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The Challenge Board

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2vs2 single
Style: Set
DQ: 4 days
Damage Cap: 30%
Banned Moves: OHKO's, Attract
Arena: Caelin Castle

An extremely old, very huge, supposedly haunted castle. The battle is taking place in the master bedroom, which is on the second-to-top floor. The room is poorly furnished; it contains a fancy bed, and has indeed held up well over such time; a fancy claw-footed desk and a chair. The walls are decorated with cream flowered tapestry, though this hasn't held up quite as well as the furniture, with many tears and stains covering the flower patterns.

The room has no window, and only one door, which leads to the hallway.

It is said that the castle is haunted by a dusknoir; whether this is true or not, no one is sure.

Notes: There is a 10% chance per round that a dusknoir will appear and Disable a random pokemon. Which action this is done on is decided by the ref. After doing so the dusknoir will stay around to watch the battle for the rest of the round before leaving. If the dusknoir has appeared, it will not come back for (at least) three more rounds.

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I accept this challenge.
 
1vs1 single
Style: Set
DQ: 1 week
Damage Cap: 45%
Banned Moves: OHKO's
Arena: Ruins

Rocks are thrown around the place, and buildings are crumbling. There are many places for Pokémon to stand, but they are prone to crumbling (40%). If the thing that they are standing on crumbles and the Pokémon doesn't move quickly (30% chance they will make it), the Pokémon suffers damage and paralysis (10% damage and mild paralysis for short heights, 20% damage and medium paralysis for moderate heights, and 30% damage and severe paralysis for tall heights). It is hard to navigate without jumping, and you can't dig because there used to be a stone path on the ground.

EDIT: Super late profile link!
 
Last edited:
2v2 double
style: set
dq: 14 days = 2 weeks
damage cap: 2% direct; 42% indirect
banned moves: ohko's

arena: distorted space

Here is nothing. No light, yet no lack of light. Here, all internal conditions (status and abilities) have their (quantitative) effects quadrupled (for example, serene grace octuples the chance of side-effects; poison inflicts quadruple damage). One cannot run. One cannot hide. One cannot move. Direct force is void, and attacks must be more subtle.

practical effects:
  • physical moves require huge amounts of energy and always miss anyway unless the target is adjacent to the attacker (should happen only from teleport or such).
  • moves requiring physical components fail.
  • weather can't happen.
  • evasion is nullified.
  • psychic, dark, and ghost moves have 1.3 times as much power.

profile
 
1vs1 single
Style: Set
DQ: 1 week
Damage Cap: 45%
Banned Moves: OHKO's
Arena: Ruins

Rocks are thrown around the place, and buildings are crumbling. There are many places for Pokémon to stand, but they are prone to crumbling (40%). If the thing that they are standing on crumbles and the Pokémon doesn't move quickly (30% chance they will make it), the Pokémon suffers damage and paralysis (10% damage and mild paralysis for short heights, 20% damage and medium paralysis for moderate heights, and 30% damage and severe paralysis for tall heights). It is hard to navigate without jumping, and you can't dig because there used to be a stone path on the ground.

EDIT: Super late profile link!

I'll take your challenge.

Profile

Hope you don't mind, I'm a little rusty.
 
2v2 double
style: set
dq: 14 days = 2 weeks
damage cap: 2% direct; 42% indirect
banned moves: ohko's

arena: distorted space

Here is nothing. No light, yet no lack of light. Here, all internal conditions (status and abilities) have their (quantitative) effects quadrupled (for example, serene grace octuples the chance of side-effects; poison inflicts quadruple damage). One cannot run. One cannot hide. One cannot move. Direct force is void, and attacks must be more subtle.

practical effects:
  • physical moves require huge amounts of energy and always miss anyway unless the target is adjacent to the attacker (should happen only from teleport or such).
  • moves requiring physical components fail.
  • weather can't happen.
  • evasion is nullified.
  • psychic, dark, and ghost moves have 1.3 times as much power.

profile

I'll take you on.
http://www.dragonflycave.com/forums/showpost.php?p=239531&postcount=106
 
Whivit said she'd ref it, so even if I hit the cap, it shouldn't count.

2 vs 2 single
DQ time: 14 days
Damage Cap: 35%
Banned: OHKOs, Direct Healing, Attract, Dig
Arena: Jesus Lake

The entire battlefield at first seems to be your regular, crystal-clear lake; though quite deep in the centre, one can see right to the bottom. The dirt seems, mostly, inclined to remain at the bottom unless someone intentionally stirs it up, and even then it will quickly settle when left to its own devices. As sunlight reaches to the bottom, plants have no problem growing in patches underneath the surface, although the environment might not be entirely appropriate for the seaweed that grows there. Indeed, the lake seems like a normal one, if perhaps purified by Suicune on a regular basis. That is, until you take a closer look and wonder - are those boulders... floating?

As it turns out, the surface of the lake is very solid. Pokémon, no matter how heavy, can easily walk on its surface, and the surface (but only the surface) even shakes with the effect of an earthquake when the appropriate attacks are used. It is this surface that the boulders must be resting on. It would also seem to explain the smooth surface of the lake, although the surface you walk on isn't the lake's actual surface; instead, it appears to be about two inches underwater.

However, pokémon inclined to swimming may do so, and the lake will seem like normal, though insanely pure, water to them. Anyone can easily switch between "lake" and "ground", though how it works is unknown. A swimmer, for example, can put its hands on the surface of the water and push down, to help pull it onto the surface, and from then on it can walk or run. If it wants to swim again, it can leap or slip or dive into the water as it pleases. Pokémon will not automatically float to the surface and suddenly find something underneath them, however, nor will the invisible surface suddenly disappear should they wish to go underwater. It requires actual movement to do this, although it doesn't take a full action unless the pokémon is low (under 20%) on either energy or health. Startled, flinching, sleeping, or fully confused pokemon can find themselves falling into the water if they move while in this state, so pokemon can be pulled into the water.

Any impurities above the two-inch-deep surface of the water will remain there, but any others will sink to the bottom very quickly, to be absorbed by the tall, purple, seaweed-like plants.

The lake appears to be surrounded by beautiful beaches of multicoloured sand, and beyond that, lush green grasses that eventually lead to a forest on one side, and a distant village on hills on the other.
 
Whivit said she'd ref it, so even if I hit the cap, it shouldn't count.

2 vs 2 single
DQ time: 14 days
Damage Cap: 35%
Banned: OHKOs, Direct Healing, Attract, Dig
Arena: Jesus Lake

The entire battlefield at first seems to be your regular, crystal-clear lake; though quite deep in the centre, one can see right to the bottom. The dirt seems, mostly, inclined to remain at the bottom unless someone intentionally stirs it up, and even then it will quickly settle when left to its own devices. As sunlight reaches to the bottom, plants have no problem growing in patches underneath the surface, although the environment might not be entirely appropriate for the seaweed that grows there. Indeed, the lake seems like a normal one, if perhaps purified by Suicune on a regular basis. That is, until you take a closer look and wonder - are those boulders... floating?

As it turns out, the surface of the lake is very solid. Pokémon, no matter how heavy, can easily walk on its surface, and the surface (but only the surface) even shakes with the effect of an earthquake when the appropriate attacks are used. It is this surface that the boulders must be resting on. It would also seem to explain the smooth surface of the lake, although the surface you walk on isn't the lake's actual surface; instead, it appears to be about two inches underwater.

However, pokémon inclined to swimming may do so, and the lake will seem like normal, though insanely pure, water to them. Anyone can easily switch between "lake" and "ground", though how it works is unknown. A swimmer, for example, can put its hands on the surface of the water and push down, to help pull it onto the surface, and from then on it can walk or run. If it wants to swim again, it can leap or slip or dive into the water as it pleases. Pokémon will not automatically float to the surface and suddenly find something underneath them, however, nor will the invisible surface suddenly disappear should they wish to go underwater. It requires actual movement to do this, although it doesn't take a full action unless the pokémon is low (under 20%) on either energy or health. Startled, flinching, sleeping, or fully confused pokemon can find themselves falling into the water if they move while in this state, so pokemon can be pulled into the water.

Any impurities above the two-inch-deep surface of the water will remain there, but any others will sink to the bottom very quickly, to be absorbed by the tall, purple, seaweed-like plants.

The lake appears to be surrounded by beautiful beaches of multicoloured sand, and beyond that, lush green grasses that eventually lead to a forest on one side, and a distant village on hills on the other.

Reffing (once it gets an opponent).
 
Whivit said she'd ref it, so even if I hit the cap, it shouldn't count.

2 vs 2 single
DQ time: 14 days
Damage Cap: 35%
Banned: OHKOs, Direct Healing, Attract, Dig
Arena: Jesus Lake

The entire battlefield at first seems to be your regular, crystal-clear lake; though quite deep in the centre, one can see right to the bottom. The dirt seems, mostly, inclined to remain at the bottom unless someone intentionally stirs it up, and even then it will quickly settle when left to its own devices. As sunlight reaches to the bottom, plants have no problem growing in patches underneath the surface, although the environment might not be entirely appropriate for the seaweed that grows there. Indeed, the lake seems like a normal one, if perhaps purified by Suicune on a regular basis. That is, until you take a closer look and wonder - are those boulders... floating?

As it turns out, the surface of the lake is very solid. Pokémon, no matter how heavy, can easily walk on its surface, and the surface (but only the surface) even shakes with the effect of an earthquake when the appropriate attacks are used. It is this surface that the boulders must be resting on. It would also seem to explain the smooth surface of the lake, although the surface you walk on isn't the lake's actual surface; instead, it appears to be about two inches underwater.

However, pokémon inclined to swimming may do so, and the lake will seem like normal, though insanely pure, water to them. Anyone can easily switch between "lake" and "ground", though how it works is unknown. A swimmer, for example, can put its hands on the surface of the water and push down, to help pull it onto the surface, and from then on it can walk or run. If it wants to swim again, it can leap or slip or dive into the water as it pleases. Pokémon will not automatically float to the surface and suddenly find something underneath them, however, nor will the invisible surface suddenly disappear should they wish to go underwater. It requires actual movement to do this, although it doesn't take a full action unless the pokémon is low (under 20%) on either energy or health. Startled, flinching, sleeping, or fully confused pokemon can find themselves falling into the water if they move while in this state, so pokemon can be pulled into the water.

Any impurities above the two-inch-deep surface of the water will remain there, but any others will sink to the bottom very quickly, to be absorbed by the tall, purple, seaweed-like plants.

The lake appears to be surrounded by beautiful beaches of multicoloured sand, and beyond that, lush green grasses that eventually lead to a forest on one side, and a distant village on hills on the other.

I'll battle you Kusari

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Taking EeveeSkitty vs Minnow.

Two questions: What do you mean by Rain Dance 'evening out' the Sunny Day? And by turn, do you mean action or round?
 
Not at all stolen from someone else nup. Also last challenge I can make until one of my current battles is finished sohurryupGew.

3vs3 single
Style: set
DQ: Standard week
Damage Cap: none
Banned Moves: OHKO's; anything else is fair game

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 six battle rounds (a total of 18 actions per Pokémon) before the ref calls a halt. After the six 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 six rounds. At the end (which should be 18 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 6 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 6 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.

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 is considered knocked out for the purposes of experience and so the one with the higher score would get the extra 1 exp.
 
Not at all stolen from someone else nup. Also last challenge I can make until one of my current battles is finished sohurryupGew.

3vs3 single
Style: set
DQ: Standard week
Damage Cap: none
Banned Moves: OHKO's; anything else is fair game

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 six battle rounds (a total of 18 actions per Pokémon) before the ref calls a halt. After the six 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 six rounds. At the end (which should be 18 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 6 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 6 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.

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 is considered knocked out for the purposes of experience and so the one with the higher score would get the extra 1 exp.

I accept. Profile.
 
6v6 Triple Battle (not for the faint of heart)
Set
DQ Time: 10 days
Damage Cap: 66%
Banned Moves: OHKOs, weather moves
Arena: Outside the Battle Roulette (so completely not stolen from anyone)

The Pokemon are battling in a busy district directly outside of the Sinnoh-famous Battle Roulette, where luck is tested on a daily basis. The League has gotten permission to erect a large roulette wheel outside for the purposes of this battle. The hustling and bustling crowd rarely stop to take stock, and so a passerby may accidentally kick a Pokemon under 2ft tall not flying or levitating for 5% damage. If people do stop to watch, they can do a couple of things: (1 in 3 chance of anything occurring per round)

-Throw a soda can at a random Pokemon, dealing 2% damage and lowering Speed 1 level. (50% chance of out of the three occurring)
-Throw food at a Pokemon, dealing 3% damage. However, it can be eaten to restore 5% health and energy, but with a 65% chance of poisoning. (10% chance)
-What you've all been waiting for: The people can spin the roulette. The roulette has a number of effects, all with an equal chance of happening: (Note, for the purposes of example I've named the teams 1 and 2) (40%)

:Team 1 all gets paralyzed.
:Team 2 all gets paralyzed.
:Team 1 all gets badly poisoned.
:Team 2 all gets badly poisoned.
:Team 1 and 2 switch one random Pokemon each for the rest of battle.
:Team 1 and 2 switch all of their Pokemon for the rest of battle.
:Team 1's Pokemon all are restored by 20% health and energy.
:Team 2's Pokemon all are restored by 20% health and energy.
:Team 1's Pokemon all lose 10% health and energy.
:Team 2's Pokemon all lose 10% health and energy.
:Team 1's Pokemon max out all stats except accuracy+evasion.
:Team 2's Pokemon max out all stats except accuracy+evasion.
:Sunny Day takes effect.
:Rain Dance takes effect.
:Sandstorm takes effect.
:Hail takes effect.
:Trick Room takes effect.
:Gravity takes effect.
:Nothing happens.
------
Profile linky-linky-link
 
2 vs 2 single
DQ time: 14 days
Damage Cap: 35%
Banned: OHKOs, Direct Healing, Chills limited to 5 per Pokemon
Arena: Mountain

The battle starts out on a large, flat surface on the side of a mountain. Most of the arena is littered with boulders, some small, some large. A few low-growing plants flourish here and there despite the cold and altitude.
Since the mountain side is covered with snow, an avalanche will occur if a Pokemon uses an extremely loud sound attack (Such as Uproar, Snore, or Hyper Voice), an attack that involves violently shaking the ground (Such as Earthquake), or if the snow at the base of the slope is melted.
If an avalanche occurs, all Pokemon suffer 10% of typeless damage and end up at the foot of the mountain. There is a fairly large clearing there, and surrounding the clearing is a dense forest. After an avalanche the rest of the battle will be conducted at the foot of the mountain, and no more avalanches can occur.

The Profile of Doom
 
2v2 Single
DQ: 10 days
Damage Cap: 40%
Banned moves: OHKO, 5 chills per pokemon, 3 direct recovery moves

Arena: The Magician's Hat

A large upturned hat, battlers stand on the brim with the seemingly bottomless pit of the hat in between them. Once a round, there is a 7 percent chance that a large white rabbit will pop out of the hole to attack a contestant. Attack to be used is present. Therefore there is a random chance that it will either be something good for the contestant or horribly bad. If a pokemon falls into the hole in the center of the hat the rabbit brings them back up and slams them into the brim, in an attempt to teach them not to invade his hole again.

Profiled
 
1vs1 single
Style: Set
DQ: 1 week
Damage Cap: 45%
Banned Moves: OHKO's
Arena: Ruins

Rocks are thrown around the place, and buildings are crumbling. There are many places for Pokémon to stand, but they are prone to crumbling (40%). If the thing that they are standing on crumbles and the Pokémon doesn't move quickly (30% chance they will make it), the Pokémon suffers damage and paralysis (10% damage and mild paralysis for short heights, 20% damage and medium paralysis for moderate heights, and 30% damage and severe paralysis for tall heights). It is hard to navigate without jumping, and you can't dig because there used to be a stone path on the ground.

EDIT: Super late profile link!
I'll take your challenge.

Profile

Hope you don't mind, I'm a little rusty.

I'll take this one, thread will be up in a bit.

(Also Negrek, I don't think the Styliboy and JolteonShock challenge belongs on the list; it's already got it's own thread.)
 
2v2 Single
DQ: 10 days
Damage Cap: 40%
Banned moves: OHKO, 5 chills per pokemon, 3 direct recovery moves

Arena: The Magician's Hat

A large upturned hat, battlers stand on the brim with the seemingly bottomless pit of the hat in between them. Once a round, there is a 7 percent chance that a large white rabbit will pop out of the hole to attack a contestant. Attack to be used is present. Therefore there is a random chance that it will either be something good for the contestant or horribly bad. If a pokemon falls into the hole in the center of the hat the rabbit brings them back up and slams them into the brim, in an attempt to teach them not to invade his hole again.

Profiled

I accept. Profile
 
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