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The Challenge Board

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Okay, so to reiterate, anyone who is not an active referee gets to have three (3) challenges running at one time.

That means that RK-9, Mendatt, and Silver Panic are unable to make or accept the challenges they posted here recently. Mendatt got up to three with the challenge he posted and RK-9 accepted--however, because RK-9 was already maxed on challenges, that one has simply been listed as an open challenge. The further challenge he posted after that is void.
 
You can have up to 3 challenges, right? This one is for Silver specifically.
3vs3 single
Style: Switch
DQ: 5 days
Damage Cap: 45%
Banned Moves: OHKO's
Arena: A Plate of Fruit
This is an enlarged plate of fruit. The fruits are real. Several kinds of fruit, namely pineapple, watermelon slices, apples, blackberries, raspberries, and kiwi. Trainers here must be careful to avoid the pineapple's pricks especially, and if a Pokemon stumbles into it they take 2% damage. The scent of fruit has a property of aromatherapy; if a Pokemon stops and breathes in the wonderful scent, they recover 5% energy. However, stopping and smelling the fruits takes up one action. The fruits are arranged on the outside of the plate, with the center having no obstructions.

Try this one out for size, Silver! :D
Reffing this; thread up in a bit.
 
I’ve pretty much given up on my challenge that Eon Spirit took, so here’s a new one.

1 vs. 1 vs. 1
1 week DQ
50% Damage Cap
Banned Moves: Weather Moves, OHKOs, Direct Healing Moves, and moves that require materials not present in the arena (Rock Slide, Sand Attack, etc.), 3 Chills/Pokemon
Arena: Tri-Spin Dome

The Tri-Spin Dome is located in some Pokemon World version of Las Vegas. People bet on the battles that take place in the dome, but there’s so much luck involved that the “favourite” never usually wins. The dome itself is relatively simple. A giant red ceiling sits above a multi-coloured floor. On the floor are three slightly raised circular pedestals, one green, one blue, and one red, all arranged in a triangular shape. Each Pokemon starts each round on one of the pedestals, and at the end of the Round each Pokemon is required to return to their pedestal, while during the round they can move around freely. Seems simple enough, right?

That’s where the fun begins. Above each pedestal is a giant tube, the same circumference of the raised circle below. At the beginning of each Round (excluding the First Round) the pedestals move in a circular form, clockwise, around the perimeter of the arena, coming to rest under the next tube. There is enough room between the walls and the pedestals that if you have a Steelix, you can balance it on the pedestal and it will still be able to move to the next tube. After the pedestals have gone their distance, a small amount of powder, specially engineered, will fall from each tube giving the Pokemon standing under it a special boost, ailment, etcetera. The tubes are listed below, in clockwise order.

The Status Tube - The Status tube will inflict you with one random status ailment at the beginning of the Round. This can be used to your advantage, as Façade and Guts work well with this tube. The possible ailments are below.
-Burn
-Paralysis (severe)
-Poison
-Sleep
-Freeze (severe)
-Severe poison
-Confusion (severe)

The Stat Tube – The much safer version of The Status Tube, the Stat Tube will randomly raise one of your stats. The effects seem safe enough, but who knows how they can mess up your strategy. The possible boosts are below.
-+2 Attack
-+2 Defense
-+1 Attack and +1 Defense
-+2 Sp. Atk
-+2 Sp. Def
-+1 Sp. Atk and +1 Sp. Def
-+2 Speed
-+1 Evasiveness

The Other Tube – A favourite of most who watch the Tri-Spin matches, the Other Tube can do almost anything to you. Change your ability, remove all attacks of one type, anything! However, those who developed the powder from the other tube have listed all of these effects for your convenience.
-Change ability to any other ability
-Remove all moves from moveset of a given type (It has to be a type that the Pokemon actually has a move for)
-Give them a 3-action Encore from their last action of last Round
-Have them be Locked-On by all opponents
-Taunt them
-Torment them
-Swap energy and health

At the End of the Round, when a Pokemon returns to their pedestal, the effects of the powder will wear off, making them normal again. Referees should also inform the participants in their End of Round notes of what powder did what. At the start of the battle, the participants get to choose which tube they wish to start under in the post where they choose which Pokemon to send out. As the pedestals do not change position on the first round, that tube will give them their effect for the First Round.

Additional Rules: No Pokemon that can’t survive out of water (Goldeen, Lumineon, etc.)

Hope this isn't too complicated...
 
I’ve pretty much given up on my challenge that Eon Spirit took, so here’s a new one.

1 vs. 1 vs. 1
1 week DQ
50% Damage Cap
Banned Moves: Weather Moves, OHKOs, Direct Healing Moves, and moves that require materials not present in the arena (Rock Slide, Sand Attack, etc.), 3 Chills/Pokemon
Arena: Tri-Spin Dome

The Tri-Spin Dome is located in some Pokemon World version of Las Vegas. People bet on the battles that take place in the dome, but there’s so much luck involved that the “favourite” never usually wins. The dome itself is relatively simple. A giant red ceiling sits above a multi-coloured floor. On the floor are three slightly raised circular pedestals, one green, one blue, and one red, all arranged in a triangular shape. Each Pokemon starts each round on one of the pedestals, and at the end of the Round each Pokemon is required to return to their pedestal, while during the round they can move around freely. Seems simple enough, right?

That’s where the fun begins. Above each pedestal is a giant tube, the same circumference of the raised circle below. At the beginning of each Round (excluding the First Round) the pedestals move in a circular form, clockwise, around the perimeter of the arena, coming to rest under the next tube. There is enough room between the walls and the pedestals that if you have a Steelix, you can balance it on the pedestal and it will still be able to move to the next tube. After the pedestals have gone their distance, a small amount of powder, specially engineered, will fall from each tube giving the Pokemon standing under it a special boost, ailment, etcetera. The tubes are listed below, in clockwise order.

The Status Tube - The Status tube will inflict you with one random status ailment at the beginning of the Round. This can be used to your advantage, as Façade and Guts work well with this tube. The possible ailments are below.
-Burn
-Paralysis (severe)
-Poison
-Sleep
-Freeze (severe)
-Severe poison
-Confusion (severe)

The Stat Tube – The much safer version of The Status Tube, the Stat Tube will randomly raise one of your stats. The effects seem safe enough, but who knows how they can mess up your strategy. The possible boosts are below.
-+2 Attack
-+2 Defense
-+1 Attack and +1 Defense
-+2 Sp. Atk
-+2 Sp. Def
-+1 Sp. Atk and +1 Sp. Def
-+2 Speed
-+1 Evasiveness

The Other Tube – A favourite of most who watch the Tri-Spin matches, the Other Tube can do almost anything to you. Change your ability, remove all attacks of one type, anything! However, those who developed the powder from the other tube have listed all of these effects for your convenience.
-Change ability to any other ability
-Remove all moves from moveset of a given type (It has to be a type that the Pokemon actually has a move for)
-Give them a 3-action Encore from their last action of last Round
-Have them be Locked-On by all opponents
-Taunt them
-Torment them
-Swap energy and health

At the End of the Round, when a Pokemon returns to their pedestal, the effects of the powder will wear off, making them normal again. Referees should also inform the participants in their End of Round notes of what powder did what. At the start of the battle, the participants get to choose which tube they wish to start under in the post where they choose which Pokemon to send out. As the pedestals do not change position on the first round, that tube will give them their effect for the First Round.

Additional Rules: No Pokemon that can’t survive out of water (Goldeen, Lumineon, etc.)

Hope this isn't too complicated...

Since my third challenge got cancelled, I'll take spot 2 here.
 
Confuzzled.
So is the limit two or three? First I made a challenge and RK accepted, than I made another challenge and RK accepted it, again. Than I made another challenge, but at the top of this thread, negrek said that because RK was already maxed out when accepted my second, that was going back on the challenge board and the third challenge was void. So where does that leave me?
 
According to the post Negrek made, since RK was maxed out, the Challenge that you posted is still open, so you can't take my challenge.
 
I’ve pretty much given up on my challenge that Eon Spirit took, so here’s a new one.

1 vs. 1 vs. 1
1 week DQ
50% Damage Cap
Banned Moves: Weather Moves, OHKOs, Direct Healing Moves, and moves that require materials not present in the arena (Rock Slide, Sand Attack, etc.), 3 Chills/Pokemon
Arena: Tri-Spin Dome

The Tri-Spin Dome is located in some Pokemon World version of Las Vegas. People bet on the battles that take place in the dome, but there’s so much luck involved that the “favourite” never usually wins. The dome itself is relatively simple. A giant red ceiling sits above a multi-coloured floor. On the floor are three slightly raised circular pedestals, one green, one blue, and one red, all arranged in a triangular shape. Each Pokemon starts each round on one of the pedestals, and at the end of the Round each Pokemon is required to return to their pedestal, while during the round they can move around freely. Seems simple enough, right?

That’s where the fun begins. Above each pedestal is a giant tube, the same circumference of the raised circle below. At the beginning of each Round (excluding the First Round) the pedestals move in a circular form, clockwise, around the perimeter of the arena, coming to rest under the next tube. There is enough room between the walls and the pedestals that if you have a Steelix, you can balance it on the pedestal and it will still be able to move to the next tube. After the pedestals have gone their distance, a small amount of powder, specially engineered, will fall from each tube giving the Pokemon standing under it a special boost, ailment, etcetera. The tubes are listed below, in clockwise order.

The Status Tube - The Status tube will inflict you with one random status ailment at the beginning of the Round. This can be used to your advantage, as Façade and Guts work well with this tube. The possible ailments are below.
-Burn
-Paralysis (severe)
-Poison
-Sleep
-Freeze (severe)
-Severe poison
-Confusion (severe)

The Stat Tube – The much safer version of The Status Tube, the Stat Tube will randomly raise one of your stats. The effects seem safe enough, but who knows how they can mess up your strategy. The possible boosts are below.
-+2 Attack
-+2 Defense
-+1 Attack and +1 Defense
-+2 Sp. Atk
-+2 Sp. Def
-+1 Sp. Atk and +1 Sp. Def
-+2 Speed
-+1 Evasiveness

The Other Tube – A favourite of most who watch the Tri-Spin matches, the Other Tube can do almost anything to you. Change your ability, remove all attacks of one type, anything! However, those who developed the powder from the other tube have listed all of these effects for your convenience.
-Change ability to any other ability
-Remove all moves from moveset of a given type (It has to be a type that the Pokemon actually has a move for)
-Give them a 3-action Encore from their last action of last Round
-Have them be Locked-On by all opponents
-Taunt them
-Torment them
-Swap energy and health

At the End of the Round, when a Pokemon returns to their pedestal, the effects of the powder will wear off, making them normal again. Referees should also inform the participants in their End of Round notes of what powder did what. At the start of the battle, the participants get to choose which tube they wish to start under in the post where they choose which Pokemon to send out. As the pedestals do not change position on the first round, that tube will give them their effect for the First Round.

Additional Rules: No Pokemon that can’t survive out of water (Goldeen, Lumineon, etc.)

Hope this isn't too complicated...

Well, I've got one spot left, so I'd like to try this. Can I request to start under the Other Tube?
 
Mendatt is maxed out, although he can take your challenge if he's willing to drop his current open challenge or anything else a ref hasn't already taken. (Or forfeit something that's in progress, but I don't imagine that's a very appealing option.)


Anyway. I freed up all them battle slots and now I intend to use 'em. First:

3 vs 3 single
DQ: 7 days
Damage Cap: None
Bans/Restrictions: No single-stage or fully-evolved pokémon, 1 direct healing move and 3 chills per trainer

Arena: Doctor Kaminko's Experimental Stadium, Arena #17

Any claims that Doctor Kaminko does not test his Pokémon-related inventions before revealing them to the public (a public that is obviously too simple to appreciate their sheer genius) are, of course, entirely false. In fact, the Doctor has a dedicated space beneath his secret laboratory for just this purpose—his experimental stadium. At first glance it appears to be a fairly plain arena, with the standard clay floor, small pool for Water-types and a weather generator that will respond to any weather-inducing commands. A few button presses and switch flips, however, and the Doctor can produce anything from a plethora of his newest battle-based creations to make things more... interesting. Kaminko regularly invites trainers down to his facility to help him test his new experiments, assuring them that of course their Pokémon will be perfectly safe and that of course there will be ample compensation for their time. Most of the Orrean trainers know better than to take his claims at face value, but there's no reason for a few gullible eager outsiders not to trust him, right? Besides! Shiny new toys! Who could possibly resist?

Today the trainers will be battling in arena configuration seventeen of sixty-three. Number seventeen is intended to test Kaminko's new Bewildering Ballistic Baldorfish™. The client who requested the Baldorfish wanted some traps for his Water-type gym in Germany, something mine-like that would detonate at regular intervals and provide an extra hazard that his challengers would have to work around. But that, Dr. Kaminko decided, was silly. What's the point of mines that explode at regular intervals? Regular intervals are predictable and a great deal less likely to be hazardous to anyone. He made sure to fix that part, yes sir.

Twenty-five Bewildering Ballistic Baldorfish™, ominous, spiked spheres that resemble tailless Qwilfish in size and coloration, are scattered around the otherwise unremarkable arena. Ten are half-buried in the clay floor, ten are hovering about 5 ft/1.5 m off of the ground and five float in the small central pool. Most, aside from those in the pool, are spaced about 8-10 ft/2.4-3 meters apart, and theoretically are easy enough to step around if moving at a reasonable pace. At the beginning of every action there is a 50% chance that a random Baldorfish anywhere on the field will explode (the ref can decide on the Baldorfish locations beforehand and randomize from there, or just wing it and decide whether it's near a battler or not). Exploding Baldorfish immediately cause 5% typeless damage to any battler in the blast radius, which is usually 5 ft/1.5 m in diameter (but see below) and then disintegrate, leaving no notable shrapnel or other remains behind. The client asked that the Baldorfish simply explode, but Kaminko has taken it upon himself to doll them up with even more interesting and unpredictable effects as noted in the list below. All effects are in addition to the 5% typeless damage, and the effect that happens should be randomized according to the numbers below.

-5 Baldorfish cause the 5% typeless damage and nothing else.
-5 Baldorfish spray a poisonous mist, causing light poisoning to any Pokémon in the blast radius. Being caught in multiple poison explosions will increase the severity of the poisoning by one stage, culminating in toxic poisoning if a Pokémon is hit by all five.
-5 Baldorfish release a wave of water energy when they explode, causing 5% Water-type damage.
-5 Baldorfish have an especially loud explosion that will temporary deafen all Pokémon in the arena; they will remember whatever commands they were given for the remainder of the round and carry them out, but they will be unable to hear the first command given to them for the next round and will perform a random attack from their legal movepools instead (akin to Sleep Talk). They will also be unable to hear sound-based moves until after that randomized move (and so effectively have Soundproof in addition to all other abilities until that time). Multiple deafening blasts in one round do not stack. Pokémon that naturally have Soundproof are immune to this effect, but not the damage if they're within the blast radius.
-3 Baldorfish will cause any Pokémon caught in the blast radius to flinch and lose their next action.
-1 Baldorfish detonates with impressive force and does damage equal in power and type to one use of the move Selfdestruct as used by a Qwilfish. It has a 15 ft/4.6 m blast radius.
-1 Baldorfish detonates with extreme force and does damage equal in power and type to one use of the move Explosion as used by a Qwilfish. It has a 20 ft/6 m blast radius.

Additionally, the Baldorfish are very sensitive to any external stimuli. A Baldorfish hit by an attack with a base power of 50 or more, or by any impact/stimulus the ref considers equally damaging, will explode on the spot and cause its effect immediately on whatever is in the blast radius. Exploding Baldorfish will set off any intact Baldorfish in their range.

Exploded Baldorfish are not replaced, so the battle continues as normal (a.k.a. boring) when all twenty-five have detonated.
 
Last edited:
I’ve pretty much given up on my challenge that Eon Spirit took, so here’s a new one.

1 vs. 1 vs. 1
1 week DQ
50% Damage Cap
Banned Moves: Weather Moves, OHKOs, Direct Healing Moves, and moves that require materials not present in the arena (Rock Slide, Sand Attack, etc.), 3 Chills/Pokemon
Arena: Tri-Spin Dome

The Tri-Spin Dome is located in some Pokemon World version of Las Vegas. People bet on the battles that take place in the dome, but there’s so much luck involved that the “favourite” never usually wins. The dome itself is relatively simple. A giant red ceiling sits above a multi-coloured floor. On the floor are three slightly raised circular pedestals, one green, one blue, and one red, all arranged in a triangular shape. Each Pokemon starts each round on one of the pedestals, and at the end of the Round each Pokemon is required to return to their pedestal, while during the round they can move around freely. Seems simple enough, right?

That’s where the fun begins. Above each pedestal is a giant tube, the same circumference of the raised circle below. At the beginning of each Round (excluding the First Round) the pedestals move in a circular form, clockwise, around the perimeter of the arena, coming to rest under the next tube. There is enough room between the walls and the pedestals that if you have a Steelix, you can balance it on the pedestal and it will still be able to move to the next tube. After the pedestals have gone their distance, a small amount of powder, specially engineered, will fall from each tube giving the Pokemon standing under it a special boost, ailment, etcetera. The tubes are listed below, in clockwise order.

The Status Tube - The Status tube will inflict you with one random status ailment at the beginning of the Round. This can be used to your advantage, as Façade and Guts work well with this tube. The possible ailments are below.
-Burn
-Paralysis (severe)
-Poison
-Sleep
-Freeze (severe)
-Severe poison
-Confusion (severe)

The Stat Tube – The much safer version of The Status Tube, the Stat Tube will randomly raise one of your stats. The effects seem safe enough, but who knows how they can mess up your strategy. The possible boosts are below.
-+2 Attack
-+2 Defense
-+1 Attack and +1 Defense
-+2 Sp. Atk
-+2 Sp. Def
-+1 Sp. Atk and +1 Sp. Def
-+2 Speed
-+1 Evasiveness

The Other Tube – A favourite of most who watch the Tri-Spin matches, the Other Tube can do almost anything to you. Change your ability, remove all attacks of one type, anything! However, those who developed the powder from the other tube have listed all of these effects for your convenience.
-Change ability to any other ability
-Remove all moves from moveset of a given type (It has to be a type that the Pokemon actually has a move for)
-Give them a 3-action Encore from their last action of last Round
-Have them be Locked-On by all opponents
-Taunt them
-Torment them
-Swap energy and health

At the End of the Round, when a Pokemon returns to their pedestal, the effects of the powder will wear off, making them normal again. Referees should also inform the participants in their End of Round notes of what powder did what. At the start of the battle, the participants get to choose which tube they wish to start under in the post where they choose which Pokemon to send out. As the pedestals do not change position on the first round, that tube will give them their effect for the First Round.

Additional Rules: No Pokemon that can’t survive out of water (Goldeen, Lumineon, etc.)

Hope this isn't too complicated...
Well, I've got one spot left, so I'd like to try this. Can I request to start under the Other Tube?
I'll have a go at this.
 
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