of three random moves each for the Pokemon (from their respective movepools) and posts them in the thread. Note that each Pokemon must get three different moves in one set, but the sets may repeat moves in other sets. [hide=For example:]
Frog the Croagunk:
  1. Strength ~ Thunder Punch ~ Venoshock
  2. Work Up ~ Sludge Wave ~ Thunder Punch
  3. Spite ~ Drain Punch ~ Protect
[/hide]

The battlers then PM the referee which one of the three command sets they want their Pokemon to use for that round. While the move sets cannot be detracted from, the battlers may mention to the referee how they want the Pokemon to move about the battlefield or how they want a certain move executed.

For the purposes of this battle, there is no regard for the speed stat. For the first round the referee will do a coin flip on which Pokemon moves first (and this means they will move first on every action of that round), which then alternates every round.

At the end of every third round the Pokemon swap movepools.

Energy costs for all moves with fixed energy costs are halved, rounded up.

Sowwy for the double post :<
 
Last edited:
Format: 4v4 doubles
Style: Set but I don't care very much; opponent is free to decide
DQ: 2 weeks
Damage Cap: 40%
Banned moves: Direct recovery, OHKOs, Super Fang, infatuation, confusion. Paralysis will only slow down affected Pokémon. Draining moves may not be targeted at a Pokémon weak to them. Nothing with Cloud Nine, please.
Additional Rules: VGC format! Trainers will PM the ref 4 Pokémon from their active squads in advance, and each side's leads will be revealed before commands are posted.
Arena: Memorial to the Storms

A bronze statue of a woman stands at the lakeshore. She is roughly six feet tall, stocky beneath her cloak, and a rough granite pedestal adds another three feet to her height. Her face is bowed and dulled, both emotionally and physically by the bizarre weather that plagues the lake and its surrounding forest.

The battle will take place in a large meadow surrounding the memorial, which is penned in by the lake on one side, and a deep forest on the other. A dirt road leads up to the memorial's pedestal, and there are many rocks scattered about the lake's bottom if needed. Every weather condition is in effect, permanently. Thunder and Blizzard never miss, and Solarbeam requires no charge turn. Rock types take half damage from special moves, and all weather-related abilities are activated. Pokémon not immune to hail or sandstorm will take double the residual damage (Amaura and Swinub lines are the only species that wouldn't take any). The fire/water boosts from sun and rain negate each other.

I feel a bit silly yet again battling someone I've fought before, but I've never done dubs, so

Since I just finished my battle, I think I'll take this. Thread up in a jiffy.
 
Since one of my battles just finished, a very bad idea open challenge!

edit: For JackPK and TruetoCheese, as agreed.

Format: 3v3v3 single
Style: Set
DQ: 2 weeks
Damage Cap: 89%
Banned/Restricted Moves: OHKOs, super fang, direct healing, attract
Arena Description: Jerome's Acidic Quest for Evolution (combination of three arenas, originally by Kratos Aurion, Sangfroidish, and TruetoCheese)

The ref warned them about Pursuit, bro! He told ‘em dog! You just don’t do that in the Communication Club Colosseum, man, not when it’s frickin’ hailing inside. But nooo, the last trainers to battle in here just had to mess around, the arena’s weather generators are broken like whoa and now the next trainers and ref have to deal with the meteorologist’s nightmare they’ve left behind.

The Communication Club Colosseum itself is a standard enclosed arena, empty and large enough to accomodate any pokémon comfortably on its sturdy metal floor. For reasons known only to the mysterious techie wizards who designed the room, it is still possible to use just about any attack in here—rocks and surges of water appear out of nowhere when an attack calls for them, and the floor can be tunneled through and will repair itself after the match. No sense letting physics or lack or resources get in the way of a good ‘n wild battle, after all.

This freedom of attack use would normally also apply to weather moves, the room’s artificial weather generators providing bright light, stiff breezes and precipitation of all stripes whenever needed. The techie wizards have no explanation for the way the generators react when the move Pursuit is used while they’re active, however, and thanks to the previous occupants’ shenanigans they’re now on the fritz something serious. Bright lights shine, rain and hail drive down and a sandstorm tears across the room, effectively causing the effects of Sunny Day, Rain Dance, Hail and Sandstorm to remain active all at once. There’ll be no turning them off for a while, either, and they refuse to respond to any new weather commands, so the barrage of anomalous weather remains in place indefinitely and can’t be canceled or replaced by using a weather move (or additional use of Pursuit, for that matter, which will function normally). The intense weather assailing the battlers from all directions causes them a great deal of pain, shearing 10% health/round off of any Pokémon that is not completely immune to any and all weather damage and 7% off of Pokémon with a partial immunity. It is also quite difficult to see what’s going on through all the roiling rainhailsandsun, and all moves, save for never-miss moves and self- or field-targeting moves, suffer a 10% accuracy drop.

In addition, at the end of every round, the wacky weather magic will turn each battler into a random Pokemon — legendaries included. Typing, movepool, and ability (randomly generated, if applicable) will all change to that of the new form, while gender, status effects, and stat changes will remain the same; if a burned Pokemon turns into a Fire type, a poisoned Pokemon turns into a Poison or Steel type, or a paralyzed Pokemon turns into an Electric type, those effects will disappear.

Finally, at the end of every round that the battle is not on the FRICKIN ROOF, there is a 40% chance that the battle will trigger the Colosseum's movement simulators, effectively moving it onto the club's FRICKIN ROOF. WHY ARE WE UP HERE OH GOD. HOLD ON FOR DEAR LIFE BECAUSE THE WEATHER'S EFFECTS ARE INCREASED (WHY) AND THE SUNRAINHAILSAND DEALS 2% MORE DAMAGE A ROUND THAN NORMAL. AFTER EVERY ROUND ON THE FRICKIN ROOF ALL POKEMON TAKE 8% TYPELESS DAMAGE AND FALL BACK TO THE NORMAL ARENA. AAAAAAAH. (The battle starts in the normal arena.)
  • Sand, hail, rain, and sun are all in effect at once. This deals 10% damage per round to all Pokemon, except those with an immunity to sand and/or hail damage, who take 7% a round
  • Due to the weather, there is a blanket 10% accuracy drop (15% if on the roof) to all but never-miss, self-targeting, and arena-targeting moves
  • At the end of every round each battler turns into a random Pokemon; type, movepool, and ability all change, but status effects, stat changes, and gender stay the same
  • At the end of every normal round (the battle starts normally), there is a 40% chance that the battle will move to the FRICKIN ROOF, where certain effects (see below) are increased and the round's weather damage increases by 2%. After every round on the FRICKIN ROOF, both battlers take 8% typeless damage and move back to the normal arena.
  • Water- and Fire-type moves do not have their damage modified by the weather (no boosts or penalties)
  • Blizzard, Hurricane and Thunder all have 100% accuracy (but are affected by the blanket 10% accuracy drop)
  • Solar Beam can be used instantly without any additional energy cost and does not have reduced base power
  • Rock-types have their special defense increased by the sandstorm
  • Pokémon with Chlorophyll, Harvest, Hydration, Leaf Guard, Sand Force, Sand Rush and Swift Swim have their abilities activated
  • Pokémon with Solar Power have boosted special attack and take sun damage each round as normal
  • Pokémon with Dry Skin do not get healed by or take extra damage from their ability (they still take the blanket damage per round)
  • Pokémon with Ice Body or Rain Dish get healed by their ability, then take the usual weather damage
  • Cherrim alternates between its sunshine and overcast forms at the beginning of each round (ref determines starting form at random)
  • Castform randomly changes between its rain, sun and hail forms at the beginning of each round (at the beginning of each action if on the roof)
  • Weather Ball is always at 100 base power (150 on the roof) and its type is randomly (re)determined to be Fire, Water, Ice or Rock each time it is used
  • Growth raises attack and special attack by 2 with each use (3 on the roof)
 
Last edited:
Since one of my battles just finished, a very bad idea open challenge!

Format: 4v4 double
Style: Set
DQ: 10 days
Damage Cap: 89%
Banned/Restricted Moves: OHKOs, super fang, direct healing, attract
Arena Description: Jerome's Acidic Quest for Evolution (combination of three arenas, originally by Kratos Aurion, Sangfroidish, and TruetoCheese)

The ref warned them about Pursuit, bro! He told ‘em dog! You just don’t do that in the Communication Club Colosseum, man, not when it’s frickin’ hailing inside. But nooo, the last trainers to battle in here just had to mess around, the arena’s weather generators are broken like whoa and now the next trainers and ref have to deal with the meteorologist’s nightmare they’ve left behind.

The Communication Club Colosseum itself is a standard enclosed arena, empty and large enough to accomodate any pokémon comfortably on its sturdy metal floor. For reasons known only to the mysterious techie wizards who designed the room, it is still possible to use just about any attack in here—rocks and surges of water appear out of nowhere when an attack calls for them, and the floor can be tunneled through and will repair itself after the match. No sense letting physics or lack or resources get in the way of a good ‘n wild battle, after all.

This freedom of attack use would normally also apply to weather moves, the room’s artificial weather generators providing bright light, stiff breezes and precipitation of all stripes whenever needed. The techie wizards have no explanation for the way the generators react when the move Pursuit is used while they’re active, however, and thanks to the previous occupants’ shenanigans they’re now on the fritz something serious. Bright lights shine, rain and hail drive down and a sandstorm tears across the room, effectively causing the effects of Sunny Day, Rain Dance, Hail and Sandstorm to remain active all at once. There’ll be no turning them off for a while, either, and they refuse to respond to any new weather commands, so the barrage of anomalous weather remains in place indefinitely and can’t be canceled or replaced by using a weather move (or additional use of Pursuit, for that matter, which will function normally). The intense weather assailing the battlers from all directions causes them a great deal of pain, shearing 10% health/round off of any Pokémon that is not completely immune to any and all weather damage and 7% off of Pokémon with a partial immunity. It is also quite difficult to see what’s going on through all the roiling rainhailsandsun, and all moves, save for never-miss moves and self- or field-targeting moves, suffer a 10% accuracy drop.

In addition, at the end of every round, the wacky weather magic will turn each battler into a random Pokemon — legendaries included. Typing, movepools, and abilities will all change to that of the new form, while gender, status effects, and stat changes will remain the same; if a burned Pokemon turns into a Fire type, a poisoned Pokemon turns into a Poison or Steel type, or a paralyzed Pokemon turns into an Electric type, those effects will disappear.

Finally, at the end of every round that the battle is not on the FRICKIN ROOF, there is a 40% chance that the battle will trigger the Colosseum's movement simulators, effectively moving it onto the club's FRICKIN ROOF. WHY ARE WE UP HERE OH GOD. HOLD ON FOR DEAR LIFE BECAUSE THE WEATHER'S EFFECTS ARE INCREASED (WHY) AND THE SUNRAINHAILSAND DEALS 2% MORE DAMAGE A ROUND THAN NORMAL. AFTER EVERY ROUND ON THE FRICKIN ROOF BOTH POKEMON TAKE 8% TYPELESS DAMAGE AND FALL BACK TO THE NORMAL ARENA. AAAAAAAH. (The battle starts in the normal arena.)
  • Sand, hail, rain, and sun are all in effect at once. This deals 10% damage per round to all Pokemon, except those with an immunity to sand and/or hail damage, who take 7% a round
  • Due to the weather, there is a blanket 10% accuracy drop (15% if on the roof) to all but never-miss, self-targeting, and arena-targeting moves
  • At the end of every round each battler turns into a random Pokemon; type, movepool, and ability all change, but status effects, stat changes, and gender stay the same
  • At the end of every normal round (the battle starts normally), there is a 40% chance that the battle will move to the FRICKIN ROOF, where certain effects (see below) are increased and the round's weather damage increases by 2%. After every round on the FRICKIN ROOF, both battlers take 8% typeless damage and move back to the normal arena.
  • Water- and Fire-type moves do not have their damage modified by the weather (no boosts or penalties)
  • Blizzard, Hurricane and Thunder all have 100% accuracy (but are affected by the blanket 10% accuracy drop)
  • Solar Beam can be used instantly without any additional energy cost and does not have reduced base power
  • Rock-types have their special defense increased by the sandstorm
  • Pokémon with Chlorophyll, Harvest, Hydration, Leaf Guard, Sand Force, Sand Rush and Swift Swim have their abilities activated
  • Pokémon with Solar Power have boosted special attack and take sun damage each round as normal
  • Pokémon with Dry Skin do not get healed by or take extra damage from their ability (they still take the blanket damage per round)
  • Pokémon with Ice Body or Rain Dish get healed by their ability, then take the usual weather damage
  • Cherrim alternates between its sunshine and overcast forms at the beginning of each round (ref determines starting form at random)
  • Castform randomly changes between its rain, sun and hail forms at the beginning of each round (at the beginning of each action if on the roof)
  • Weather Ball is always at 100 base power (150 on the roof) and its type is randomly (re)determined to be Fire, Water, Ice or Rock each time it is used
  • Growth raises attack and special attack by 2 with each use (3 on the roof)

I am so calling reffing this thing. I am so going to regret calling reffing this thing.
 
Since one of my battles just finished, a very bad idea open challenge!

Format: 4v4 double
Style: Set
DQ: 10 days
Damage Cap: 89%
Banned/Restricted Moves: OHKOs, super fang, direct healing, attract
Arena Description: Jerome's Acidic Quest for Evolution (combination of three arenas, originally by Kratos Aurion, Sangfroidish, and TruetoCheese)

The ref warned them about Pursuit, bro! He told ‘em dog! You just don’t do that in the Communication Club Colosseum, man, not when it’s frickin’ hailing inside. But nooo, the last trainers to battle in here just had to mess around, the arena’s weather generators are broken like whoa and now the next trainers and ref have to deal with the meteorologist’s nightmare they’ve left behind.

The Communication Club Colosseum itself is a standard enclosed arena, empty and large enough to accomodate any pokémon comfortably on its sturdy metal floor. For reasons known only to the mysterious techie wizards who designed the room, it is still possible to use just about any attack in here—rocks and surges of water appear out of nowhere when an attack calls for them, and the floor can be tunneled through and will repair itself after the match. No sense letting physics or lack or resources get in the way of a good ‘n wild battle, after all.

This freedom of attack use would normally also apply to weather moves, the room’s artificial weather generators providing bright light, stiff breezes and precipitation of all stripes whenever needed. The techie wizards have no explanation for the way the generators react when the move Pursuit is used while they’re active, however, and thanks to the previous occupants’ shenanigans they’re now on the fritz something serious. Bright lights shine, rain and hail drive down and a sandstorm tears across the room, effectively causing the effects of Sunny Day, Rain Dance, Hail and Sandstorm to remain active all at once. There’ll be no turning them off for a while, either, and they refuse to respond to any new weather commands, so the barrage of anomalous weather remains in place indefinitely and can’t be canceled or replaced by using a weather move (or additional use of Pursuit, for that matter, which will function normally). The intense weather assailing the battlers from all directions causes them a great deal of pain, shearing 10% health/round off of any Pokémon that is not completely immune to any and all weather damage and 7% off of Pokémon with a partial immunity. It is also quite difficult to see what’s going on through all the roiling rainhailsandsun, and all moves, save for never-miss moves and self- or field-targeting moves, suffer a 10% accuracy drop.

In addition, at the end of every round, the wacky weather magic will turn each battler into a random Pokemon — legendaries included. Typing, movepools, and abilities will all change to that of the new form, while gender, status effects, and stat changes will remain the same; if a burned Pokemon turns into a Fire type, a poisoned Pokemon turns into a Poison or Steel type, or a paralyzed Pokemon turns into an Electric type, those effects will disappear.

Finally, at the end of every round that the battle is not on the FRICKIN ROOF, there is a 40% chance that the battle will trigger the Colosseum's movement simulators, effectively moving it onto the club's FRICKIN ROOF. WHY ARE WE UP HERE OH GOD. HOLD ON FOR DEAR LIFE BECAUSE THE WEATHER'S EFFECTS ARE INCREASED (WHY) AND THE SUNRAINHAILSAND DEALS 2% MORE DAMAGE A ROUND THAN NORMAL. AFTER EVERY ROUND ON THE FRICKIN ROOF BOTH POKEMON TAKE 8% TYPELESS DAMAGE AND FALL BACK TO THE NORMAL ARENA. AAAAAAAH. (The battle starts in the normal arena.)
  • Sand, hail, rain, and sun are all in effect at once. This deals 10% damage per round to all Pokemon, except those with an immunity to sand and/or hail damage, who take 7% a round
  • Due to the weather, there is a blanket 10% accuracy drop (15% if on the roof) to all but never-miss, self-targeting, and arena-targeting moves
  • At the end of every round each battler turns into a random Pokemon; type, movepool, and ability all change, but status effects, stat changes, and gender stay the same
  • At the end of every normal round (the battle starts normally), there is a 40% chance that the battle will move to the FRICKIN ROOF, where certain effects (see below) are increased and the round's weather damage increases by 2%. After every round on the FRICKIN ROOF, both battlers take 8% typeless damage and move back to the normal arena.
  • Water- and Fire-type moves do not have their damage modified by the weather (no boosts or penalties)
  • Blizzard, Hurricane and Thunder all have 100% accuracy (but are affected by the blanket 10% accuracy drop)
  • Solar Beam can be used instantly without any additional energy cost and does not have reduced base power
  • Rock-types have their special defense increased by the sandstorm
  • Pokémon with Chlorophyll, Harvest, Hydration, Leaf Guard, Sand Force, Sand Rush and Swift Swim have their abilities activated
  • Pokémon with Solar Power have boosted special attack and take sun damage each round as normal
  • Pokémon with Dry Skin do not get healed by or take extra damage from their ability (they still take the blanket damage per round)
  • Pokémon with Ice Body or Rain Dish get healed by their ability, then take the usual weather damage
  • Cherrim alternates between its sunshine and overcast forms at the beginning of each round (ref determines starting form at random)
  • Castform randomly changes between its rain, sun and hail forms at the beginning of each round (at the beginning of each action if on the roof)
  • Weather Ball is always at 100 base power (150 on the roof) and its type is randomly (re)determined to be Fire, Water, Ice or Rock each time it is used
  • Growth raises attack and special attack by 2 with each use (3 on the roof)

WOAH DUDE SCREW MY OPEN CHALLENGE I'M DROPPING THAT AND TAKING THIS. WE GOTTA KEEP THE ROOF ALIVE.
 
Since one of my battles just finished, a very bad idea open challenge!

edit: For JackPK and TruetoCheese, as agreed.

Format: 3v3v3 single
Style: Set
DQ: 2 weeks
Damage Cap: 89%
Banned/Restricted Moves: OHKOs, super fang, direct healing, attract
Arena Description: Jerome's Acidic Quest for Evolution (combination of three arenas, originally by Kratos Aurion, Sangfroidish, and TruetoCheese)

The ref warned them about Pursuit, bro! He told ‘em dog! You just don’t do that in the Communication Club Colosseum, man, not when it’s frickin’ hailing inside. But nooo, the last trainers to battle in here just had to mess around, the arena’s weather generators are broken like whoa and now the next trainers and ref have to deal with the meteorologist’s nightmare they’ve left behind.

The Communication Club Colosseum itself is a standard enclosed arena, empty and large enough to accomodate any pokémon comfortably on its sturdy metal floor. For reasons known only to the mysterious techie wizards who designed the room, it is still possible to use just about any attack in here—rocks and surges of water appear out of nowhere when an attack calls for them, and the floor can be tunneled through and will repair itself after the match. No sense letting physics or lack or resources get in the way of a good ‘n wild battle, after all.

This freedom of attack use would normally also apply to weather moves, the room’s artificial weather generators providing bright light, stiff breezes and precipitation of all stripes whenever needed. The techie wizards have no explanation for the way the generators react when the move Pursuit is used while they’re active, however, and thanks to the previous occupants’ shenanigans they’re now on the fritz something serious. Bright lights shine, rain and hail drive down and a sandstorm tears across the room, effectively causing the effects of Sunny Day, Rain Dance, Hail and Sandstorm to remain active all at once. There’ll be no turning them off for a while, either, and they refuse to respond to any new weather commands, so the barrage of anomalous weather remains in place indefinitely and can’t be canceled or replaced by using a weather move (or additional use of Pursuit, for that matter, which will function normally). The intense weather assailing the battlers from all directions causes them a great deal of pain, shearing 10% health/round off of any Pokémon that is not completely immune to any and all weather damage and 7% off of Pokémon with a partial immunity. It is also quite difficult to see what’s going on through all the roiling rainhailsandsun, and all moves, save for never-miss moves and self- or field-targeting moves, suffer a 10% accuracy drop.

In addition, at the end of every round, the wacky weather magic will turn each battler into a random Pokemon — legendaries included. Typing, movepool, and ability (randomly generated, if applicable) will all change to that of the new form, while gender, status effects, and stat changes will remain the same; if a burned Pokemon turns into a Fire type, a poisoned Pokemon turns into a Poison or Steel type, or a paralyzed Pokemon turns into an Electric type, those effects will disappear.

Finally, at the end of every round that the battle is not on the FRICKIN ROOF, there is a 40% chance that the battle will trigger the Colosseum's movement simulators, effectively moving it onto the club's FRICKIN ROOF. WHY ARE WE UP HERE OH GOD. HOLD ON FOR DEAR LIFE BECAUSE THE WEATHER'S EFFECTS ARE INCREASED (WHY) AND THE SUNRAINHAILSAND DEALS 2% MORE DAMAGE A ROUND THAN NORMAL. AFTER EVERY ROUND ON THE FRICKIN ROOF ALL POKEMON TAKE 8% TYPELESS DAMAGE AND FALL BACK TO THE NORMAL ARENA. AAAAAAAH. (The battle starts in the normal arena.)
  • Sand, hail, rain, and sun are all in effect at once. This deals 10% damage per round to all Pokemon, except those with an immunity to sand and/or hail damage, who take 7% a round
  • Due to the weather, there is a blanket 10% accuracy drop (15% if on the roof) to all but never-miss, self-targeting, and arena-targeting moves
  • At the end of every round each battler turns into a random Pokemon; type, movepool, and ability all change, but status effects, stat changes, and gender stay the same
  • At the end of every normal round (the battle starts normally), there is a 40% chance that the battle will move to the FRICKIN ROOF, where certain effects (see below) are increased and the round's weather damage increases by 2%. After every round on the FRICKIN ROOF, both battlers take 8% typeless damage and move back to the normal arena.
  • Water- and Fire-type moves do not have their damage modified by the weather (no boosts or penalties)
  • Blizzard, Hurricane and Thunder all have 100% accuracy (but are affected by the blanket 10% accuracy drop)
  • Solar Beam can be used instantly without any additional energy cost and does not have reduced base power
  • Rock-types have their special defense increased by the sandstorm
  • Pokémon with Chlorophyll, Harvest, Hydration, Leaf Guard, Sand Force, Sand Rush and Swift Swim have their abilities activated
  • Pokémon with Solar Power have boosted special attack and take sun damage each round as normal
  • Pokémon with Dry Skin do not get healed by or take extra damage from their ability (they still take the blanket damage per round)
  • Pokémon with Ice Body or Rain Dish get healed by their ability, then take the usual weather damage
  • Cherrim alternates between its sunshine and overcast forms at the beginning of each round (ref determines starting form at random)
  • Castform randomly changes between its rain, sun and hail forms at the beginning of each round (at the beginning of each action if on the roof)
  • Weather Ball is always at 100 base power (150 on the roof) and its type is randomly (re)determined to be Fire, Water, Ice or Rock each time it is used
  • Growth raises attack and special attack by 2 with each use (3 on the roof)

Ah! Accepting!

ALL HAIL THE ROOF. THERE IS NO GOD BUT THE ROOF
 
Somehow I miscounted my active battles, so I have an extra slot! So here goes nothing...

Format: 1 vs 1 vs 1 vs 1 vs 1 vs 1 (six trainers, one pokemon per trainer)
Style: set
DQ: 1 week
Damage Cap: 40%
Banned/Restricted Moves: Attract, OHKO’s, direct healing
Arena Description: Hogwarts, School of Witchcraft and Wizardry

“Hogwarts Castle is a large, seven-story high building supported by magic, with a hundred and forty two staircases throughout its many towers and turrets and very deep dungeons. The castle was built in the late Early Middle Ages (c. 993) by a wizard architect and the four most celebrated wizards of the age: Godric Gryffindor, Helga Hufflepuff, Rowena Ravenclaw and Salazar Slytherin. The Castle houses Hogwarts School of Witchcraft and Wizardry, regarded as the finest wizarding school in the world.

Hogwarts is built in a valley area — surrounding mountains are part of the landscape — with the fairly large Great Lake to the south of the main building. The huge main oak front doors leading into the Entrance Hall face the west, and open up to sloping lawns. The deep Forbidden Forest extends around to the west of the Castle. There are also exterior greenhouses and vegetable patches on the school grounds.”
link

To make things a bit simpler, we'll be staying around the grounds leading up to Hagrid's Cabin and the Forbidden Forest, around near the Great Lake.

Additional Rules: Three pokemon will be out at a time, and will rotate one out each round. For example:

- First round, trainers 1, 2 and 3.
- Second round, trainers 2, 3 and 4.
- Third round, trainers 4, 5 and 6.
etc.

While a trainer is rotated out, their pokemon is not affected by battle, so even things like poison wouldn’t wear on them (like being rotated out in a rotation battle). The rounds where they are rotated out do not count for effects wearing off (like confusion, etc.).

Each trainer’s chosen pokemon will be PM’d to the ref, and can be chosen from their entire squad, including those in the PC.
 
Somehow I miscounted my active battles, so I have an extra slot! So here goes nothing...

Format: 1 vs 1 vs 1 vs 1 vs 1 vs 1 (six trainers, one pokemon per trainer)
Style: set
DQ: 1 week
Damage Cap: 40%
Banned/Restricted Moves: Attract, OHKO’s, direct healing
Arena Description: Hogwarts, School of Witchcraft and Wizardry

“Hogwarts Castle is a large, seven-story high building supported by magic, with a hundred and forty two staircases throughout its many towers and turrets and very deep dungeons. The castle was built in the late Early Middle Ages (c. 993) by a wizard architect and the four most celebrated wizards of the age: Godric Gryffindor, Helga Hufflepuff, Rowena Ravenclaw and Salazar Slytherin. The Castle houses Hogwarts School of Witchcraft and Wizardry, regarded as the finest wizarding school in the world.

Hogwarts is built in a valley area — surrounding mountains are part of the landscape — with the fairly large Great Lake to the south of the main building. The huge main oak front doors leading into the Entrance Hall face the west, and open up to sloping lawns. The deep Forbidden Forest extends around to the west of the Castle. There are also exterior greenhouses and vegetable patches on the school grounds.”
link

To make things a bit simpler, we'll be staying around the grounds leading up to Hagrid's Cabin and the Forbidden Forest, around near the Great Lake.

Additional Rules: Three pokemon will be out at a time, and will rotate one out each round. For example:

- First round, trainers 1, 2 and 3.
- Second round, trainers 2, 3 and 4.
- Third round, trainers 4, 5 and 6.
etc.

While a trainer is rotated out, their pokemon is not affected by battle, so even things like poison wouldn’t wear on them (like being rotated out in a rotation battle). The rounds where they are rotated out do not count for effects wearing off (like confusion, etc.).

Each trainer’s chosen pokemon will be PM’d to the ref, and can be chosen from their entire squad, including those in the PC.

Oooo this sounds fun, count me in!
 
Back
Top Bottom