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The Challenge Board

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For Blazhy:

6v6 doubles
Style: Set
DQ: 1 week
Damage Cap: 40%
Banned/Restricted Moves: OHKOs, Perish Song, Destiny Bond, Final Gambit, Attract. 1 direct healer and 5 chills/Pokemon
Arena: Humber River

The battle starts at the mouth of the Humber River where it flows into Lake Ontario. The battlers find themselves on a bridge that arches over the river, close to where it spills into the lake. It is on the bridge that the battle will take place. Underneath the bridge, the water is deep and murky, and the banks are far apart. The bridge itself is for pedestrian use, though for the purposes of this battle, the bridge has been closed off on both ends, to prevent bystanders from being wounded, or cars from being thrown into the water. Destruction is fun and all, but it’s the ASB League that has to pay for the damages. While their pockets are ridiculously deep, let’s remember that they aren’t bottomless, hm?

Now it would be boring if the battle was confined to only one bridge, yes? And so every round, the battlers will be whisked to the next bridge that spans across the Humber River, gradually moving up the river and away from Lake Ontario. Thus the scenery, the width and depth of the river, the type of bridge… all that and more changes every round.

There are four types of bridges: pedestrian, road, highway, and rail bridges. Not only do they affect the surface under the battlers’ feet, they affect something much more profound: the seasons. Due to ASB physics being impossible and awesome, the season will change according to the type of bridge as follows: pedestrian bridges switch the season to Fall; road bridges, Winter; highway bridges, Spring; and rail bridges, Summer. During each season, two types gain a 2% damage boost after all calculations and modifiers. During Winter, Ice and Rock type attacks gain the boost. During Spring, Grass and Bug type attacks. Summer, Fire and Electric type attacks. And Autumn, Water and Flying attacks. Finally, during Summer and Fall, flocks of Swanna will be swimming in the river. They populate the air with honking and trilling, and generally just look pretty. (oh and in bulbasaur’s words, they “symbolize ABCD and Blazhy's love <3333”) So overwhelmed by the beauty of the scene and the sappy symbolism are the battlers that they can’t bring themselves to deal direct damage to their opponent while there are Swanna in the river.

Notes: It would be super-appreciated if the referee used Google Maps to look at the bridges and account for the scenery in their reffings! For those who can’t/won’t look at Google Maps for whatever reason, here’s a list of the first thirty bridges:
FRRTRRTRRFRRRFRRTHRFFFFFRFFRTH
F=Pedestrian, R=Road, H=Highway, T=Rail
 
For Blazhy:

6v6 doubles
Style: Set
DQ: 1 week
Damage Cap: 40%
Banned/Restricted Moves: OHKOs, Perish Song, Destiny Bond, Final Gambit, Attract. 1 direct healer and 5 chills/Pokemon
Arena: Humber River

The battle starts at the mouth of the Humber River where it flows into Lake Ontario. The battlers find themselves on a bridge that arches over the river, close to where it spills into the lake. It is on the bridge that the battle will take place. Underneath the bridge, the water is deep and murky, and the banks are far apart. The bridge itself is for pedestrian use, though for the purposes of this battle, the bridge has been closed off on both ends, to prevent bystanders from being wounded, or cars from being thrown into the water. Destruction is fun and all, but it’s the ASB League that has to pay for the damages. While their pockets are ridiculously deep, let’s remember that they aren’t bottomless, hm?

Now it would be boring if the battle was confined to only one bridge, yes? And so every round, the battlers will be whisked to the next bridge that spans across the Humber River, gradually moving up the river and away from Lake Ontario. Thus the scenery, the width and depth of the river, the type of bridge… all that and more changes every round.

There are four types of bridges: pedestrian, road, highway, and rail bridges. Not only do they affect the surface under the battlers’ feet, they affect something much more profound: the seasons. Due to ASB physics being impossible and awesome, the season will change according to the type of bridge as follows: pedestrian bridges switch the season to Fall; road bridges, Winter; highway bridges, Spring; and rail bridges, Summer. During each season, two types gain a 2% damage boost after all calculations and modifiers. During Winter, Ice and Rock type attacks gain the boost. During Spring, Grass and Bug type attacks. Summer, Fire and Electric type attacks. And Autumn, Water and Flying attacks. Finally, during Summer and Fall, flocks of Swanna will be swimming in the river. They populate the air with honking and trilling, and generally just look pretty. (oh and in bulbasaur’s words, they “symbolize ABCD and Blazhy's love <3333”) So overwhelmed by the beauty of the scene and the sappy symbolism are the battlers that they can’t bring themselves to deal direct damage to their opponent while there are Swanna in the river.

Notes: It would be super-appreciated if the referee used Google Maps to look at the bridges and account for the scenery in their reffings! For those who can’t/won’t look at Google Maps for whatever reason, here’s a list of the first thirty bridges:
FRRTRRTRRFRRRFRRTHRFFFFFRFFRTH
F=Pedestrian, R=Road, H=Highway, T=Rail

Aaand taking!
 
3vs3 single
Style: Set
DQ: Standard week
Damage Cap: 50%
Banned Moves: OHKO's, direct healing
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.
 
2vs2 single
style: set
DQ: 1 week
Damage cap: 40%
Banned: OHKO's, chills
Arena: Pokemon center battle arena

A pokemon battle arena behind a pokemon center. Nothnig out of ordinary

Other: Kanto pokemon only
 
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2vs2 single
style: set
DQ: 1 week
Damage cap: 40%
Banned: OHKO's, chills
Arena: Pokemon center battle arena

A pokemon battle arena behind a pokemon center. Nothnig out of ordinary

Other: Kanto pokemon only

Hmm, everyone's gotta start somewhere...! And I'm still pretty much the definition of a newbie myself, so it's not like I'll be a challenge. Sure, why not?

I can even get this expedited by calling on Blazhy! You offered to ref one of my battles? Well, I don't exactly have any others open, so...!
 
Hmm, everyone's gotta start somewhere...! And I'm still pretty much the definition of a newbie myself, so it's not like I'll be a challenge. Sure, why not?

I can even get this expedited by calling on Blazhy! You offered to ref one of my battles? Well, I don't exactly have any others open, so...!

Normally I'd be a bit of a jerk and tell you to wait until Christmas, since it /is/ supposed to be your Christmas gift, but I don't see why two days early will make a difference! I'll get the thread up in a sec.
 
3vs3 single
Style: Set
DQ: Standard week
Damage Cap: 50%
Banned Moves: OHKO's, direct healing
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.

Taking because I'm bored and why not.
 
2vs2 single
Style: Set
DQ: A week
Damage Cap: 48%
Banned Moves: one-hit OHKO's
Arena: Plain.
A plain fieild. No effects.
Other: Nothing.
 
For Adriane!

2vs2 single
Style: Set
DQ: 3 days
Damage Cap: 49%
Banned Moves: Earthquake, weather, OHKOs, direct recovery, Flash (and anything else very bright)
Arena: Cave of the Winds

It is dark. You are likely to be eaten by a grue. Okay, you're not, but it certainly feels like you are: it's dark and nighttime and the wind blowing through the holes in the walls sounds mildly creepy. Less creepy than what sounds very much like someone swearing profusely deeper in the cave, but that would be silly: you haven't seen anyone go into this cave besides you for months! (Why were you staring at this cave for months? Don't you sleep?)

While this cave seems like it would be pretty well lit for a cave in the daytime -- all those holes wind's blowing through, don't you know -- it's currently the middle of the night. Sight is not your strong point right now. And while you theoretically could light a fire or use Flash, that would be rude. You don't want to be rude and accidentally an entire pack of griffons, do you? I THOUGHT NOT.

Other: Pokémon restrictions: only unevolved pokémon that can evolve that are found either inside caves or more commonly at night. So things like mienfoo or oddish or venonat or cleffa are acceptable.

It so happens that I have a Mienfoo and Oddish so I suppose it's only reasonable that I accept.

thread up.
 
Okay since I won finished my battle with Richie, I have room for another!

1v1 Single
DQ: 1 Week
Damage Cap: 30%
Banned Moves: OHKOs
Arena: Abandon Pokemorph Lab

As the name says, this science research lab has been abandon for years. However, much of the technology is still intact. The scientists had never actually made a successful attempt at creating a pokemorph, but they did succeed at something. When three pokemon enter at once, with one pokemon in the lead, the two back pokemon freeze, and the lead pokemon gains the frozen pokemon's abilities and movepools, in addition to their own. The trainers will be teleported in to avoid getting frozen/death.

Please note that the safety of you and your pokemon is not the responsibility of Cubone, the referee, or Negrek.
 
Okay since I won finished my battle with Richie, I have room for another!

1v1 Single
DQ: 1 Week
Damage Cap: 30%
Banned Moves: OHKOs
Arena: Abandon Pokemorph Lab

As the name says, this science research lab has been abandon for years. However, much of the technology is still intact. The scientists had never actually made a successful attempt at creating a pokemorph, but they did succeed at something. When three pokemon enter at once, with one pokemon in the lead, the two back pokemon freeze, and the lead pokemon gains the frozen pokemon's abilities and movepools, in addition to their own. The trainers will be teleported in to avoid getting frozen/death.

Please note that the safety of you and your pokemon is not the responsibility of Cubone, the referee, or Negrek.

This is now mine.
 
For anyone, really. I wanted to take advantage of break and get back to battling

3vs3 single
Style: Set
DQ: 8 days
Damage Cap: 35%
Banned Moves: weather moves, moves requiring water, moves requiring the open sky (Thunder mainly, but anything else in that category.), moves that would cause catastrophic damage to the room (Earthquake, Fissure, etc.), and direct-healing moves.
Arena: Skyview Temple

Skyview Temple lays in the deep part of the Faron Woods. Once a place of worship, the temple has long since been abandoned and overrun by plant life and monsters. Rumor has it a holy spring is hidden deep inside the temple, and its waters have special properties.

The battle itself will take place in a somewhat still useable room of the temple. Very deep inside is a circular room with a sun-like design on the floor. It has a radius of about 20 feet, and is held up by a series of columns along the very edges of the room, which span the entire height of the room and are evenly spaced around the circle, about ten of them in total. Also evenly spaced around the room are 10 fragile clay pots, in between the columns. Once per round a pokemon may choose to skip a single action and run to a clay pot. Breaking it requires 3% energy and collecting the heart inside restores 15% health. Once the ten pots are broken, no more will appear. The hearts must be used that action and cannot be collected. The pots cannot be collected and used later either. If both pokemon elect to run to a pot, both may do so. If there is only one pot left, the pokemon with the higher speed will break it.

There is about a 13 foot space between the floor and the roof. The roof is flat and very strong, also providing a shield from the outer elements. There is dirt beneath the thin tiling of the floor, and could be dug through if the tile was fractured. There are two entrances into this room- one is a slab-like door, which is blocked by iron bars, and the other is a mysterious slab with a bird-like inscription on it. Both cannot be opened, limiting this battle to the room itself. Combatants will be teleported in and out of the room via a ref's psychic pokemon (or, in the event that a ref doesn't have one, a league owned Abra.)
 
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For anyone, really. I wanted to take advantage of break and get back to battling

3vs3 single
Style: Set
DQ: 8 days
Damage Cap: 35%
Banned Moves: weather moves, moves requiring water, moves requiring the open sky (Thunder mainly, but anything else in that category.), moves that would cause catastrophic damage to the room (Earthquake, Fissure, etc.), and direct-healing moves.
Arena: Skyview Temple

Skyview Temple lays in the deep part of the Faron Woods. Once a place of worship, the temple has long since been abandoned and overrun by plant life and monsters. Rumor has it a holy spring is hidden deep inside the temple, and its waters have special properties.

The battle itself will take place in a somewhat still useable room of the temple. Very deep inside is a circular room with a sun-like design on the floor. It has a radius of about 20 feet, and is held up by a series of columns along the very edges of the room, which span the entire height of the room and are evenly spaced around the circle, about ten of them in total. Also evenly spaced around the room are 10 fragile clay pots, in between the columns. Once per round a pokemon may choose to skip a single action and run to a clay pot. Breaking it requires 3% energy and collecting the heart inside restores 15% health. Once the ten pots are broken, no more will appear. The hearts must be used that action and cannot be collected. The pots cannot be collected and used later either. If both pokemon elect to run to a pot, both may do so. If there is only one pot left, the pokemon with the higher speed will break it.

There is about a 13 foot space between the floor and the roof. The roof is flat and very strong, also providing a shield from the outer elements. There is dirt beneath the thin tiling of the floor, and could be dug through if the tile was fractured. There are two entrances into this room- one is a slab-like door, which is blocked by iron bars, and the other is a mysterious slab with a bird-like inscription on it. Both cannot be opened, limiting this battle to the room itself. Combatants will be teleported in and out of the room via a ref's psychic pokemon (or, in the event that a ref doesn't have one, a league owned Abra.)
Taking!
 
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