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The Challenge Board

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This challenge is for Atmey Detective.

Format:2vs2 single
Style: Set
DQ: One Week
Damage Cap: 25%
Banned/Restricted Moves: OHKOs
Arena Name: The TARDIS (Time And Relative Dimensions In Space)
Arena Description: From the outside, the TARDIS looks like an ordinary phone box, but on the inside it is very, very different. The TARDIS is a time machine, belonging to the mysterious Time Lord known as The Doctor. While he was away, we have managed to hijack it so it can be used for a battle between two trainers. Because the TARDIS travels through Time and Space, a Pokemon can sacrifice one action to start the machine. Once the machine is started, at the end of the round, the TARDIS will land at any random area in the Challenge Board. Once landed, the arena description applies to this arena, plus any additional rules. Format, style, DQ, Damage Cap, and The Banned/Restricted Moves do not change. While fighting at the new arena, a Pokemon can sacrifice an action to go back into the TARDIS, and leave the area. When this happens, a the opponent's Pokemon is forced back into the TARDIS and the battle resumes with the original rules.
Additional Rules: Because of the space/time distortion created by the TARDIS, Pokemon that cannot survive out of water will float in mid-air, and be able to breathe. While inside the TARDIS, Pokemon that would normally be too big to fit are shrunk down to size so they can. This same rule applies if the TARDIS lands in a room. Weather moves used in an arena will not carry over when the TARDIS moves into a new arena.

If I'm not allowed to do this, then sorry. The idea was too good to pass up.

Profile is here.
 
MAKING A CHALLENGE FOR MOONAY CAUSE I CAN <: TRICKSY GOBLINS~


2vs2 Single
Style: Switch
DQ time: One Week
Damage Cap: 40%
Banned Moves: 1 Direct Healing Move per Pokémon, 3 Chills per Pokémon
Arena: Tricksy Village

Once home to thieves, underwear gnomes and tricksy goblins of all sorts, Tricksy Village drips with seediness. Although now deserted, folks who visit here feel as if their demeanour is some how affected; some descending into downright kleptomania.
The landscape itself is not particularly interesting, and the homes have long been cleared of any valuables, so the trainers must turn their shifty impulses towards each other, sneaking around trying not to be heard by their opponent and hoping to nab something of value.

Effects: Commands will be issued in secret, and so there is no turn order in this match, and instead of posting move commands in the thread itself each competitor will PM the ref - only revealed once the round itself starts.
Pokémon may be switched out at will as a one-turn action, and switching has absolute priority to any move; meaning the Pokémon being shifted into the fight will always take the damage from that turn. Switches do -not- have to be posted in advance in the thread itself, however if a Pokémon is knocked out and that person's second Pokémon has not yet been revealed by switching, they must specify who they send out before commands are issued again.

In addition, the start-of round coin flip will have a different meaning. When the round starts, each competitor will get to choose one of their opponent's Pokémon from their active party to 'steal' until the end of the match. The winner of the flip chooses first (Or last, depending on how you look at it) and both 'steals' are posted in the thread and known by each person. The Pokémon who is stolen may be used for the duration of the match only by their respective captor if they choose to, and if so any XP they gain may be delegated to another active party member at the end of the match.

*Eyes Moony's party* kekeke

Taking the challenge~
 
This challenge is for Atmey Detective.

Format:2vs2 single
Style: Set
DQ: One Week
Damage Cap: 25%
Banned/Restricted Moves: OHKOs
Arena Name: The TARDIS (Time And Relative Dimensions In Space)
Arena Description: From the outside, the TARDIS looks like an ordinary phone box, but on the inside it is very, very different. The TARDIS is a time machine, belonging to the mysterious Time Lord known as The Doctor. While he was away, we have managed to hijack it so it can be used for a battle between two trainers. Because the TARDIS travels through Time and Space, a Pokemon can sacrifice one action to start the machine. Once the machine is started, at the end of the round, the TARDIS will land at any random area in the Challenge Board. Once landed, the arena description applies to this arena, plus any additional rules. Format, style, DQ, Damage Cap, and The Banned/Restricted Moves do not change. While fighting at the new arena, a Pokemon can sacrifice an action to go back into the TARDIS, and leave the area. When this happens, a the opponent's Pokemon is forced back into the TARDIS and the battle resumes with the original rules.
Additional Rules: Because of the space/time distortion created by the TARDIS, Pokemon that cannot survive out of water will float in mid-air, and be able to breathe. While inside the TARDIS, Pokemon that would normally be too big to fit are shrunk down to size so they can. This same rule applies if the TARDIS lands in a room. Weather moves used in an arena will not carry over when the TARDIS moves into a new arena.

If I'm not allowed to do this, then sorry. The idea was too good to pass up.

Profile is here.

Accepted.
 
I think this counts as forgotten by now ~

The Water Arena
4vs4 Single
DQ:
532800000000000000000000000000 yoctoseconds (comes out to 5 days 4 hours)
Style: Switch under special conditions
Damage Cap: None
Banned Moves: Moves related to the ground, Brine, Muddy Water, Splash, OHKO's

This is an arena with a very uninspired name. It is simply a huge swimming pool, infinitely deep, with a small platform at either end for non-aquatic Pokémon. Due to the bottomlessness, it is not a good idea to use Pokémon that cannot swim or are very heavy as they will sink and be unable to battle, effectively providing a KO. Consentually Hovering or Flying will have to start off hovering or flying. The trainers are provided with Hoverboards to stand on before the battle. The water is very rich in oxygen; thus, if a Pokémon is immersed it will be fully able to breathe, although probably in a complete state of panic. The pool is easily large enough for three Wailord, so although they would be uncomfortable, both parties could use Wailord. There is no ground save the platforms; thus moves based on the ground are unusable. Water moves deal 2% more damage and cost 1% less energy. Any Pokéon is allowed, but Fire-types with open flames, Ground-types and Rock-types are not recommended, as contact with the water costs them 10% health per action they spend in contact with it. Levitating Pokéon will float above the water, and Pokémon wil not drown unless they get into a state of extreme panic and hyperventilate, as the oxygen level is insufficient for hyperventilation. Pokémon with Dry Skin, Hydration or Water Absorb will of course regain health at the respective rates. The water will conduct electricity but due to it having to go in every direction it has to strike very close to the target or it will be dissipated away. This conductivity means that electric-type moves deal damage to the user equal to 1/8 of the move's base damage if the user is underwater, unaffected by Motor Drive or similar. Also, the water will not freeze by any means and provides a highly effective thermal insulation; thus Fire- or Ice-type moves have their damage cut in half unless the two Pokémon are extremely close or both mostly out of the water, and Fire-type moves are impossible to use underwater (not like anyone would try that). The water is warm and soothes Burns, thus making the Freeze or Burn conditions impossible to inflict. The lack of plantlife also increases the energy cost for Grass-type moves to 1.5x. The water is not salty enough for Brine or dirty enough for Muddy Water. Poison in the water will instantly dissipate and be removed, as will Grimer and Muk who will be instantly KO'd. There are strong currents that randomly appear and disappear and will pull most Pokémon around. A storm may randomly appear (15% chance per round) and simulate Rain Dance, as well as have lightning strikes that have a 5% chance of hitting a Pokémon and have the same effects as Thunder. This storm disappears after two rounds, gradually weakening each action. Moving through water is difficult for non-aquatic Pokémon besides those that hover or are quite amphibian (like Croagunk) or reptilian (like Ekans); thus moving through the water to attack costs energy (decided by the referee) and attacks like Hi Jump Kick have their damage reduced (again, decided by the referee). Attacks based on manipulating the air (Gust, Air Cutter, etc.), things in the air (Silver Wind, Sleep Powder, etc.) or physical projectiles (Bullet Seed, etc.) are nullified if the target is more than about a metre underwater (or away from the user, if both are underwater).

Notes:
Switching is permitted once a Pokéon falls below 30% health and then only once per Pokémon, as well as the normal restrictions and rules of switching.
Ground-based moves include but are not limited to (I might have forgotten something!): Ancientpower, Avalanche, Dig, Earth Power, Earthquake, Fissure, Frenzy Plant, Ingrain, Lava Plume, Magma Storm, Magnitude, Mud Bomb, Mud Shot, Mud Sport, Mud-Slap, Muddy Water, Rock Blast, Rock Climb, Rock Slide, Rock Tomb, Rock Wrecker, Sand Tomb, Sand-Attack, Seed Flare, Spikes, Stealth Rock, Stone Edge, and Toxic Spikes. The referee will not stop a Pokémon from using any of these moves, they will just have no effect.
Also, Arena Trap, Honey Gather and Pickup cannot take effect due to respective restrictions.
 
3vs3 single
Style: Switch
DQ: 7 days
Damage Cap: 80%
Banned Moves: OHKO's, Chills, Direct status moves, 1 direct healing/pokemon, rest.
Arena: Ka-BOOM Forest!

This arena is one of the many cliche 'stuff go kablooy' arenas.
Now to the arena's appearence:
This is a gigantic jungle filled with explosive stuff that just screams to go 'kablooy'. The trees are quite high, and each one is filled with explosive coconuts that will explode if heated up and on contact. The ground is scattered with wierd flowers that will release freaking high amounts of fire if used. If a pokemon faints in this arena, their body will explode, leaving massive craters and holes in the ground. If a pokemon digs more than 10 meters deep, they will reach a place called 'the kablooy heart'- a gigantic bunch of squishy dynamite. A pokemon can freely pick it up, but taking a chunk costs energy depending on how big the chunk is. If a pokemon uses earthquake and the dynamite is still under the ground, it will explode, both creating a 60 meter crater, damaging everyone in a 10 meter range for 20% typeless damage, and releasing a stream of hot magma from the center of this wierd planet. Touching the magma will deal 40% damage to anyone touching it, expect if the pokemon is a fire type, in which case it will make all of its fire attacks deal 3% damage higher for 5 rounds, if it is a rock type, in which case it will be stuck on the ground for 3 actions, or if it is a water/ice type, in which case it will automaticly faint. If the dynamite doesn't explode after 3 battle rounds, it will explode anyway and release burning rocks everywhere, dealing 7% rock and 3% fire damage to anyone touched by them. Finally, if a pokemon uses the attack 'explosion' or 'selfdestruct', they will deal double damage.

Damage for explosives/fire is as follows:
Flowers deal 9% fire damage per attack,
Coconuts will deal 7% typeless damage and cost 5% energy to be hurled,
taking a piece of dynamite costs energy according to wieght:
-0.1 Kg to 1 Kg costs 1% energy and deals 4% damage,
1.1 Kg to 3 KG costs 4% energy and deals 9% damage,
3.1 Kg to 10 Kg costs 8% energy and deals 15% damage,
and more than 10.1 Kg will deal 32% damage.
Of course, smaller pokemon will find it harder to carry the dynamite(lower priority and such stuff), and pokemon without hands/something that can hold stuff won't be able to activate this stuff.

Other: Pokemon have endless energy.

This is a challenge for Scyther, and is inspired by the movie 'kung fu panda'.

ROAR OF BOOM AND DOOM!
<- Profile

I accept the challenge!

Profile of EXPLOSIVES
 
UnderFire

That challenge was made for a specific player (Scyther). You can see if Lars is interested in battling you as well, but it is generally poor etiquette to take a challenge intended for someone else.
 
Challenge for Blaaaazhy~ Apparently I love partyswap gimmicks.

3vs3 Single
Style: Switch
DQ time: One Week
Damage Cap: 50%
Banned Moves: 1 Direct Healing Move per Pokémon, 3 Chills per Pokémon, OHKOs
Arena: Neon Colosseum

Situated high above the city and padded with soft coloured lights of various neon marquees, Neon Colosseum is if nothing else an impressive sight.
Based in the gambling quarters, originally the idea behind the arena was to test one's luck by mixing up each competitor's team with one another via a huge spinwheel... unfortunately players immediately figured out how to stop the wheel on exactly who they wanted, and so it was nixed in favour of a bit more direct method- although teams are still mixed, it's done by pick-and counterpicking, leaving competitors often playing against their own teams while trying to use Pokemon they are not used to in the slightest.
At the beginning of the match, a coin is flipped - and the winner gets first choice. They may choose any Pokémon from EITHER player's active party. From here, the second player may counterpick, and each will take turns until a full team is built based on the battle style limit.

Effects: At the beginning of the match, the coin flip decides who picks the first Pokémon. Both competitor's teams are pooled, and each person may pick any Poké from either's active party - be it their own or their opponents.
Competitors will takes turns in this order; as in - Winner picks, loser picks, winner picks, loser picks, winner picks, loser picks - making a full team of 3 for each side.
From there, the winner of the coin flip will choose which of their choices to send out first, the loser will attack, and the winner will attack - progressing the battle as normal.

You get: PROFILE.
 
Last edited:
Challenge for Blaaaazhy~ Apparently I love partyswap gimmicks.

3vs3 Single
Style: Switch
DQ time: One Week
Damage Cap: 50%
Banned Moves: 1 Direct Healing Move per Pokémon, 3 Chills per Pokémon, OHKOs
Arena: Neon Colosseum

Situated high above the city and padded with soft coloured lights of various neon marquees, Neon Colosseum is if nothing else an impressive sight.
Based in the gambling quarters, originally the idea behind the arena was to test one's luck by mixing up each competitor's team with one another via a huge spinwheel... unfortunately players immediately figured out how to stop the wheel on exactly who they wanted, and so it was nixed in favour of a bit more direct method- although teams are still mixed, it's done by pick-and counterpicking, leaving competitors often playing against their own teams while trying to use Pokemon they are not used to in the slightest.
At the beginning of the match, a coin is flipped - and the winner gets first choice. They may choose any Pokémon from EITHER player's active party. From here, the second player may counterpick, and each will take turns until a full team is built based on the battle style limit.

Effects: At the beginning of the match, the coin flip decides who picks the first Pokémon. Both competitor's teams are pooled, and each person may pick any Poké from either's active party - be it their own or their opponents.
Competitors will takes turns in this order; as in - Winner picks, loser picks, winner picks, loser picks, winner picks, loser picks - making a full team of 3 for each side.
From there, the winner of the coin flip will choose which of their choices to send out first, the loser will attack, and the winner will attack - progressing the battle as normal.

You get: PROFILE.

This is great :D Just one thing: can we set the damage cap at 50% instead?

Stay away from Phalanx >(
 
Heavy Lobster's challenge is still open, as Dr Frank is full up on challenges and can't issue or accept any more until he clears one.
 
3vs3 single
Style: Switch
DQ: 7 days
Damage Cap: 80%
Banned Moves: OHKO's, Chills, Direct status moves, 1 direct healing/pokemon, rest.
Arena: Ka-BOOM Forest!

This arena is one of the many cliche 'stuff go kablooy' arenas.
Now to the arena's appearence:
This is a gigantic jungle filled with explosive stuff that just screams to go 'kablooy'. The trees are quite high, and each one is filled with explosive coconuts that will explode if heated up and on contact. The ground is scattered with wierd flowers that will release freaking high amounts of fire if used. If a pokemon faints in this arena, their body will explode, leaving massive craters and holes in the ground. If a pokemon digs more than 10 meters deep, they will reach a place called 'the kablooy heart'- a gigantic bunch of squishy dynamite. A pokemon can freely pick it up, but taking a chunk costs energy depending on how big the chunk is. If a pokemon uses earthquake and the dynamite is still under the ground, it will explode, both creating a 60 meter crater, damaging everyone in a 10 meter range for 20% typeless damage, and releasing a stream of hot magma from the center of this wierd planet. Touching the magma will deal 40% damage to anyone touching it, expect if the pokemon is a fire type, in which case it will make all of its fire attacks deal 3% damage higher for 5 rounds, if it is a rock type, in which case it will be stuck on the ground for 3 actions, or if it is a water/ice type, in which case it will automaticly faint. If the dynamite doesn't explode after 3 battle rounds, it will explode anyway and release burning rocks everywhere, dealing 7% rock and 3% fire damage to anyone touched by them. Finally, if a pokemon uses the attack 'explosion' or 'selfdestruct', they will deal double damage.

Damage for explosives/fire is as follows:
Flowers deal 9% fire damage per attack,
Coconuts will deal 7% typeless damage and cost 5% energy to be hurled,
taking a piece of dynamite costs energy according to wieght:
-0.1 Kg to 1 Kg costs 1% energy and deals 4% damage,
1.1 Kg to 3 KG costs 4% energy and deals 9% damage,
3.1 Kg to 10 Kg costs 8% energy and deals 15% damage,
and more than 10.1 Kg will deal 32% damage.
Of course, smaller pokemon will find it harder to carry the dynamite(lower priority and such stuff), and pokemon without hands/something that can hold stuff won't be able to activate this stuff.

Other: Pokemon have endless energy.

This is a challenge for Scyther, and is inspired by the movie 'kung fu panda'.

ROAR OF BOOM AND DOOM!
<- Profile

I accept the challenge!

Profile of EXPLOSIVES

Well, scyther didn't really respond to this challenge, so I guess I'll battle you.
 
Heavy Lobster's challenge is still open, as Dr Frank is full up on challenges and can't issue or accept any more until he clears one.

Okay, I'll leave the steele one. Link

Rawr Challenge!

Format: 2v2 Double
Style: Set
DQ: 1 week
Damage Cap: 37% (Because I can)
Banned/Restricted: Direct Healing, Two turn attacks, Surf, Dive, Waterfall, etc, and OHKOs (chills limited to 3/Pokemon)
Arena Name: The Bottomless Pit
Arena Description: A five meter by five meter pit that is surrounded by a variety of rocky outcroppings. As the name suggests, the pit is bottomless, so any fall is an instant KO. However, the pit seems to exert a spiritual force that prevents anybody from coming within two meters of it. This makes it so a Hariyama couldn't simply drag a Pachirisu to the edge and throw it in (though there is nothing stopping the Hariyama from throwing the Pachirisu from outside the two meters). Surrounding the pit are rock ledges, pillars, and small dips and rises in the ground, a long with many pebbles, and a few boulders. There are four pillars surrounding the pit. In relativity to the pit, each one rests in line with one of the four main cardinal directions. This is where the Pokemon are first sent out. If any Pokemon proceeds down the ledges at a fast pace, there is a 25% chance they will trip and scrape themselves against the rock, causing the Pokemon to take the same amount of damage they would take from a rock-type attack with a power of 40. Rock, Ground, Flying, and Ghost types are immune to this.
Additional Rules: No water-types that can't survive out of water.

Ze Profile

Re-accept.
 
For Blazhy:

3 vs. 3
Style: Set
DQ: 10 Days
Damage Cap: 45%
Banned Moves: OHKOs

Field: Arboreal Dome

In some closed-off mountain range in the northern parts of Asber, a strange natural wonder has formed; a humongous dome made entirely of intertwined trees and vines. It is several hundred feet high and wide, and the ground inside is covered with bushes and a strange, luminescent moss. Moss-covered boulders are also strewn throughout, and a slow, good-sized stream cuts a swathe through the middle of the Great Arboreal Dome. The light not provided by the moss is filtered and green, streaming through window-like gaps in the wicker dome.

For obvious reasons, most weather moves will have a lessened effect in this arena, as rain or hail will have a tough time getting through the intertwined branches. At the end of each round, there's a 25% chance that the moss will glow bright green for the entirety of the next round, at which point Grass-type Pokémon get a 2x STAB instead of a 1.5x, and Fire-types get no STAB.

Additional Rules: The choice for the first Pokémon sent out by each trainer willl be sent to the referee, and not posted in the battle itself. For example, it would be;

X and Y choose a Pokémon and tell it to the ref by PM
X attacks
Y attacks

and not:

X sends out
Y sends out and attacks
X attacks

ASB Profile


I'll be picking this up, thread up in a moment~
 
4 vs 4 single
Style: Switch
DQ: Standard week
Damage Cap: 30%
Banned Moves: OHKO's, chills limited to 3/pokémon, Moves that raise/lower evasion or accuraccy
Arena: Steelix Desert

Nestled away somewhere far away, there is a meduim-sized desert. It is round and is about big enough for two Wailord to face each other. The desert is surrounded by cliffs that tower miles up above. There are two platforms near two edges of the desrt, opposite each other, where trainers stand. Deep underground is an old Steelix who will attack every so often when the ref chooses for it to do so, using a move chosen by the ref. It has 100% health and no energy. You can knock it out, but it will be tough, as it is an old Steelix. It does have a limited movepool of Dig, Bite, Dragonbreath, and Iron Tail though. Weaknesses, immunities and resistances apply to its move and moves made against it.

Other: Nothing else. Idea from whatever battle was on Field with a Magikarp.

My profile
 
4 vs 4 single
Style: Switch
DQ: Standard week
Damage Cap: 30%
Banned Moves: OHKO's, chills limited to 3/pokémon, Moves that raise/lower evasion or accuraccy
Arena: Steelix Desert

Nestled away somewhere far away, there is a meduim-sized desert. It is round and is about big enough for two Wailord to face each other. The desert is surrounded by cliffs that tower miles up above. There are two platforms near two edges of the desrt, opposite each other, where trainers stand. Deep underground is an old Steelix who will attack every so often when the ref chooses for it to do so, using a move chosen by the ref. It has 100% health and no energy. You can knock it out, but it will be tough, as it is an old Steelix. It does have a limited movepool of Dig, Bite, Dragonbreath, and Iron Tail though. Weaknesses, immunities and resistances apply to its move and moves made against it.

Other: Nothing else. Idea from whatever battle was on Field with a Magikarp.

My profile

I guess I'll take this. if you'll let me. Probably better to say that the Steelix has Infinite energy though; if it had no energy it would be KO'd. ;P

Profile
 
4 vs 4 single
Style: Switch
DQ: Standard week
Damage Cap: 30%
Banned Moves: OHKO's, chills limited to 3/pokémon, Moves that raise/lower evasion or accuraccy
Arena: Steelix Desert

Nestled away somewhere far away, there is a meduim-sized desert. It is round and is about big enough for two Wailord to face each other. The desert is surrounded by cliffs that tower miles up above. There are two platforms near two edges of the desrt, opposite each other, where trainers stand. Deep underground is an old Steelix who will attack every so often when the ref chooses for it to do so, using a move chosen by the ref. It has 100% health and no energy. You can knock it out, but it will be tough, as it is an old Steelix. It does have a limited movepool of Dig, Bite, Dragonbreath, and Iron Tail though. Weaknesses, immunities and resistances apply to its move and moves made against it.

Other: Nothing else. Idea from whatever battle was on Field with a Magikarp.

My profile
I guess I'll take this. if you'll let me. Probably better to say that the Steelix has Infinite energy though; if it had no energy it would be KO'd. ;P

Profile

I guess I'll ref this. Thread will be up shortly.
 
3 vs 3 single
Style: Switch
DQ: Six days and 23 hours and 59 minutes
Damage Cap: 25
Banned Moves: Super effective moves and One-Hit-KOs (Whew this'll be a challenge)
Arena: Snowfield

The snowfield is a big field of snow that is outside somewhere in an abandoned land that no one knows about. It has a pillar on one side with an Abomasnow on it and another pillar on the other side with a Mamoswine on it. It's pretty small, Pokemon that're bigger than Steelix couldn't fit between the pillars. It is big and rectangular and nobody has battled in it for the last three years. It's basically a 32-foot long blizzard, because it's been snowing since 1986, and hasn't stopped at all EVER since then. Ten years ago, an Articuno was spotted above it and was caught by a mystery trainer.

Other: The weather condition is hail. Anybody up to the challenge?

My profile
 
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