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The Challenge Board

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In any case, you should make a repost of your challenge with edits so that you won't have to explain the changes to your referee.
 
ok then

1 vs 1 single
DQ Time: 5 Days
Damage Cap: 35%
Banned Moves: OHKO's, Weather Moves, Charging moves
Arena: PokeStadium

In the middle of the ocean, a stadium filled with changing terrains is open for battles. Due to the lack of space, only 1 pokemon per trainer. After every round, the terrain cnanges.

Volcano~ Boosts the power of fire type moves, weakens moves that are super effective to fire types. Flash fire activated.

Forest~ Boosts powers of grass type moves, weakens moves super effective to grass types.

Trench~ Boosts power of water type moves, weakens moves super effective to water types. Swift swim activated.

Thunderstorm~Boosts power of electric type moves, weakens moves super effective to electric types. Lightningrod activated.

Default~ Boosts a randomized type, weakens moves super effective to those types.


All have an equal chance of happening. Each stage will not come out twice in a row.

Other: All Abilities are negated, unless it is an ability listed and is on that stage.
Every event has an equal chance of happening. (If default is picked, the 13 other types are also have an equal chance of happening)
 
ok then

1 vs 1 single
DQ Time: 5 Days
Damage Cap: 35%
Banned Moves: OHKO's, Weather Moves, Charging moves
Arena: PokeStadium

In the middle of the ocean, a stadium filled with changing terrains is open for battles. Due to the lack of space, only 1 pokemon per trainer. After every round, the terrain cnanges.

Volcano~ Boosts the power of fire type moves, weakens moves that are super effective to fire types. Flash fire activated.

Forest~ Boosts powers of grass type moves, weakens moves super effective to grass types.

Trench~ Boosts power of water type moves, weakens moves super effective to water types. Swift swim activated.

Thunderstorm~Boosts power of electric type moves, weakens moves super effective to electric types. Lightningrod activated.

Default~ Boosts a randomized type, weakens moves super effective to those types.


All have an equal chance of happening. Each stage will not come out twice in a row.

Other: All Abilities are negated, unless it is an ability listed and is on that stage.
Every event has an equal chance of happening. (If default is picked, the 13 other types are also have an equal chance of happening)

Aaand MINE.
 
Challenge for mister Karkat Vantas.

2 vs 2 Single
DQ time: 6 days, 23 hours, 59 minutes, 30 seconds
Damage Cap: 35%
Banned moves: OHKOs, anything that did not exist in gen. 1
Arena: Old-school Route 5

Right next to Cerulean city is the nice docile Route 5. Nothing is really all that special about it, but it does make for a nice normal battleground.

Other: Only gen. 1 pokémon may be used. Only attacks said pokémon could learn in gen. 1 may be used. Held items will not have any effect, save for counting for evolution (say, for instance, a Jigglypuff holds a Moon stone. It doesn't get the 1% damage boost but it would still evolve).
 
Challenge for mister Karkat Vantas.

2 vs 2 Single
DQ time: 6 days, 23 hours, 59 minutes, 30 seconds
Damage Cap: 35%
Banned moves: OHKOs, anything that did not exist in gen. 1
Arena: Old-school Route 5

Right next to Cerulean city is the nice docile Route 5. Nothing is really all that special about it, but it does make for a nice normal battleground.

Other: Only gen. 1 pokémon may be used. Only attacks said pokémon could learn in gen. 1 may be used. Held items will not have any effect, save for counting for evolution (say, for instance, a Jigglypuff holds a Moon stone. It doesn't get the 1% damage boost but it would still evolve).

Likewise with Lucky Egg/Soothe Bell.

Taking this.
 
3 VS 3 Triple
Style: Set
DQ: Three Days
Damage Cap: 37%
Banned Moves: OHKO's, 3 direct heal per team/3 chill per team
Arena: Storming Fields

These fields represent where Thundurus, Tornadus, Articuno, Moltres, Zapdos, Groudon, and Kyogre have drastically effected the climate in their own way.

Essentially a shitstorm...

The field is extremely bare, with no water source to draw on. Every other round a random battler can be struck by either; heat wave, hurricane, blizzard, thunder, or eruption. Aldo the weather randomly fluctuates every round.

I'm accepting Lirris's challenge.
 
Yet another area with lots of effects.

1 vs 1
DQ: five days
Damage Cap: 35%
Banned Moves: Anything that would cause any battler to instantly faint, Evasion, Weather, Attract, Direct Healing moves, Chills limited to 3 per Pokémon.
Arena: The fighting Dojo

Yes, the unofficial gym in Saffron City. It is just like in the games, so I won't bother with a precise description. Okay, I will. Walls of wood and floor of tatami, the fighting dojo is ideal for a quick 1 vs 1 fight between two eager battlers, and supervised by the Karate King himself. What most people ignore, though, is that the fighters practice a magical art from long ago, to shield their training spot from those pesky psychic-types next door. The area sports a various array of effects to spice things up, so don't expect a boring battle. At least, I hope so.

Effects:

I. Fighting-type attacks deal 2% more damage for 2% less energy after all calculations.

II. Psychic-type attacks deal 2% less damage for 2% more energy after all calculations.

III. Flying-type moves deal half damage because of the enclosed environment.

IV. Moves that cause arena destruction aren't banned, but if they were used both battlers would be kicked out (the user sustaining a hefty 25% fighting-type damage, not affected by the damage cap) and the battle would continue outside, and all effects would disappear.

V. At the end of each round, the arena will change, each with equal possibility, and never the same twice in a row.

- Casual Dojo: The battle starts in this arena, and it has no particular effect over the battlers:

- Training Pond: The floor shifts and opens to reveal a pond below. The battlers have to stand on Bamboo sticks, reducing the accuracy of their contact moves by 10%. If they miss because of that, they will fall in the pond, sustaining 2% typeless damage from the fall, and lose an action as well as 2% energy to climb up again. If they are targeted by a contact attack while in the pond, the user will just wait, chilling out and recovering 5% energy. This doesn't count towards the chill limit.

- Training Course: The floor shifts and opens, revealing a heavy artillery of training devices, most of them being very dangerous to approach. If a battler uses a move requiring movement over a wide area, the will inevitably hit one of those machines, sustaining 5% steel damage.

- Training Machine: The floor shifts and opens, revealing a indestructible glass floor with flashing lights all over. This special training floor activates the effects of Trick Room, Gravity and Magic Room. Additionally, the machine absorbs the power of all moves, effectively only leaving contact moves to be damaging. Non-damaging moves still work.

Other: Unevolved fighting-types only.
 
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2-on-2
DQ: Eight days
Damage Cap: 35%
Banned Moves: OHKOs, Spit Up, Direct Healing moves heal half of the normal amount, no fully-evolved or one-stage pokémon

Arena:
Odd Glowing Stone Quarry

The place of the battle is a high-walled stone quarry at dawn, the rocky walls strewn with sparkling pieces of something a geologist would be able to identify. On the largest, flattest rock wall, a layer of stone has been cut away, revealing a large amount of differently-sized, egg-shaped glowing stones. These dense stones, seen here, are swirled with multiple colors and seem to be a pressurized cocktail of every evolution stone, with trace amounts of something a lot like rare candy. The quarry has been evacuated while scientists from all regions test the rocks, but thankfully the omnipotent Asber government has secured the place for a battle first.

Upon being sent out, each pokémon will swallow one of the rocks. The main effect of the rock is, basically, that they temporarily imbue the subject with all of the powers that they would gain upon evolution. The pokémon have full access to the movepools of their highest stage of evolution, have the same stats, and are basically identical to their fully-evolved forms except for their actual physical characteristics and their abilities. Bagon are suddenly able to Fly, for example, with needed appendages of shifting multicolored energy forming as needed.

The arena itself, a mostly round area with a diameter of about a hundred feet, has a deep impression (the size of a large snorlax) that currently is filled with about ten or twelve feet of muddy rainwater. Chunks of marble and sandstone are strewn about, and a few thin trees covered with foliage are dotted about, surrounded by scraggy brown grass. Walls of rock rise high up into the air, and the surrounding area is mountainous and covered with puffy white clouds. The soil is a mix of reddish clay and gravel.
 
Would, say, a battling Lampent lose all of its moves except for the moves Chandelure has? (Basically four moves and TMs)
Would any Pokemon lose access to its Egg Moves?
 
Would, say, a battling Lampent lose all of its moves except for the moves Chandelure has? (Basically four moves and TMs)
Would any Pokemon lose access to its Egg Moves?

I assume that it would have access to every move it's pre-evolutions have access to, just like all fully-evolved pokemon. Same with egg moves; they don't just lose the ability to use them upon evolving!
 
Hmm....
W3ll, if that's the case, then I'd like to drop my battle with Melodic Harmony and take this.


2-on-2
DQ: Eight days
Damage Cap: 35%
Banned Moves: OHKOs, Spit Up, Direct Healing moves heal half of the normal amount, no fully-evolved or one-stage pokémon

Arena:
Odd Glowing Stone Quarry

The place of the battle is a high-walled stone quarry at dawn, the rocky walls strewn with sparkling pieces of something a geologist would be able to identify. On the largest, flattest rock wall, a layer of stone has been cut away, revealing a large amount of differently-sized, egg-shaped glowing stones. These dense stones, seen here, are swirled with multiple colors and seem to be a pressurized cocktail of every evolution stone, with trace amounts of something a lot like rare candy. The quarry has been evacuated while scientists from all regions test the rocks, but thankfully the omnipotent Asber government has secured the place for a battle first.

Upon being sent out, each pokémon will swallow one of the rocks. The main effect of the rock is, basically, that they temporarily imbue the subject with all of the powers that they would gain upon evolution. The pokémon have full access to the movepools of their highest stage of evolution, have the same stats, and are basically identical to their fully-evolved forms except for their actual physical characteristics and their abilities. Bagon are suddenly able to Fly, for example, with needed appendages of shifting multicolored energy forming as needed.

The arena itself, a mostly round area with a diameter of about a hundred feet, has a deep impression (the size of a large snorlax) that currently is filled with about ten or twelve feet of muddy rainwater. Chunks of marble and sandstone are strewn about, and a few thin trees covered with foliage are dotted about, surrounded by scraggy brown grass. Walls of rock rise high up into the air, and the surrounding area is mountainous and covered with puffy white clouds. The soil is a mix of reddish clay and gravel.
 
Yet another area with lots of effects.

1 vs 1
DQ: five days
Damage Cap: 35%
Banned Moves: Anything that would cause any battler to instantly faint, Evasion, Weather, Attract, Direct Healing moves, Chills limited to 3 per Pokémon.
Arena: The fighting Dojo

Yes, the unofficial gym in Saffron City. It is just like in the games, so I won't bother with a precise description. Okay, I will. Walls of wood and floor of tatami, the fighting dojo is ideal for a quick 1 vs 1 fight between two eager battlers, and supervised by the Karate King himself. What most people ignore, though, is that the fighters practice a magical art from long ago, to shield their training spot from those pesky psychic-types next door. The area sports a various array of effects to spice things up, so don't expect a boring battle. At least, I hope so.

Effects:

I. Fighting-type attacks deal 2% more damage for 2% less energy after all calculations.

II. Psychic-type attacks deal 2% less damage for 2% more energy after all calculations.

III. Flying-type moves deal half damage because of the enclosed environment.

IV. Moves that cause arena destruction aren't banned, but if they were used both battlers would be kicked out (the user sustaining a hefty 25% fighting-type damage, not affected by the damage cap) and the battle would continue outside, and all effects would disappear.

V. At the end of each round, the arena will change, each with equal possibility, and never the same twice in a row.

- Casual Dojo: The battle starts in this arena, and it has no particular effect over the battlers:

- Training Pond: The floor shifts and opens to reveal a pond below. The battlers have to stand on Bamboo sticks, reducing the accuracy of their contact moves by 10%. If they miss because of that, they will fall in the pond, sustaining 2% typeless damage from the fall, and lose an action as well as 2% energy to climb up again. If they are targeted by a contact attack while in the pond, the user will just wait, chilling out and recovering 5% energy. This doesn't count towards the chill limit.

- Training Course: The floor shifts and opens, revealing a heavy artillery of training devices, most of them being very dangerous to approach. If a battler uses a move requiring movement over a wide area, the will inevitably hit one of those machines, sustaining 5% steel damage.

- Training Machine: The floor shifts and opens, revealing a indestructible glass floor with flashing lights all over. This special training floor activates the effects of Trick Room, Gravity and Magic Room. Additionally, the machine absorbs the power of all moves, effectively only leaving contact moves to be damaging. Non-damaging moves still work.

Other: Unevolved fighting-types only.

I'd like to take this, and I think that fills up my battling slots.
 
Hmm...New here, so I would prefer to battle a noob. Message me (Visitor or Private) is you would like to accept. But post it here, too.

1 vs 1 double (1 pair)
Style: Shift
DQ Time: Standard Week
Damage Cap: Let's say...30%
Banned moves: OHKO's, Fire-Type moves
Arena: Clearing

Deep within the forest, there is a large, grassy, triangular clearing surrounded by dense shrubbery. There is a small pond in one corner, just large enough to fit a Walrien.

Other: No Water-Types Taller then 4' 7"

I'll take this.

I am a little bit confused though. 1 vs 1 double?
 
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Gimmicky battlefields for the win!

1&1 vs 1&1 (two pairs of trainers using one Pokemon each)
DQ Time: 6 Days
Damage Cap: 54% (yes, 54%)
Banned moves: OHKO's, Evasion
Arena: Golf Course

It's a run-of-the-mill standard golf course with sand bunkers and a pond, but the battle is anything but that. Since it's on a golf course, each round will be either fourballs or foursomes. All odd rounds will be fourballs and all even rounds will be foursomes.

Fourball round format:

All four trainers post their actions. The set of actions that would leave each team in better shape health- and energy-wise at the end of the round is counted, and the other Pokemon's set of actions is not performed.

Example:

Trainer 1, Team A: x ~ x ~ x (better set of actions, these will be the team's actions for the round)
Trainer 2, Team A: x ~ x ~ x (these will not be used for the round)

Foursomes round format:

In the foursomes round format, on each team, one trainer's first and third actions will be used, and the other's second action will be used. However, the trainers do not know whose first and third actions will count, or whose second action will count. These will be decided by the referee via RNG.

Once one Pokemon has fainted, the side with two Pokemon will still have to abide by the fourball/foursomes rules. It only becomes a standard battle if it gets to 1v1.

Example:

Trainer 1, Team A: x ~ x ~ x
Trainer 2, Team A: x ~ x ~ x
Trainer 1, Team B: x ~ x ~ x
Trainer 2, Team B: x ~ x ~ x

There is a chance that a Pokemon could be hit by a flying golf ball, with varying frequencies.

Pokemon shorter than 1m on the ground: 0% chance
Pokemon taller than 1m on the ground: 3% chance for 5% health damage
Pokemon jumping to attack/dodge: 5% chance for 5% health damage
Pokemon flying: 10% chance for 10% health damage

Finally, if an Electric-type damaging attack connects for 6% damage or more, no more golf balls will appear.
 
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