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Challenge Board

JackPK

blame telegram
Pronoun
he/him
Time for another challenge.

Format: 2v2 single
Style: Switch
DQ: One week
Damage cap: 40%
Banned moves: OHKOs, direct healing, attraction
Additional restrictions: Only Pokemon with 3 or fewer EXP allowed

Arena: Truly, Madly, Deeply

When it’s just too impossible for battlers to safely (or not-so-safely) go where they want for a match, the Asber Holodrome is always happy to provide a simulated fight area. Unfortunately, some oddly literal-minded soul has accidentally gotten the holodrome’s settings jammed, so we’ve got to use those preset parameters. And what odd parameters they are…

This literalist has designed the arena around the chorus of the song “Truly, Madly, Deeply,” with the arena changing drastically each round to reflect the lyrics.

Round One: I want to stand with you on a mountain

The battle begins on rough terrain at the peak of a tall mountain. Be careful that you don’t fall off!

Round Two: I want to bathe with you in the sea

The mountain suddenly disappears and the battlers find themselves submerged deep underwater. Any Pokemon that needs air to breathe will find itself provided with a scuba suit courtesy of Team Aqua for this purpose, as will the referee and Trainers. Since this is all a hologram, you might wonder why the scuba suits are necessary, but shhhh.

Round Three: I want to lay like this forever

We now shift to a meadow where time is standing still. No, not metaphorically. Time is halted so deeply that all changes to health, energy, status ailments, stat buffs/debuffs, and any other condition will not take effect until the end of the round when we move out of this timeless meadow, at which point they will all happen simultaneously.

In other words, want to use Toxic to boost the damage of the Venoshock you’re gonna use? Too bad. Want to use Swords Dance to beef up that Slash you’d like to use? Not gonna happen.

As a nifty little side effect, a savvy battler can stop certain things from ever having happened. If your foe uses Thunder Wave, you can just use Refresh — they’ll both take effect simultaneously at the end of the round, so you’ll never have been paralyzed at all. If you don’t have enough health to survive nor energy to heal yourself, go ahead and Recover, then Chill back out of the negative points before we leave the meadow. Time is weird here.

Round Four: Until the sky falls down on me

Put on your scuba suits again, ‘cause we’re headed to outer space! A meteor shower, specifically. As it enters the atmosphere, with the rocks burning and flying chaotically past us. Each action, each battler has a 33% chance of being hit by a rogue meteor, which is treated as a Meteor Mash attack. Ouch.

Once Round Four is over, are you relieved to be done with the meteor shower? Too bad. We’re back on a mountain again. Yeah, this song is on an endless loop until the battle’s over. Hope you don’t mind earworms!
 

Lord of the Fireflies

Back in black.
Time for another challenge.

Format: 2v2 single
Style: Switch
DQ: One week
Damage cap: 40%
Banned moves: OHKOs, direct healing, attraction
Additional restrictions: Only Pokemon with 3 or fewer EXP allowed

Arena: Truly, Madly, Deeply

When it’s just too impossible for battlers to safely (or not-so-safely) go where they want for a match, the Asber Holodrome is always happy to provide a simulated fight area. Unfortunately, some oddly literal-minded soul has accidentally gotten the holodrome’s settings jammed, so we’ve got to use those preset parameters. And what odd parameters they are…

This literalist has designed the arena around the chorus of the song “Truly, Madly, Deeply,” with the arena changing drastically each round to reflect the lyrics.

Round One: I want to stand with you on a mountain

The battle begins on rough terrain at the peak of a tall mountain. Be careful that you don’t fall off!

Round Two: I want to bathe with you in the sea

The mountain suddenly disappears and the battlers find themselves submerged deep underwater. Any Pokemon that needs air to breathe will find itself provided with a scuba suit courtesy of Team Aqua for this purpose, as will the referee and Trainers. Since this is all a hologram, you might wonder why the scuba suits are necessary, but shhhh.

Round Three: I want to lay like this forever

We now shift to a meadow where time is standing still. No, not metaphorically. Time is halted so deeply that all changes to health, energy, status ailments, stat buffs/debuffs, and any other condition will not take effect until the end of the round when we move out of this timeless meadow, at which point they will all happen simultaneously.

In other words, want to use Toxic to boost the damage of the Venoshock you’re gonna use? Too bad. Want to use Swords Dance to beef up that Slash you’d like to use? Not gonna happen.

As a nifty little side effect, a savvy battler can stop certain things from ever having happened. If your foe uses Thunder Wave, you can just use Refresh — they’ll both take effect simultaneously at the end of the round, so you’ll never have been paralyzed at all. If you don’t have enough health to survive nor energy to heal yourself, go ahead and Recover, then Chill back out of the negative points before we leave the meadow. Time is weird here.

Round Four: Until the sky falls down on me

Put on your scuba suits again, ‘cause we’re headed to outer space! A meteor shower, specifically. As it enters the atmosphere, with the rocks burning and flying chaotically past us. Each action, each battler has a 33% chance of being hit by a rogue meteor, which is treated as a Meteor Mash attack. Ouch.

Once Round Four is over, are you relieved to be done with the meteor shower? Too bad. We’re back on a mountain again. Yeah, this song is on an endless loop until the battle’s over. Hope you don’t mind earworms!
I accept!
 

TruetoCheese

Be Bold (+Def, -Atk)
Time for another challenge.

Format: 2v2 single
Style: Switch
DQ: One week
Damage cap: 40%
Banned moves: OHKOs, direct healing, attraction
Additional restrictions: Only Pokemon with 3 or fewer EXP allowed

Arena: Truly, Madly, Deeply

When it’s just too impossible for battlers to safely (or not-so-safely) go where they want for a match, the Asber Holodrome is always happy to provide a simulated fight area. Unfortunately, some oddly literal-minded soul has accidentally gotten the holodrome’s settings jammed, so we’ve got to use those preset parameters. And what odd parameters they are…

This literalist has designed the arena around the chorus of the song “Truly, Madly, Deeply,” with the arena changing drastically each round to reflect the lyrics.

Round One: I want to stand with you on a mountain

The battle begins on rough terrain at the peak of a tall mountain. Be careful that you don’t fall off!

Round Two: I want to bathe with you in the sea

The mountain suddenly disappears and the battlers find themselves submerged deep underwater. Any Pokemon that needs air to breathe will find itself provided with a scuba suit courtesy of Team Aqua for this purpose, as will the referee and Trainers. Since this is all a hologram, you might wonder why the scuba suits are necessary, but shhhh.

Round Three: I want to lay like this forever

We now shift to a meadow where time is standing still. No, not metaphorically. Time is halted so deeply that all changes to health, energy, status ailments, stat buffs/debuffs, and any other condition will not take effect until the end of the round when we move out of this timeless meadow, at which point they will all happen simultaneously.

In other words, want to use Toxic to boost the damage of the Venoshock you’re gonna use? Too bad. Want to use Swords Dance to beef up that Slash you’d like to use? Not gonna happen.

As a nifty little side effect, a savvy battler can stop certain things from ever having happened. If your foe uses Thunder Wave, you can just use Refresh — they’ll both take effect simultaneously at the end of the round, so you’ll never have been paralyzed at all. If you don’t have enough health to survive nor energy to heal yourself, go ahead and Recover, then Chill back out of the negative points before we leave the meadow. Time is weird here.

Round Four: Until the sky falls down on me

Put on your scuba suits again, ‘cause we’re headed to outer space! A meteor shower, specifically. As it enters the atmosphere, with the rocks burning and flying chaotically past us. Each action, each battler has a 33% chance of being hit by a rogue meteor, which is treated as a Meteor Mash attack. Ouch.

Once Round Four is over, are you relieved to be done with the meteor shower? Too bad. We’re back on a mountain again. Yeah, this song is on an endless loop until the battle’s over. Hope you don’t mind earworms!
I accept!
AND MY AXE REF.
 

Totodile

up to no good
Pronoun
she
A challenge for MrKyurem.
Format: Switch.
Style: 3v3 singles
DQ: 1 week
Damage Cap: 30%
Banned/Restricted Moves: Direct healing, one-hit-knock-outs
Arena Description: Gateway Galaxy
The battle takes place in the Gateway Galaxy, as it appears in Super Mario Galaxy. Gravity's hold is significantly less powerful, though attacks that make use of the ground will briefly intensify gravity for the sake of the battle. Battlers can traverse freely between any of the three planets:
  • the starting planet (featuring several large boulders, a patch of flowers that pokémon under a foot tall can hide in, thus raising their evasion by one stage, and bunnies that take an action to catch but restore the trainer's choice of either health or energy by 2%)
  • the black hole planet (upon which moves that that cause recoil to the user or knockback to the foe will toss the respective pokémon into the black hole, dealing 7% dark-type damage (ref's discretion here; recoil doesn't necessarily mean damage recoil))
  • or the metal planet (featuring a tall spire that, if hit with an electric- or fire-type move, will paralyse any pokémon standing on the planet's surface within that moment).
Additional Rules:
None!
engage the dazel

I accept.
Let's-a go!
 

Zhorken

groove out!
Test battle for JackPK (who was a ref in the old league but wants to try out again since it's been half a decade). Need one mentoring advanced/elite ref and one other battler.

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.
 

shy ♡

whispers in gay
Test battle for JackPK (who was a ref in the old league but wants to try out again since it's been half a decade). Need one mentoring advanced/elite ref and one other battler.

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 be the mentor c:
 

Keldeo

Resolute
Pronoun
he, they
Open challenge.

Format: 1v1 single
DQ: 5 days
Damage Cap: 99%
Banned/Restricted Moves: OHKOs, weather, attraction, and direct healing except Chill.
Arena Description: Kalos Route 14, also known as the Laverre Nature Trail. The battle starts in the playground at the southernmost end of the route and may move to the swamp-filled forest area. The general muck in the area makes any move that uses natural resources (e.g. Surf, Rock Throw, Grass Knot) have a 50% chance to lower the target's speed, in addition to any other effects.

At the end of every round, a random wild Pokemon appears, with varying effects:
25% chance: A Skorupi uses Infestation on a random battler; though it deals no damage, the battler is trapped for the entirety of the next round.
25% chance: A Goomy appears and gives a random battler an Oran Berry covered in slime. This heals the Pokemon for 5% health but harshly lowers its speed.
20% chance: A Haunter lays a foul curse on both battlers that wears off at the end of the next round, afflicting both with a random two of the following: mild burn, mild poison, mild confusion, lowered special attack, lowered special defense.
20% chance: A Weepinbell uses Magical Leaf on a random battler.
10% chance: A Carnivine chomps on a random battler's leg or leg-equivalent, completely immobilizing the body part with sticky saliva for the next round. What effects this has depends on the Pokemon; for example, a Machoke might take more energy to move around, while a Pidgeotto might not face such a problem but might have trouble using attacks with its feet.

Also: I would prefer if the challenge accepter discussed with me what Pokemon we're going to use, or at least agrees not to send out a Pokemon with super-effective STAB unless it's mutual? I'd like to use my Dusclops or Ralts, if that's possible.
 

Meowth

but is a sheep entering.
Open challenge.

Format: 1v1 single
DQ: 5 days
Damage Cap: 99%
Banned/Restricted Moves: OHKOs, weather, attraction, and direct healing except Chill.
Arena Description: Kalos Route 14, also known as the Laverre Nature Trail. The battle starts in the playground at the southernmost end of the route and may move to the swamp-filled forest area. The general muck in the area makes any move that uses natural resources (e.g. Surf, Rock Throw, Grass Knot) have a 50% chance to lower the target's speed, in addition to any other effects.

At the end of every round, a random wild Pokemon appears, with varying effects:
25% chance: A Skorupi uses Infestation on a random battler; though it deals no damage, the battler is trapped for the entirety of the next round.
25% chance: A Goomy appears and gives a random battler an Oran Berry covered in slime. This heals the Pokemon for 5% health but harshly lowers its speed.
20% chance: A Haunter lays a foul curse on both battlers that wears off at the end of the next round, afflicting both with a random two of the following: mild burn, mild poison, mild confusion, lowered special attack, lowered special defense.
20% chance: A Weepinbell uses Magical Leaf on a random battler.
10% chance: A Carnivine chomps on a random battler's leg or leg-equivalent, completely immobilizing the body part with sticky saliva for the next round. What effects this has depends on the Pokemon; for example, a Machoke might take more energy to move around, while a Pidgeotto might not face such a problem but might have trouble using attacks with its feet.

Also: I would prefer if the challenge accepter discussed with me what Pokemon we're going to use, or at least agrees not to send out a Pokemon with super-effective STAB unless it's mutual? I'd like to use my Dusclops or Ralts, if that's possible.
We've a score to settle, you and I. Let us duel!
 

Lord of the Fireflies

Back in black.
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?
Well, I guess it's time to start reffing again. Thread up in a few minutes.
 

TruetoCheese

Be Bold (+Def, -Atk)
Test battle for JackPK (who was a ref in the old league but wants to try out again since it's been half a decade). Need one mentoring advanced/elite ref and one other battler.

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 be the mentor c:
I can be the other guy!
 

MrKyurem

9/10 eternal tormentors recommend Colgate!
Pronoun
he
Format: 1v1 singles
Style: It doesn't really matter, but Set
DQ: 1 week
Damage Cap: 30%
Banned/Restricted Moves: Direct healing, OHKOs
Arena Description: Melee Final Destination

It's a flat arena which can the flown under. Its all-nullifying, competitive powers stops experience from making an effect on damage (stops the EXP modifier being used), and it will temporarily remove any items brought into the battle. However, any items and usable things created by moves will still summon, so you can still use Surf or somehow pick a turnip out of the ground.
Additional Rules: Only Pidoves named "lieutenant lowercase" and Rufflets called "CAPTAIN CAPSLOCK" allowed. Also, this is a challenge directly to MetallicaFanboy.
 

MampersandF

bastard of puppets
Pronoun
any
Format: 1v1 singles
Style: It doesn't really matter, but Set
DQ: 1 week
Damage Cap: 30%
Banned/Restricted Moves: Direct healing, OHKOs
Arena Description: Melee Final Destination

It's a flat arena which can the flown under. Its all-nullifying, competitive powers stops experience from making an effect on damage (stops the EXP modifier being used), and it will temporarily remove any items brought into the battle. However, any items and usable things created by moves will still summon, so you can still use Surf or somehow pick a turnip out of the ground.
Additional Rules: Only Pidoves named "lieutenant lowercase" and Rufflets called "CAPTAIN CAPSLOCK" allowed. Also, this is a challenge directly to MetallicaFanboy.
It's on like Captain Falcon.
 

Lord of the Fireflies

Back in black.
Format: 2 vs. 2 Doubles
Style: Set
DQ time: Seven Days
Damage Cap: 45%
No-no Moves: OHKOes (including Perish Song), Attract, Super Fang, Endeavor. Chills limited to 3 per pokémon. Direct Healing (including Pain Split) limited to one / team.
Arena: Before the Cave of Origins



The battle will take place in front of the entrance of the Cave of Origins, below the great tree AZ gave to the people of Sootopolis when he traveled to Hoenn. There are some bridges that can be accessed to reach the rocky higher parts of the city, but any attack with 100 or more in power (or 50 or more if it is super-effective against grass) that hits them will make them break appart. Water-friendly pokémon can swim in the streams that run under those bridges.

At the end of the fourth round, the battle will awaken either Primal Kyogre, Primal Groudon or Mega Rayquaza, and the legendary pokémon will respectively summon Primordial Sea, Desolate Land, or Delta Stream for the duration of the following round. From then on, this will happen at the end of every other round.
 
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Meursault

I am the man who arranges the blocks.
Format: 2 vs. 2 Doubles
Style: Set
DQ time: Seven Days
Damage Cap: 45%
No-no Moves: OHKOes (including Perish Song), Attract, Super Fang, Endeavor. Chills limited to 3 per pokémon. Direct Healing (including Pain Split) limited to one / team.
Arena: Before the Cave of Origins



The battle will take place in front of the entrance of the Cave of Origins, below the great tree AZ gave to the people of Sootopolis when he traveled to Hoenn. There are some bridges that can be accessed to reach the rocky higher parts of the city, but any attack with 100 or more in power (or 50 or more if it is super-effective against grass) that hits them will make them break appart. Water-friendly pokémon can swim in the streams that run under those bridges.

At the end of the fourth round, the battle will awaken either Primal Kyogre, Primal Groudon or Mega Rayquaza, and the legendary pokémon will respectively summon Primordial Sea, Desolate Land, or Delta Stream for the duration of the following round. From then on, this will happen at the end of every other round.
I am always down for doubles. :D
 

kyeugh

the world is just a sphere
Pronoun
she/her
Format: 1v1 singles
Style: It doesn't really matter, but Set
DQ: 1 week
Damage Cap: 30%
Banned/Restricted Moves: Direct healing, OHKOs
Arena Description: Melee Final Destination

It's a flat arena which can the flown under. Its all-nullifying, competitive powers stops experience from making an effect on damage (stops the EXP modifier being used), and it will temporarily remove any items brought into the battle. However, any items and usable things created by moves will still summon, so you can still use Surf or somehow pick a turnip out of the ground.
Additional Rules: Only Pidoves named "lieutenant lowercase" and Rufflets called "CAPTAIN CAPSLOCK" allowed. Also, this is a challenge directly to MetallicaFanboy.
It's on like Captain Falcon.
Taking this upon mutual agreement; thread up before you can say pneumonoultramicroscopicsilicovolcanoconiosis.
 

Meursault

I am the man who arranges the blocks.
this was a fun format, so i'm issuing another of this challenge!

Format: 3 v 3 single
Style: set
DQ: two weeks
Damage Cap: none
Banned/Restricted Moves: Direct healing, chills, ohko, attract, Super Fang. Evasion and picking Pokémon with STAB type advantage is considered poor form, though not banned.
Arena Description: Outside the Battle Arena

The match was originally scheduled to take place inside the Battle Arena as an ordinary challenge within the Hoenn Frontier, but that quickly changed when officials learned that both trainers were from Asber. Not to be discouraged, however, they took the fight outside, despite objections from both the officials in question and other non-Asber trainers at the frontier that day.

The rules are modeled vaguely after those of the Battle Arena: the match will be played as a best-of-three set of 1v1 bouts that only last 3 rounds each. At the end of those 3 rounds, if there is no knockout, the referee will declare a winner by awarding points based on HP, PP, and status. For every percent below 100 in both HP and energy, a Pokémon will be given 1 point. For every degree of status ailment, a Pokémon will be given 3 points. Stat boosts are worth the negative of their value. The Pokémon with the lower score at the end of the 3 rounds will be the winner of that bout, and a new pair of Pokémon will be sent out.

The Battle Arena is a small wooden building, located on a rough peninsula connecting to the Frontier streets. Intentionally entering the building or street will result in disqualification for the bout.
 

shy ♡

whispers in gay
this was a fun format, so i'm issuing another of this challenge!

Format: 3 v 3 single
Style: set
DQ: two weeks
Damage Cap: none
Banned/Restricted Moves: Direct healing, chills, ohko, attract, Super Fang. Evasion and picking Pokémon with STAB type advantage is considered poor form, though not banned.
Arena Description: Outside the Battle Arena

The match was originally scheduled to take place inside the Battle Arena as an ordinary challenge within the Hoenn Frontier, but that quickly changed when officials learned that both trainers were from Asber. Not to be discouraged, however, they took the fight outside, despite objections from both the officials in question and other non-Asber trainers at the frontier that day.

The rules are modeled vaguely after those of the Battle Arena: the match will be played as a best-of-three set of 1v1 bouts that only last 3 rounds each. At the end of those 3 rounds, if there is no knockout, the referee will declare a winner by awarding points based on HP, PP, and status. For every percent below 100 in both HP and energy, a Pokémon will be given 1 point. For every degree of status ailment, a Pokémon will be given 3 points. Stat boosts are worth the negative of their value. The Pokémon with the lower score at the end of the 3 rounds will be the winner of that bout, and a new pair of Pokémon will be sent out.

The Battle Arena is a small wooden building, located on a rough peninsula connecting to the Frontier streets. Intentionally entering the building or street will result in disqualification for the bout.
Accepting :D
 

Totodile

up to no good
Pronoun
she
Format: 4v4 singles
Style: Set
DQ: 1 week
Damage Cap: 40%
Banned/Restricted Moves: OHKOs, direct healers, weather moves, Taunt
Arena Description: Bad Moon Rising

A spooky courtyard in a spooky castle, long abandoned in the spooky night. In the center, a large fountain sputters with water, providing a handy source for water-type moves. Most prominently, the moon above is doing weird things, the effects of which are as follows (and these disappear whenever the stage fades).

- Crescent moon: While spooky, this stage causes no odd effects.

- Full moon: Shining white, the weird energy of this moon will tap into a Pokemon's full potential. As if they were werebeasts, every Pokemon will be temporarily fully evolved, and as such have access to its evolution's movepools and all of its evolution's abilities (Hidden and otherwise) at the same time. If a Pokemon has a branched evolutionary path, the evolution will be chosen at random.

- Blood moon: Provoked by the savage crimson shade, every Pokemon on the field will be granted +1 attack and +1 special attack. However, each battler has a 5% chance each action of being enraged enough to ignore their command for that action, instead using a random damaging move from its movepool that will cause an additional 2% damage after all other calculations are applied.

- Blue moon: With this uncommon lunar shade comes an appearance of uncommon luck. All Pokemon will have an additional 10% chance of inflicting a critical hit, similar to if it had used Focus Energy.

- Lunar eclipse: The eerie alignment of Earth and moon will summon a strange thing from beyond the stars that communicates in pain. To avoid attracting its attention, the battlers must use non-damaging moves for as long as the eclipse is in play.

- New moon: The arena is thrown into pitch blackness, afflicting every sight-reliant Pokemon with -2 accuracy. Pokemon are much more likely to be startled when confronted, so that every damaging move with no other effect has a 10% chance to cause flinching.

The battle begins with a crescent moon, and at the end of every round the moon will change to one of the above conditions at random. Also, Cresselia and Darkrai are duking it out above the courtyard, and at the end of every round (but before the moon changes) there is a 50% chance that one of them will have a move misfire, striking one of the battlers. (They aren't affected by the lunar eclipse stage.) Bad Dreams is not considered to be in effect for this battle.
 

JackPK

blame telegram
Pronoun
he/him
I want to experiment with this attempt at emulating Pokémon-Amie! 1v1 because I don't know for sure whether the effects are OK or horribly under- or overpowered and I want to test drive it before I decide whether to make a challenge for a longer battle and/or a doubles battle under these rules.

Format: 1v1 single
Style: Set
DQ: One week
Damage cap: 49%
Banned/restricted moves: OHKOs, direct healing, infatuation, Super Fang
Additional stipulations: No Pokémon with super-effective STAB, please.

Pokémon-Amie Field

A lovely meadow that extends as far as the eye can see, with baby-blue skies speckled with perfectly fluffy clouds. Here, a Pokémon’s power is attuned even more closely with their love for their Trainer than usual. As a result, showing affection for one’s Pokémon gives wondrous benefits.

As often as they like, Trainers may spend an action playing with their Pokémon to increase its affection. Pokémon get bored doing the same thing over and over, though, so playing the same way twice in a row won’t increase affection.

In addition to this, each Pokémon naturally accrues an affection point at the beginning of each round, as part of the field’s magical magnification of the bond between Trainer and Pokémon.

Trainers may play with their Pokémon in the following ways:
  • Pet their Pokémon (+1 affection and restores 10% energy)
  • Feed a PokéPuff (+2 affection; requires you to have a PokéPuff on hand (see below))
  • Make faces at their Pokémon (50-50 shot of giving +1 affection or +1 Special Defense)
  • Pick berries (50-50 shot of giving +1 affection or +1 Accuracy)
  • Take a quick jog (50-50 shot of giving +1 affection or +1 Speed)
  • Solve a tile puzzle (50-50 shot of giving +1 affection or +1 Special Attack)
  • Toss yarn balls (50-50 shot of giving +1 affection or +1 Attack)
  • High-five (50-50 shot of giving +1 affection or +1 Defense)

Affection gives Pokémon a plethora of special effects. Each earned affection point adds a bonus to the Pokémon, selected from a list based on how many affection points they already had prior to earning the affection point. (If a Pokémon earns more than one affection point at a time, it gets bonuses from the list below simultaneously for all of the points it earned.)

If the Pokémon already has 0-4 affection points, each gained point results in the following:
  • 50% chance: The Pokémon finds a PokéPuff and gives it to its Trainer. If the Trainer already has a PokéPuff, reroll and make it a different affection effect.
  • 50% chance: A random one of the Pokémon’s attacks this round will cost half the usual Energy.

If the Pokémon already has 5-9 affection points, each gained point results in the following:
  • 25% chance: The Pokémon finds a PokéPuff and gives it to its Trainer. If the Trainer already has a PokéPuff, reroll and make it a different affection effect.
  • 25% chance: A random one of the Pokémon’s attacks this round will cost one-quarter the usual Energy.
  • 25% chance: The Pokémon gains a special +1 Evasion that applies even for never-miss moves. This evasion boost fades after the Pokémon gains another four affection points.
  • 25% chance: The Pokémon shakes off all status conditions. If the Pokémon has no status conditions, reroll and make it a different affection effect.

If the Pokémon already has 10-19 affection points, each gained point results in the following:
  • 25% chance: The Pokémon finds a PokéPuff and gives it to its Trainer. If the Trainer already has a PokéPuff, reroll and make it a different affection effect.
  • 15% chance: A random one of the Pokémon’s attacks this round will cost 1% Energy.
  • 15% chance: The Pokémon gains a special +1 Evasion that applies even for never-miss moves. This evasion boost fades after the Pokémon gains another four affection points.
  • 15% chance: The Pokémon shakes off all status conditions. If the Pokémon has no status conditions, reroll and make it a different affection effect.
  • 15% chance: A random one of the Pokémon’s stats now has a permanent +1 (i.e., from here on, it ranges from -5 to +7 instead of -6 to +6). This can stack up to a permanent +3; if all stats have hit this cap, reroll and make it a different affection effect.
  • 15% chance: The Pokémon’s critical hit domain is increased by 1. If its critical hit domain is maxed out, reroll and make it a different affection effect.

If the Pokémon already has 20 or more affection points, each gained point results in the following:
  • 25% chance: The next damage-dealing attack the Pokémon uses will deal 1.2x damage. Dissipates if the Pokémon does not use any damage-dealing attacks this round.
  • 15% chance: A random one of the Pokémon’s attacks this round will cost 1% Energy.
  • 15% chance: The Pokémon gains a special +1 Evasion that applies even for never-miss moves. This evasion boost fades after the Pokémon gains another four affection points.
  • 15% chance: The Pokémon shakes off all status conditions. If the Pokémon has no status conditions, reroll and make it a different affection effect.
  • 15% chance: A random one of the Pokémon’s stats now has a permanent +1 (i.e., from here on, it ranges from -5 to +7 instead of -6 to +6). This can stack up to a permanent +3; if all stats have hit this cap, reroll and make it a different affection effect.
  • 15% chance: The Pokémon’s critical hit domain is increased by 1. If its critical hit domain is maxed out, reroll and make it a different affection effect.
 
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