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The Challenge Board

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For HighMoon.

2vs2 Double
Style: Set
DQ: 7 Days
Damage Cap: None
Banned Moves: N/A
Arena: IMAGINAAAAAAAAAAAAATION

It's just an empty box. An arena-sized empty cardboard box. As if by some magic of imagination, anything necessary for an attack will appear if needed.

Other: None
 
For HighMoon.

2vs2 Double
Style: Set
DQ: 7 Days
Damage Cap: None
Banned Moves: N/A
Arena: IMAGINAAAAAAAAAAAAATION

It's just an empty box. An arena-sized empty cardboard box. As if by some magic of imagination, anything necessary for an attack will appear if needed.

Other: None

Sup. Accepting challenge and all
 
Reffing Zora vs High Moon as per Zora's Smissmas gift, and here's one for Sunflower, to ease her into ASB!

1v1
DQ:
7 Days
Banned Moves: OHKOs, Direct Healing
Damage Cap: 35%

Arena: Blazerain Plateau

Blazerain Plateau is a a large stretch of land, with short grass and a few trees about, some small shrubs, and a few ponds, rivers, and streams about. The battle itself will take place in a 50-by-50 foot area of land, a stream in the middle from one corner to another. There are a few boulders about, and the soil is relatively loose.

Every round, the ref will randomize the weather - 49% chance of Rain, 49% chance of Sun, and 2% chance of both, alternating every action of the active round. The weather can be the same on multiple rounds.
 
Reffing Zora vs High Moon as per Zora's Smissmas gift, and here's one for Sunflower, to ease her into ASB!

1v1
DQ:
7 Days
Banned Moves: OHKOs, Direct Healing
Damage Cap: 35%

Arena: Blazerain Plateau

Blazerain Plateau is a a large stretch of land, with short grass and a few trees about, some small shrubs, and a few ponds, rivers, and streams about. The battle itself will take place in a 50-by-50 foot area of land, a stream in the middle from one corner to another. There are a few boulders about, and the soil is relatively loose.

Every round, the ref will randomize the weather - 49% chance of Rain, 49% chance of Sun, and 2% chance of both, alternating every action of the active round. The weather can be the same on multiple rounds.

I accept your challenge, my love! <3
 
5vs5 single
Style: Set
DQ: Standard week
Damage Cap: 45%
Banned Moves: OHKO's,
Arena: Haeforle Tower

Haeforle Tower stands proud against the night sky. Impossibly tall, from the plateau on the top it is impossible to see the bottom through the clouds. A half moon is all that illuminates the battle arena, and even then, the stormy weather occasionally blocks this out-every round, there is a 5% chance the moon will be shrouded and the accuracy of all Pokémon drops by -3 for the entirety of that round. The storm must have some mystical force behind it, as the rain continually batters down and cannot be replaced for any other weather. The lightning stands as a constant threat:any that move more than three meters away from the plateau in any direction will be struck, being dealt a 10% electric damage and fair paralysis. This also has a 5% chance of happening to Steel-type Pokémon or Pokémon with the ability Lightningrod every round. The tower plateau itself is circular, thirty meters in diameter, and made of hard stone, with a four-foot high wall running along the perimeter. There is no area for Pokémon dependent on Water.

Hm...you know what. I'll take you on.
 
Ok I have been waiting a looooong time gett a match..... offering an extra $10 to the first ref to accept one of my battles awaitng refs.
 
Another challenge for any challenger.

4v4 Double
Style: Set
DQ: 9 days
Damage Cap: 50%
Banned Moves: OHKOs, Direct Healing moves.
Arena: Hyrule Field

Hyrule Field serves as the main connector for the many provinces of Hyrule. Those on horseback can reach their destenation in about a day's time. Those walking, perhaps two. There are a series of dirt roadways that wind throughout the field, but most prefer to just go toward wherever they are inclined to go. Death Mountain is visible from most viewpoints, as are the towering spires of Hyrule Castle.

The battle itself takes place on a stretch of field right next to a portion of Zora's River that runs into Castle Town. Water-types can use the flowing water to exist in, but it costs extra energy to remain in place because of the fast current. There is ample water for Surf and the like. The grass that covers the field is lush like a plain, and the soil is soft enough to disrupt.

Every four rounds, the sun sets. Night lasts for four rounds, and then the sun rises. Each round during the night, there is a 5% chance that a skeleton will pop out of the ground and attack a battler, disrupting a random action by causing the victim to flinch and dealing 5% typless damage. Sunny Day can be used to end night early and start the day. Any move requiring the sun to work will not work at night.

Other: Yeah, Skyward Sword's had me zelda-obsessed the past few days.
 
Another challenge for any challenger.

4v4 Double
Style: Set
DQ: 9 days
Damage Cap: 50%
Banned Moves: OHKOs, Direct Healing moves.
Arena: Hyrule Field

Hyrule Field serves as the main connector for the many provinces of Hyrule. Those on horseback can reach their destenation in about a day's time. Those walking, perhaps two. There are a series of dirt roadways that wind throughout the field, but most prefer to just go toward wherever they are inclined to go. Death Mountain is visible from most viewpoints, as are the towering spires of Hyrule Castle.

The battle itself takes place on a stretch of field right next to a portion of Zora's River that runs into Castle Town. Water-types can use the flowing water to exist in, but it costs extra energy to remain in place because of the fast current. There is ample water for Surf and the like. The grass that covers the field is lush like a plain, and the soil is soft enough to disrupt.

Every four rounds, the sun sets. Night lasts for four rounds, and then the sun rises. Each round during the night, there is a 5% chance that a skeleton will pop out of the ground and attack a battler, disrupting a random action by causing the victim to flinch and dealing 5% typless damage. Sunny Day can be used to end night early and start the day. Any move requiring the sun to work will not work at night.

Other: Yeah, Skyward Sword's had me zelda-obsessed the past few days.

I think I'll take this, but I have to check whether or not I have an open slot.

EDIT: Ugh, no, I don't have any open slots, sorry.
 
It might be because I am tired, but I think this is a good idea. XD

Luigi circuit
2 vs 2 double
Damage cap: 100%
Banned moves: OHKOs
DQ: A week

This is the famous Luigi circuit, known for its appearences in the Mario Kart games. The track is a fairly simple loop, made of road. This road is hard to dig through, so the move dig requires and extra 2% energy and an extra turn. Despite the fact the arena was reserved for this battle, there are still racers on the track. If a Pokemon stays still for the entire round, they will be hit by a passing kart rider, taking 5% damage. There are also item boxes, which can be used at the cost of a turn. These item boxes produce items, which have these effects (which happen as soon as you use the item box):



Mushroom (14% chance of appearing)

Raises speed of the Pokemon who used the item, and restores 10% health. Speed boost only lasts for the rest of the round.

Banana (12% chance of appearing)

Causes a bannana to appear next to the user. Any other Pokemon who step on this banana will slip, cancling out their action for that turn.

Blooper (12% chance of appearing)

This item reduces accuracy of all Pokemon except the user for the rest of the round.

Green shell (11% chance of appearing)

This simple shell is shot in a straight line, at the nearest opponent. If the opponent moves during this round, they will dodge the shell. Otherwise, it will slam into them, dealing 5% damage.


Red shell (10% chance of appearing)

This has similar effects to the green shell, but can home in on the opponent. If this item is hit by anything in the way, it will smash.


Thunder cloud (10% chance of appearing)

This funny cloud raises the Pokemon's speed by one stage and gives them the ability static for the rest of the round. After this round is over, the Pokemon takes 4% electric damage and is moderately paralyzed. This item can be passed on to others through physical contact.


Blue shell (3% chance of appearing)

This evil shell homes in on the Pokemon with the most health (ally or not!) and deals a whopping 10% damage. As this shell explodes, any Pokemon closer than a meter to this Pokemon will get dealt 5% damage and has a 50% chance of flinching.

Mega mushroom (3% chance of appearing)

This item causes the Pokemon to double in size. This effects any move to do with weight. The Pokemon also gains 1+ attack and defence. This item only lasts the rest of the round.

Bob-omb (4% chance of appearing)

The Pokemon explodes. It essentially uses explosion, even if it can't learn the move.

Super star (1% chance of appearing)

The Pokemon becomes invincible for the round. Any contact with the Pokemon will cause 10% damage and will cause the attacking Pokemon to flinch.

Lightning (9% chance of appearing)

Makes all other Pokemon shrink, as they have used minimise. They also loose 1 level in defense.

Pow block (10% chance of appearing)

Does 5 damage to all Pokemon except user and makes them flinch. Any held items are dropped.

Bullet bill (1% chance of appearing)

Transforms the user into a bullet bill for the rest of the round. No Pokemon can hit it, even with support moves, and any Pokemon who try to touch it lose 10% health. This wears off after the round is over.
 
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.

up.
 
Another challenge for any challenger.

4v4 Double
Style: Set
DQ: 9 days
Damage Cap: 50%
Banned Moves: OHKOs, Direct Healing moves.
Arena: Hyrule Field

Hyrule Field serves as the main connector for the many provinces of Hyrule. Those on horseback can reach their destenation in about a day's time. Those walking, perhaps two. There are a series of dirt roadways that wind throughout the field, but most prefer to just go toward wherever they are inclined to go. Death Mountain is visible from most viewpoints, as are the towering spires of Hyrule Castle.

The battle itself takes place on a stretch of field right next to a portion of Zora's River that runs into Castle Town. Water-types can use the flowing water to exist in, but it costs extra energy to remain in place because of the fast current. There is ample water for Surf and the like. The grass that covers the field is lush like a plain, and the soil is soft enough to disrupt.

Every four rounds, the sun sets. Night lasts for four rounds, and then the sun rises. Each round during the night, there is a 5% chance that a skeleton will pop out of the ground and attack a battler, disrupting a random action by causing the victim to flinch and dealing 5% typless damage. Sunny Day can be used to end night early and start the day. Any move requiring the sun to work will not work at night.

Other: Yeah, Skyward Sword's had me zelda-obsessed the past few days.

I am taking this battle.

Should be fun :D
 
It might be because I am tired, but I think this is a good idea. XD

Luigi circuit
2 vs 2 double
Damage cap: 100%
Banned moves: OHKOs
DQ: A week

This is the famous Luigi circuit, known for its appearences in the Mario Kart games. The track is a fairly simple loop, made of road. This road is hard to dig through, so the move dig requires and extra 2% energy and an extra turn. Despite the fact the arena was reserved for this battle, there are still racers on the track. If a Pokemon stays still for the entire round, they will be hit by a passing kart rider, taking 5% damage. There are also item boxes, which can be used at the cost of a turn. These item boxes produce items, which have these effects (which happen as soon as you use the item box):



Mushroom (14% chance of appearing)

Raises speed of the Pokemon who used the item, and restores 10% health. Speed boost only lasts for the rest of the round.

Banana (12% chance of appearing)

Causes a bannana to appear next to the user. Any other Pokemon who step on this banana will slip, cancling out their action for that turn.

Blooper (12% chance of appearing)

This item reduces accuracy of all Pokemon except the user for the rest of the round.

Green shell (11% chance of appearing)

This simple shell is shot in a straight line, at the nearest opponent. If the opponent moves during this round, they will dodge the shell. Otherwise, it will slam into them, dealing 5% damage.


Red shell (10% chance of appearing)

This has similar effects to the green shell, but can home in on the opponent. If this item is hit by anything in the way, it will smash.


Thunder cloud (10% chance of appearing)

This funny cloud raises the Pokemon's speed by one stage and gives them the ability static for the rest of the round. After this round is over, the Pokemon takes 4% electric damage and is moderately paralyzed. This item can be passed on to others through physical contact.


Blue shell (3% chance of appearing)

This evil shell homes in on the Pokemon with the most health (ally or not!) and deals a whopping 10% damage. As this shell explodes, any Pokemon closer than a meter to this Pokemon will get dealt 5% damage and has a 50% chance of flinching.

Mega mushroom (3% chance of appearing)

This item causes the Pokemon to double in size. This effects any move to do with weight. The Pokemon also gains 1+ attack and defence. This item only lasts the rest of the round.

Bob-omb (4% chance of appearing)

The Pokemon explodes. It essentially uses explosion, even if it can't learn the move.

Super star (1% chance of appearing)

The Pokemon becomes invincible for the round. Any contact with the Pokemon will cause 10% damage and will cause the attacking Pokemon to flinch.

Lightning (9% chance of appearing)

Makes all other Pokemon shrink, as they have used minimise. They also loose 1 level in defense.

Pow block (10% chance of appearing)

Does 5 damage to all Pokemon except user and makes them flinch. Any held items are dropped.

Bullet bill (1% chance of appearing)

Transforms the user into a bullet bill for the rest of the round. No Pokemon can hit it, even with support moves, and any Pokemon who try to touch it lose 10% health. This wears off after the round is over.

Sounds exciting ^^ Ill give it a go
 
Alright, so this'll be my first battle, so yeah, let's do this!
2vs.2 single for anyone.
Style:Set
DQ: Standard week
Damage Cap: 35%
Banned moves: Umm, OHKOs, Direct healing? Yeah, sounds reasonable.
Arena:
Let's throw this party at The Pirate Ship "Dark Plague"
This is a ghostly ship, risen from the abyssal seas. It seems to be hundreds of years old, as some parts of it are rotting. It looks empty, but you can feel a ghostly presence, as if someone was staring at you with bloodlust in their eyes. It is said that this ship only appears in the most horrible of storms and only at full moon nights. The scarred masts with the black, shredded sails sends a shiver down your back. In the howling wind you hear a murmur, no, rather a muffled scream from far away. Only those brave or mad enough dare board this ship. Let's go.

It's raining.The ship is made of wood so dig can't be used. Pokemon requiring water to be in can use the ocean.In the storm the ship is rocking like a crazed beast so the speed of grounded pokemon is lowered by 1 and accuracy is lowered by 5% for all moves due to the rocking and the storm. Flying pokemon have speed lowered by 2 due to the harsh winds. There's a 5% chance for grounded pokemon to get struck by lightning per action, causing a 10% damage electric attack, the same applies for flying pokemon but with a 10% chance to get struck. Additionally there's a 10% chance per action for grounded pokemon to step through rotted wood causing the action to be cancelled as it gets up, consuming 10 energy, in return flying pokemon can get blown away, giving the same results. As if that wasn't bad enough there's a 10% chance that Kraken appears at the end of a round and breaks the ship in half. If that happens the match continues with the trainers standing on the two slowly sinking halves of the ship, their pokemon battling on the floating debris.

To summarize: We're on a boat!, Night, raining, -1 to speed and -5% accuracy from moves for grounded pokemon. -2 speed for flying pokemon. 5/10% chance to get hit by 10% damage electric attack for grounded/flying pokemon per action. 10% chance per action for grounded and flying pokemon to get "hindered", using up 10 energy to get back. 10% chance for Kraken to show up each round. Hope it's not too complicated, anything's "skippable".
 
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