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Of course I'm not forcing you to do anything if you don't want to, but seriously, what have you got to lose? Five seconds of your life?
I have a battle slot open. Must fill it again.
(I am a fan of random things, as you can see :3 I am also a fan of not having to think of drastically new things.)
Battle Format: 3 vs 3 single
Battle Style: Set, except Baton Pass or similar are permitted
DQ Time: One week
Damage Cap: 45%
Banned and Restricted Moves: Anything can happen (except healing moves)
Arena Description: The Third Anomaly
The Third Anomaly is, as its name suggests, an Anomaly. Arceus only knows how the battlers got there or how they'll get out, but such is the way of the universe. Also unknown is how anyone can see, being as there are no visible light sources, but it is as bright as a typical midsummers midday. It is, at least to begin with, an infinitely large plain white platform floating in nothing. As the battle goes on, however, that platform changes to whatever is required by the battle - if, for example, there is a fish Pokémon on the field, there will be a large pond to swim in. There will be air for everyone can breathe. If Sandstorm is used, sand appears. And so forth. The gravity there is only half of Earth's, so each Pokémon is only half as heavy for things like Grass Knot. This also removes any energy cost that Flyers or Hoverers would need to fly or hover, be they Inherently or Consentually.
The most important effect of this Anomaly is that at the end of each round, both Pokémon in battle will have their moveset and ability replaced with that of another Pokémon. This can be any Pokémon in existence, including Legendaries. Also, the Pokémon are dazed and confused after this change, so as soon as the first round is complete and the first change has taken place, the Pokémon can't listen to any commands and their moves are selected randomly, similar to Sleep Talk.
Another of the major effects of the Third Anomaly is that at the end of every round, at the same time as the changes, both battlers' energy is restored to 100%. Not infinite energy, note, so if a Pokémon uses incredibly energy-intensive moves, it could, at least in theory, faint from energy loss. As though to compensate for this, if a healing move is used, it will fail.
The last effect of note is that at the beginning of every third round, a random object will appear. Any object, from sardines to submarines, and they can appear in any manner the ref wants. What they do is also entirely up to the ref. They vanish at the end of the round, again in a manner of the ref's choosing.
Additional Rules: Buh. Nothing I can think of, except what I detailed in the Arena Description.
3vs3 single
Style: Set
DQ: Standard week
Damage Cap: 50%
Banned Moves: OHKO's
Arena: Outside the Battle Arena
The battle takes place right outside the Battle Frontier's Battle Arena facility, out in the open air. The immediate area is covered in nicely manicured grass and a few flowers. The Arena building itself is surrounded on three sides by water and a small pond sits on the other side of the battlers, so water moves can be used and Water-types that need to swim can do so. The battlers cannot move away from the immediate area, so heading towards the plaza or another facility is forbidden. Maps of the general area can be found on this page.
Since this match is happening so close to the Arena, it seems such a shame not to follow Greta's rules... or, at least, a variation on them. As such, both battlers will send out their Pokémon and attack for three battle rounds (a total of 9 attacks per Pokémon) before the ref calls a halt. After the three rounds both Pokémon are recalled and unable to continue in the current battle, and their current health, energy and status are noted for later. Both trainers will then send out their next Pokémon and continue for the next three rounds. At the end (which should be nine total rounds), the health and energy of all Pokémon is totaled and whichever trainer has the highest score wins.
The following rules also apply:
-If a Pokémon has fainted, either due to HP loss OR energy loss, the battle stops right where it is (even if it has not yet been three rounds) and both Pokémon are recalled. Fainted Pokémon DO still count toward the final score, but as either their health or their energy is at 0% they won't add anywhere near as much.
-If, at the end of the three rounds, a battler is afflicted with a status condition, that condition detracts from their final score as follows:
Paralyzed, Burned, Confused: -10 points
Poisoned, Attracted: -15 points
Asleep, Frozen: -20 points
If the Pokémon has more than one status condition, only the first one they were afflicted with detracts full points; all others afterwards only detract five, no matter what they are.
As an example of how scoring works: Trainer A sends out a Treecko and Trainer B sends out a Turtwig. Treecko and Turtwig battle for three rounds; Treecko finishes with 64% HP and 72% energy and Turtwig finishes with 71% HP and 59% energy. Treecko has also been poisoned by Toxic. Both Pokémon stop battling and so their scores would look like this: Turtwig (71H + 59E = 130), Treecko (64H + 72E - 15 [poison] = 121). Therefore, Trainer B (Turtwig's trainer) would have the lead with 130 points over 121.
As far as TCoDASB battles are concerned, experience is determined like this: all Pokémon get the usual 1 experience point for being sent into battle, and if one Pokémon actually knocks another out it will get the 1 experience point as normal. If neither Pokémon faints at the end of three rounds, the one with the lower score (Treecko in the above example) is considered knocked out for the purposes of experience, so Turtwig would get the extra 1 exp.
Other: Only first stage/baby pokemon may be used (no non-evolving pokemon).
4 vs 4 Singles
Style: Set
DQ: 5 days
Damage Cap: 40%
Move Restrictions: OHKO moves are banned, Evasion moves (Double Team, Minimize, etc) are banned, Weather moves are banned, Direct Healing moves limited to 1 / Pokémon, Chills limited to 3 / Pokémon.
Other restrictions: Only Pokémon at their lowest stage of evolution (single-stage Pokémon are banned).
Arena: Underground Forest
Several meters under the sands of the Sahara desert grows an otherworldly forest. Nourished by an underground river and lighten up by rays of sun coming from various holes in the vault, this forgotten ecosystem is the home of various plants and animals that live in perfect harmony.
The battle will take place in a vast and mossy plain, in the middle of this huge underground forest. The plain is divided in two halves by a river, wide enough to contain two Wailmers side by side. Since the current is quite strong, battling in the river will cost additional energy. The opposite half can be accessed by a wood bridge dammed by generations of Bibarels, however if the bridge is hit by a strong attack it may break apart. Sharp rocks are scattered throughout the arena, and one must be careful not to fall on those. The vault is high enough for any Pokémon to fly. Tall trees are also scattered on the plain, and home of various bugs and other arboreal Pokémon.
Effects:
-- Due to the high humidity rate, all Water moves will deal an additional 1% damage and all Fire moves will deal 1% less damage after all calculations, and every mushroom-y Pokémon will gain a permanent +1 boost in special Defense, which isn't erased by Haze and co.
-- An action spent in the river will cost an additional 1% energy for water-type Pokémon and 2% for other Pokémon.
-- A Pokémon thrown against a rock will take 3% rock-type damage.
-- A Pokémon thrown against a tree will take 3% bug-type damage for disturbing its various inhabitants.
-- If the bridge is hit by an attack with 120 base power or higher, it will fall apart and the user of the move will be attacked by a horde of Bibarels that will deal 10% Normal-typed and 5% Water-typed damage.
-- At the beginning of each round, one of each of the following events will happen with equal possibility:
1. A bunch of Combee will fly around the battlers and give some Honey to each, restoring 5% Energy.
2. A Tropius will land near a random battler, offering a banana. The banana restores 5% Health.
3. A group of Jumpluff and Whimsicott will fly on top of a random battler, dropping cotton spores. The affected battler will be considered under the effects of Cotton Spore (-2 Speed) and Cotton Guard (+3 Defence) for the rest of the round.
4. A Nosepass will come rolling around clumsily. It has a 50% chance of hitting a random battler, dealing 5% Rock-Type damage. It will then feel terribly sorry and to catch up it will try to shield the hit Pokémon. For the rest of the round, all attacks aimed at the shielded Pokémon have half of their original accuracy.
5. A Slowpoke will come out of the river and activate the effect of Trick Room for the rest of the round. If Trick Room is already in effect, its duration will be extended by three actions.
6. A Luvdisk will swim to the battlers in the river and give them some help. Each battler currently in the river will regain 3% Health and Energy and will be cured of every status except infatuation.
7. A baby Kangaskhan will come running to the field and will sit there for the rest of the round. If a battler uses a damaging move that is wide-spread or has a chance to expand anywhere else than on the target, the baby will be hit and the mother Kangaskhan will arrive at very high speed and will strike the meanie with a terrible punch, dealing 10% Normal-type damage. Ghost-types are affected by this attack because the said Kangaskhan has the ability Scrappy. She will then flee with her baby.
8. A very noble and snobbish Ninetales will come out of the forest and will brag about the merits of Fire-types. Every Fire-type on the field will gain a +1 boost in Attack and Special Attack because of their increased confidence. This boost is permanent and can only be removed through the use of Haze and other boost-altering moves.
9. A group of Sneasel will appear out of what seems to be nowhere and steal the battlers’ item. If no item is hold, they will deal 4% Ice-type damage the Pokémon instead. The items are recovered after the battle, unless they are consumable (Berries, Air Balloon, Battery, etc.).
10. A lonely Shedinja will appear behind a random battler and transfer some Ghost-type energy. The battler gains the ability Wonder Guard for the rest of the round.
Kudos to anyone fool enough to ref this.
I accepted Blinkingsky's battle here so it needs to be put on the awaiting referee list instead of the open battle list.
I'd like to take you on, if it's OK with you?
Lucas₇₅₅;495362 said:3v3 single
Style: Set
DQ: 5 days (120 hours)
Damage Cap: 35%
Banned Moves: OHKOs, direct healing
Rules: Only basic pokemon. (Meaning none that don't evolve as well.)
Arena: A FIELD.
Yeah, it's a field. There's... grass. And hills. And... a stream in the middle. That's about it.
Is the stream big enough for, say, a Shellos?
I've been looking for a water arena for ages. Yes, please.