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2vs2 Single
DQ: One Week
Damage Cap: 35%
Banned Moves: OHKO's, weather moves, defog. Direct healers limited to 1/pokémon and chills to 3/pokémon
Terrain: The Battle Pike
The Battle Pike's labyrinthine corridors are dim and quiet, partitioned by heavy red curtains and lined with golden statues. Only the bravest--and, of course, luckiest--trainers manage to wend their way through its treacherous depths to reach the final room, which is dominated by a large, marshy arena. Ordinarily, this is where they would face the might of Pike Queen Lucy in their battle for a Frontier Symbol.
Today, though, Lucy is off on vacation, and it is the TCoD ASB that has set up shop in the depths of the pike. The danger facing trainers is not one of the legendary Frontier Brains, but instead one of their fellow trainers and the swampy patch of ground that retains the Pike's fickle qualities despite the absence of its Brain.
The arena is composed of low islands of reed-edged land, surrounded by shallow (no more than a meter deep), brackish water. Dominating the center of the arena is one large island, about seven meters in diameter; it is here that the battlers will begin the match by default. Arrayed around this are many smaller patches of solid ground, most one to two meters wide and in a variety of shapes. There is also a margin of ground around the edge of the arena, although its width varies from no more than a narrow strip of land to large projections out towards the middle of the field. The ground is damp and covered in thick grass, plus a few wildflowers. Now and again dark shapes will glide beneath the water's surface or something will rustle in the tall reeds, but for the most part the arena is still and innocent-looking. Lucy has also left behind one of the Pike's aides, who would ordinarily provide guidance to trainers stumbling through the maze. Adept at reading the mood of the arena, she will make an observation at the end of each round that alludes to what is likely to happen in the near future. At the beginning of the next round a random effect will take place, based on which of the phrases, outlined below, the aide utters. There is an equal chance of her saying any one of the following:
1. "There is a sense of restlessness about this place..."
There is a 75% chance that a band of croagunk will rise out of the murky water and attack both pokémon, causing 10% damage to each.
There is a 25% chance of a few friendly yanma will take flight, carrying berries to both pokémon, which will be eaten immediately to restore each pokémon's health by 10%.
2. "I seem to have heard something... It may have been whispering..."
There is an 80% chance that nothing will happen.
There is a 20% chance that cricketot hidden in the long grass will begin to chirp a soothing melody, calming both pokémon to the point that they regain 10% energy.
3. "The distinct aroma of pokémon is wafting around the arena..."
There is a 75% chance that a few magikarp will leap pointlessly out of the water, but otherwise nothing will happen.
There is a 25% chance that happiny will emerge from the reeds and offer their eggs to both pokémon, which will be eaten immediately to restore each pokémon's health and energy by 10% each.
4. "Even the air feels like it's holding its breath..."
There is a 65% chance that the arena's built-in weather system will activate, artificially generating conditions of bright sunlight, rain, hail, sandstorm, or fog. There is an equal chance of each weather being selected, and whichever one is "turned on" will last indefinitely, up until the point that this effect triggers again and a new condition is picked.
There is a 35% chance that gastly will drift through the arena, casting a malicious spell on the combatants that steals 10% energy from each.
5. "A cold breeze is racing around the arena..."
There is a 45% chance that vileplume hidden among the grass will release noxious powders to inflict a random status effect on all battlers. Alternatively, duskull may rise up from the ground and use will-o-wisp or chilling ice to freeze or burn one of the pokémon on the field.
Each pokémon is targeted with a status condition according to the following list:
Poison: 35% chance
Freeze: 25% chance
Paralysis: 20% chance
Burn: 10% chance
Sleep: 10% chance
The status effect is determined independently for each pokémon, so one may become burned while the other is paralyzed, for example. If a pokémon is targeted by a status to which it is immune (e.g. the "poison" effect is rolled for a steel-type), then the effect fails and the pokémon escapes being statused. If the pokémon already has the status with which it is targeted, that status' severity will be increased.
There is a 55% chance that vileplume hidden among the grass will release an aromatherapy, removing all major status conditions from both battlers.
Additional Rules: If both pokémon would faint at the end of the last round such that a tie would occur, the winner will be determined as follows:
1. If the pokémon fainted due to perish song, the player whose pokémon used the attack loses. If the pokémon fainted due to a self-destruct move or destiny bond, the player whose pokémon used the attack loses.
2. If one pokémon knocked the other out, but then fainted due to recoil/energy loss/etc., its trainer is the winner.
3. If both pokémon succumb at the same time to some non-damage effect (e.g. both are damaged by hail, poison, whatever), each is restored to 20% health and energy. All terrain effects, status boosts, and status afflictions are cleared, and the pokémon again play until one is knocked out. Turn order proceeds as it ordinarily would have if the pokémon wouldn't have fainted in the "final round."
3vs3 Doubles
DQ: 1 Week
Damage Cap: 35%
Banned Moves: OHKO's, Perish Song
Arena: The Battle Dome
After the exotic twists and turns of the Battle Pike, its fickle resident pokémon and swampy terrain, the Battle Dome is extremely straightforward. The arena is small and no-nonsesne, dwarfed by the tiers of seats that rise high on all sides. They lead right up to the base of the stadium's retractable roof, now open to its widest to admit the tropical Hoenn sunlight. And today, those seats are mostly filled; after all, the stadium will play host to the semifinals matches of TCoD's League Championship--an event the spectators feel they've been anticipating for years. While Dome Ace Tucker riles the crowd out on stage, the four remaining trainers are huddled in the hallway below the stadium, waiting for their names to be called so they can make their entrance. They're only two wins away from the title now, but their opponents are some of the best in the league; those two wins will come dear, if they come at all.
The Battle Dome is a straightforward arena, but it offers everything a battler could want, including a sunken pool that will be filled with water to accommodate aquatic pokémon or large-scale water-type attacks. Powerful energy barriers separate the stands from the stage, inviting the fighters to go all-out without running the risk of injuring their adoring fans.
When battle threads are posted, each trainer will choose four pokémon from their active squad and PM them to the referee. This will server as their active squad for the purpose of the battle. The referee will post the reduced squads, and the player to choose first will select all three of their pokémon for the match, including their order, at that point. The next player will then choose their three as well as give commands. From there, the battle will proceed as normal. Note that this is a doubles match, and the third pokémon will be brought in to replace the first to fall on a player's team.