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Challenge Board

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!
 
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.
 
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.
 
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

Orasw1305.png


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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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

Orasw1305.png


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
 
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.
 
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.
 
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
 
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.
 
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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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.

I SHALL PET MY GOOMY WITH THE FORCE OF A THOUSAND WAVES
 
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

[cut for length]

Ooh, I'll ref this. Thread up in a bit.
 
a magnificent challenge for keldeo

Format: 2 vs 2 singles
Style: Set
DQ: 7 days
Damage Cap: 40%
Banned/Restricted Moves: OHKO, Direct Healing, Attract, Trick Room
Arena Description: The Trick Room

When Pokémon try to use Trick Room, what do you think would happen? That they just get that energy themselves? No, no, no. It has to come from somewhere. They call upon the energy of one mystical room itself, most likely created by Giratina as an extension of the Distortion World. We have, through extensive meditation and a little help from the league Abra, ended up in this mysterious room. Because our pokemon are sensitive to the effects, they have to be recalled after 5 rounds. If there isn't a knockout by then, the Pokémon with the greatest sum of health and energy wins. If there is a knockout, then the KOing pokemon has to be recalled too, as the trick room tricks them into thinking they are knocked out, not the opponent. They still get KO exp like normal.
Additional Rules:Trick Room is always in effect! And each Pokémon has to be recalled after 5 rounds, so this battle will end, at the latest, in 10 rounds. Also Keldeo and I have agreed on me using Iwawock and Spirit, and her using Shay and Kiel.
 
a magnificent challenge for keldeo

Format: 2 vs 2 singles
Style: Set
DQ: 7 days
Damage Cap: 40%
Banned/Restricted Moves: OHKO, Direct Healing, Attract, Trick Room
Arena Description: The Trick Room

When Pokémon try to use Trick Room, what do you think would happen? That they just get that energy themselves? No, no, no. It has to come from somewhere. They call upon the energy of one mystical room itself, most likely created by Giratina as an extension of the Distortion World. We have, through extensive meditation and a little help from the league Abra, ended up in this mysterious room. Because our pokemon are sensitive to the effects, they have to be recalled after 5 rounds. If there isn't a knockout by then, the Pokémon with the greatest sum of health and energy wins. If there is a knockout, then the KOing pokemon has to be recalled too, as the trick room tricks them into thinking they are knocked out, not the opponent. They still get KO exp like normal.
Additional Rules:Trick Room is always in effect! And each Pokémon has to be recalled after 5 rounds, so this battle will end, at the latest, in 10 rounds. Also Keldeo and I have agreed on me using Iwawock and Spirit, and her using Shay and Kiel.

Accepted! I think we agreed on Shay (Cranidos) vs. Iwawock (Geodude) first, then Kiel (Pawniard) vs. Spirit (Lotad).
 
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 :<

Since I now have a new battle slot and this looks fun, I think I'll take this challenge.
 
I've been wanting to try this for a while, so let's see how this goes.

3vs3 single
Style: Set, except for switch moves like baton pass, volt switch, etc. However, switching by this method only works once. After that, they're just regular attacks.
DQ: Standard week
Damage Cap: 40%
Banned Moves: OHKO moves, Pain split, Attract, Super fang, Endeavor, any moves that instantly faint a battler, and direct recovery moves (Indirect ones are fine). Chills are limited to 3 per pokémon.
Arena: Cabin in the woods

For reasons unknown, the battlers have decided to take an ill-advised trip into the woods to fight in an abandoned old cabin. The place is a complete wreck, with crumbling walls and broken furniture scattered about, not to the mention a large, jagged hole in the center of the roof. (At least it'll allow weather moves to take effect!) Doors have been torn off their hinges, windows have been broken, and old, rotten food is everywhere. Maybe a battler with some imagination could make use of this trash, but most people will just want to avoid it.

The place is also covered in what appears to be a strange, red mould with a slimy texture, which may be of alien origin. Whatever it is, it causes some very odd effects on the battlers, and should be treated with caution. The mould also has an influence on the arena itself, leading to a variety of restrictions, among other things:

- No critical hits can be scored.

- A Pokémon can take an action to roll around in the mould and coat themselves with it, or alternatively, try to coat their opponent. This changes their type to psychic and grants them access to the moves telekinesis, psychic, psybeam and confusion. If the Pokémon has two types, one type is replaced at random. The mould can be burnt off by repeated use of fire attacks, however.

- Every three rounds, orbs of bright lights appear near the shattered windows and remain there for two rounds. The blue orb changes a Pokémon's ability to their hidden one for the rest of the match (grabbing it again later reverses the effect), the red orb causes type weaknesses to be ignored (this can be reversed by either Pokémon that grabs the orb later), and the yellow orb allows the holder to choose a team-mate in the PC to switch movepools with (this can also by reversed by the affected Pokémon grabbing the same orb again later). A Pokémon can use up an action to catch an orb and gain the effect. Only one orb may be caught per Pokémon on each appearance.
 
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Now that I have a slot open, I can finally post this challenge. One space is reserved for Dragon, but the other two are open.

Format: 1 vs 1 vs 1 vs 1 single (four person battle royale)
Style: Set
DQ: One week
Damage Cap: 35%
Banned/Restricted Moves: OHKOs, direct healing
Arena Description: Snurch

Snurch (snake church) is a hallowed ground for all things serpentine. Standing at the precipice of a sacred mountain, few humans have had the rare experience of stepping foot in this snemple (snake temple). Rumored to have been built thousands of years ago by a race of snake people, or sneople, Snurch is now a paradise for all kinds of snake Pokémon (or snokémon). Inside the snathedral (snake cathedral), enormous marble pillars reach up towards the vaulted ceiling. Patterns of ivy twist their way around these supports, like an Ekans wrapped around its prey. Colorful stained-glass windows depicting Rayquaza illuminate the halls, shining light on the dust in the air. Patches of wild grass and weeds grow between the cracks in the tiled floors, and some of the tiles have become dislodged.

Only serpentine Pokémon may be used here. This includes all snake Pokémon as well as Pokémon with a serpentine body structure, such as Milotic or Dragonair.

As an additional rule, Poison-type attacks may be used for 1% less energy and will hit Steel-type Pokémon for regular damage.
 
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