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The Challenge Board

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For Babby.

2v2 Single
DQ: 10 days.
Damage Cap: 40%
Banned Moves: OHKOs

Arena: Wizard's Dueling Area

The battlers find themselves in a sweeping, dome-shaped, marble room, with seventeen tapestries of varying colors hanging from the walls. The wood-paneled floor is covered by a thick, intricately-patterned carpet that seems to absorb most sound. Bookshelves line the parts of the wall without a covering of elemental tapestry, and each shelf has perhaps a thousand or more thick, heavy books. The huge room is well-lit, with stained-glass windows in the walls and clear ones in the round ceiling. A large oaken desk sits in the middle of the carpet, with a heavy wooden chair and a burning oil lamp.

Due to the magic that's been imbued into just about everything, water or rocks for attacks are generated automatically as needed. Anything destroyed reappears fully-formed at the beginning of the next round. Special moves do 2% more damage after all other calculations. Weather attacks form inside the building.
 
1v1 Single
Damage Cap: 50%
DQ: 4 days
Banned Moves: Chill and Rest
Arena: Grub Battlefield

A large concrete circle that rests on the backs of thousands of decomposing bugs. Cheering swarms of Venipede and Weedle watch from the stands, cheering for the jousting opponents.

Other: The only Pokemon that may be used are bug-types.

Escavalier and Accelgor get a +1 in Attack to begin the battle.

i accept your surrender.
 
3v3 Single Battle
Style: Set
DQ: 1 week
Damage Cap: 40%
OHKO's, any moves causing mass destruction, water moves over 60 Power (To keep malfunctions from occurring), and healing moves are banned (3 Chills/Pokemon)
Arena: Pinball Field

Your classic Pinball game you'd find in an old arcade. Pokemon cannot break through the plastic ceiling, and trainers stand outside of the machine ordering their commands, assuming the Pokemon are able to hear them clearly.

At the start of each round, a pinball is launched and has a 10% chance of hitting either Pokemon, though if it does not, the pinball travels through the "flippers," not having any other effect. If a Pokemon is hit, the strike deals 5% Damage. Additionally, each turn there is a 3% chance that a Pokemon will slip through the "flippers" and will have to be launched from the spring. This does not take up a turn, and the said Pokemon will still be able to attack that turn.

Pokemon are able to use the parts of the machine to their advantage (i.e. bouncing off a bumper) to increase the power of any physical attack by 2-3%, the choice belonging to the referee. The referee may also decide whether the action would truly power up an attack.

There is a 3% chance of a Pokemon getting a bonus, enhancing a random stat by 1. The maximum amount of bonuses that can be earned by one Pokemon is 2.

Additionally, any time a Pokemon defeats another, a bonus is awarded to them, having the same effect as said above. Max. amount of bonuses is the same.

Other: Pokemon cannot be returned, as the plastic has been somehow charmed by my wonderful Gardevoir to repel any return beam from a Poke Ball. This means that Teleporting outside of the machine will fail as well.

The referee watches the battle on the bonus board.

If I didn't hit the battle limit I accept.
 
For Babby.

2v2 Single
DQ: 10 days.
Damage Cap: 40%
Banned Moves: OHKOs

Arena: Wizard's Dueling Area

The battlers find themselves in a sweeping, dome-shaped, marble room, with seventeen tapestries of varying colors hanging from the walls. The wood-paneled floor is covered by a thick, intricately-patterned carpet that seems to absorb most sound. Bookshelves line the parts of the wall without a covering of elemental tapestry, and each shelf has perhaps a thousand or more thick, heavy books. The huge room is well-lit, with stained-glass windows in the walls and clear ones in the round ceiling. A large oaken desk sits in the middle of the carpet, with a heavy wooden chair and a burning oil lamp.

Due to the magic that's been imbued into just about everything, water or rocks for attacks are generated automatically as needed. Anything destroyed reappears fully-formed at the beginning of the next round. Special moves do 2% more damage after all other calculations. Weather attacks form inside the building.

...yesss, taking
 
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This is for Squornshellous Beta to ref.

1v1 Single
Style: Set
DQ: 7 days
Damage Cap: 50%
Banned moves: Anything goes baby!
Arena: Some dive in an indeterminate location

Just some indeterminate bar in the city, this place smells heavily of alcohol, BO and piss. (Don't even -try- the bathrooms.) The patrons are at best drunkard bums and better described as imbibed apes, and the liquor they serve will set off radiological alarms. So what kind of battlefield is this?
Well, apparently when two trainers get drunk they find it to be a good idea to get their Pokémon drunk, as well. Noone really knows why, but it's probably in a similar vein to beer goggles. Of course, neither trainer is in much of a state to issue commands, and their Pokémon will soon be in no state to listen.

Upon being chosen each Pokémon is served gratuitous amounts of alcohol and set off on their way to have a go at each other.. if they can stay on their feet. The barkeep is about as apathetic to this, it seems, as to any other bar fight; and trust they're common.
Moves are selected completely random, similar to Metronome, from the Pokémon's available move pool. Any move may be used, included OHKO's, however should they hit they cannot break the damage cap and will deal an instant 50% tops.
Both Pokémon being lit off their arses will have an inflated ego and a boosted pain tolerance; essentially giving them both 150% HP and letting them go longer.
The bar is full of rickety and amusingly destructible objects, as well; and arena damage will become apparent. Apparently, the barkeep doesn't take into consideration supernatural powers. Hopefully soon he will~

Now, bar patrons will probably crowd around and chant a drunken Fight! chant; they may also throw things or get aggressive. Every action there is a 1% chance of a miffed patron trying to start a bar fight with one of the Pokémon, in which case they will lose their action that turn and take 5% untyped damage to knock the sucker out.
Bottles may also find themselves flying at either competitor, and each action there is also a 1% chance of an errant flying object hurling into the ring. Of course, aim is questionable, as is the actual contents of the bottles. There is a 15% chance of is containing more drink that will restore 5% HP to the Pokémon who catches it (Whether with their hand or their face), a 15% chance of it restoring 5% Energy, and a 20% chance of it dealing 3% untyped damage. Finally, at a 50% chance it will miss outright.

And finally, in this state the competitors will be less than capable of holding a steady battle. Every action there is a 5% chance of either Pokémon falling victim to temporary negative effects. There is an equal chance of one of four actions happened:

Falling asleep: The Pokémon will completely nod out, lowering both its defences by 3 stages until awoken and waking up after either 3 actions or after being struck by an offensive move.

Vomiting: The Pokémon will empty its stomach.. all over their opponent's face. This will totally gross their opponent out, and lower their defences by 3 stages for 3 actions.

Falling over: The Pokémon will completely lose its balance and fall right on its arse, causing them to lose that action and be inflicted with mild confusion.

Punchdrunk Swing: The Pokémon will forgo its supernatural powers in favour of slugging their opponent in the face. This will deal 5% untyped damage at 70% accuracy.

Challenge accepted?

Oh boy, vomiting.
 
All of my current battles are probably dead, or they ended without my notice. So, here we go.

Double battle with me and Pathos on one side. The other side could consist of one person with two pokémon or two people with one each, whichever is preferred.

2 vs 2 doubles
DQ: One week
Damage cap: 45%
Banned: OHKOs, direct healing, attract, weather

Arena: Hearthome's Foreign Building

Though no longer in the early stages of construction (if there was such a thing - the building seemed to spring up overnight), Hearthome's Foreign Building, a place of peace and serenity, is still incomplete. This, of course, means that it is still perfectly fine to tear it up with blades and flame, and that is exactly what the irreverent visitors from Asber intend to do.

The entire building seems to be made of a single massive pale stone, carved out with beautiful and intricate designs on the walls, inside and out. Looking closely, one can see thin embossed vines creeping up the walls, and the entire design is meant to play with one's eyes and perspective. A lone chandelier, surprisingly difficult to remove from its perch on the ceiling, lights up the building far more effectively than the sunlight streaming through the windows; looking up, it appears fairly standard, if a bit of a fire hazard, but given the building's height, one would realise the chandelier must be massive. The candles are truly large torches, and between them is enough space for several braviary to perch without issue.

Cartoonish stone druddigon are carved into the walls, near the ceiling, and peer down as if watching the battle. Like the walls of the building, however, they apparently cannot be damaged.

The stained glass windows portray various scenes, and a large painting at the front of the church, the subject of a young lady's stare, depicts light descending from the heavens. These, too, cannot be damaged.

This does not mean the church is entirely immune to the effects of pokémon attacks, however. There are two stone statues of pokémon in the corners, not fully embedded in the ground, and the stone pews aren't nailed down, either. The floor appears to be standard dirt, not at all holy, and destroying it probably doesn't matter, given that there is talk of actually putting down some sort of flooring in the near future. However, there is little else in the way of decoration or furniture.

Several people, unflappably serene, stand or sit around the building, apparently unfazed by the battle. If talked to, they will freely talk about the grace of life, of supernatural abilities, of balancing spirit and nature, but will otherwise remain respectfully, and creepily, silent.

Additional rules: No fully-evolved pokémon. As stated before, it's a double battle where Pathos and I are allies; our opponent(s) can decide whether or not to fight alone. Sending out will be done by PM.

If our opponent is a single person, for the purposes of attack order Pathos and I will be treated as the same person (AAB/BAA); if there are two opponents, attack order will be ABAB/BABA.

I'll draw a pic for whoever refs this. :[
 
Been intending to do this for a long time.

1&1vs1&1 tag battle
Style: Set
DQ: 1 week
Damage Cap: 40%
Banned Moves: OHKOs, direct recovery
Arena: Metallica Gig
We should probably be enjoying the show. But instead we decided to have a Pokemon battle. Oh, how silly we are. Still, we get the cool effect of having the songs played affect the fighting.

A random song will be chosen and played at the beggining of the match. Each song has a set duration, and after that goes up, another randomized song plays. No song will be played twice. If all songs are played before the battle ends, the gig ends, but the trainers stay and finish the battle.

- All Nightmare Long (7 actions): All Pokemon are put to sleep and cannot cure this condition. When this song ends, so does the slumber.
- Cyanide (6 actions): All Pokemon are poisoned severely and cannot cure this condition. When this song ends, so does the poisoning.
- Damage Inc. (5 actions): All battlers take 10% of damage.
- Disposable Heroes (8 actions): No status moves may be used; all Pokemon act as though under effects of Taunt for the duration of the song.
- Enter Sandman (5 actions): All Pokemon have their abilities replaced by their Dream World abilities for the duration of the song.
- Fight Fire With Fire (4 actions): All Pokemon are burned severely and cannot cure this condition. When this song ends, so do the burns.
- For Whom The Bell Tolls (5 actions): All Pokemon are healed of status conditions and may not be afflicted with any new ones for the duration of the song.
- Master of Puppets (8 actions): All Pokemon gain a 10% Substitute at no price of health. When the song ends, any Substitute on field vanishes.
- Nothing Else Matters (6 actions): All opposite-gendered Pokemon become mutually attracted for the duration of the song.
- No Leaf Clover (5 actions): No critical hits may be scored and no secondary effects of moves will activate unless they have a 100% chance to for the duration of the song.
- One (7 actions): All Pokemon are struck by an Explosion and may not move until the song ends.

If any band member of Metallica is harmed by a stray attack, Metallica Fanboy will rip your fucking face off.
Other: Whether the teams are randomized or preset will be left for this challenge's accepters to determine.
 
Been intending to do this for a long time.

1&1vs1&1 tag battle
Style: Set
DQ: 1 week
Damage Cap: 40%
Banned Moves: OHKOs, direct recovery
Arena: Metallica Gig
We should probably be enjoying the show. But instead we decided to have a Pokemon battle. Oh, how silly we are. Still, we get the cool effect of having the songs played affect the fighting.

A random song will be chosen and played at the beggining of the match. Each song has a set duration, and after that goes up, another randomized song plays. No song will be played twice. If all songs are played before the battle ends, the gig ends, but the trainers stay and finish the battle.

- All Nightmare Long (7 actions): All Pokemon are put to sleep and cannot cure this condition. When this song ends, so does the slumber.
- Cyanide (6 actions): All Pokemon are poisoned severely and cannot cure this condition. When this song ends, so does the poisoning.
- Damage Inc. (5 actions): All battlers take 10% of damage.
- Disposable Heroes (8 actions): No status moves may be used; all Pokemon act as though under effects of Taunt for the duration of the song.
- Enter Sandman (5 actions): All Pokemon have their abilities replaced by their Dream World abilities for the duration of the song.
- Fight Fire With Fire (4 actions): All Pokemon are burned severely and cannot cure this condition. When this song ends, so do the burns.
- For Whom The Bell Tolls (5 actions): All Pokemon are healed of status conditions and may not be afflicted with any new ones for the duration of the song.
- Master of Puppets (8 actions): All Pokemon gain a 10% Substitute at no price of health. When the song ends, any Substitute on field vanishes.
- Nothing Else Matters (6 actions): All opposite-gendered Pokemon become mutually attracted for the duration of the song.
- No Leaf Clover (5 actions): No critical hits may be scored and no secondary effects of moves will activate unless they have a 100% chance to for the duration of the song.
- One (7 actions): All Pokemon are struck by an Explosion and may not move until the song ends.

If any band member of Metallica is harmed by a stray attack, Metallica Fanboy will rip your fucking face off.
Other: Whether the teams are randomized or preset will be left for this challenge's accepters to determine.

I will take this challenge, preferably fighting against you.
 
Been intending to do this for a long time.

1&1vs1&1 tag battle
Style: Set
DQ: 1 week
Damage Cap: 40%
Banned Moves: OHKOs, direct recovery
Arena: Metallica Gig
We should probably be enjoying the show. But instead we decided to have a Pokemon battle. Oh, how silly we are. Still, we get the cool effect of having the songs played affect the fighting.

A random song will be chosen and played at the beggining of the match. Each song has a set duration, and after that goes up, another randomized song plays. No song will be played twice. If all songs are played before the battle ends, the gig ends, but the trainers stay and finish the battle.

- All Nightmare Long (7 actions): All Pokemon are put to sleep and cannot cure this condition. When this song ends, so does the slumber.
- Cyanide (6 actions): All Pokemon are poisoned severely and cannot cure this condition. When this song ends, so does the poisoning.
- Damage Inc. (5 actions): All battlers take 10% of damage.
- Disposable Heroes (8 actions): No status moves may be used; all Pokemon act as though under effects of Taunt for the duration of the song.
- Enter Sandman (5 actions): All Pokemon have their abilities replaced by their Dream World abilities for the duration of the song.
- Fight Fire With Fire (4 actions): All Pokemon are burned severely and cannot cure this condition. When this song ends, so do the burns.
- For Whom The Bell Tolls (5 actions): All Pokemon are healed of status conditions and may not be afflicted with any new ones for the duration of the song.
- Master of Puppets (8 actions): All Pokemon gain a 10% Substitute at no price of health. When the song ends, any Substitute on field vanishes.
- Nothing Else Matters (6 actions): All opposite-gendered Pokemon become mutually attracted for the duration of the song.
- No Leaf Clover (5 actions): No critical hits may be scored and no secondary effects of moves will activate unless they have a 100% chance to for the duration of the song.
- One (7 actions): All Pokemon are struck by an Explosion and may not move until the song ends.

If any band member of Metallica is harmed by a stray attack, Metallica Fanboy will rip your fucking face off.
Other: Whether the teams are randomized or preset will be left for this challenge's accepters to determine.

I'll battle in this as well. I'm not bothered whose side I'm on, but if I had to choose I'd be on Metallica Fanboy's side.
 
Since Mewtini is actually full on battles, could you please take "Cap'n Sofa vs. Mewtini" off that roster and just put it as an open challenge?
 
3vs3 single
Style: Switch
DQ: One week
Damage Cap: 35%
Banned Moves: One-hit KO's, any move abnormally altering time or space (including Gravity), Ground-type moves
Arena: Dimensional Realm

The dimensional realm is an interesting one--devoid of everything but air, heat, and light which seems to come from all directions with no visible source. If a Pokemon needs a substance for a move, such as water, it appears for them. Due to the realm's nature, it does not allow moves altering dimensions. Therefore, moves which would disturb time or space in any abnormal way (INCLUDING GRAVITY) are prohibited from use, as it is not known what may happen to the Pokemon using it. Gravity itself does not exist--all Pokemon are treated as inherently hovering in this arena.

Other: All Pokemon inherently hover--Ground moves are to no effect.

I'll accept then, if you don't mind.
 
This battle's going to be somewhat special.

First, the rules. I'm going to use one pokémon (Father) with 1000% health and unlimited energy; moon-panther and Big Red Cherry Bomb will use five normal pokémon apiece. Additionally, as he is nearly a god, Father's base stats are two levels higher than normal (+2, ranging between -4 and +8).

Attack order will be AAB/ABA.

In addition to their combined pool of pokémon, either will have access to Ling and Ran Fan, my riolu and mienfoo, who will gain experience/happiness as normal if used in battle.

For the purposes of experience from my pokémon, the last pokémon to have attacked when Father's health drops below 900, 800, 700, etc will receive 1 exp/1 KO for the purposes of evolution. However if for any reason Father falls below 900% health and then reaches 901%, for example, he will still have to be dropped below 800% in order for another pokémon to gain the experience/KO count. Prizes receive the same treatment - every 100% knocked off counts as another pokémon defeated for the purpose of monetary prizes.

Finally, due to their thematic appropriateness, body mods that were approved but didn't get added into the system will be permitted for this battle; they will be provided in the acceptance posts.

1 vs 10, double, set
DQ Time: 7 days
Damage Cap: 108%
Banned: OHKOs, direct healing, attract, non-FMA-themed sig moves/attributes (business-related modifications are okay), and all moves that work similarly to final gambit, endeavor, super fang, et cetera

Arena: Father's Throne Room

The throne room is certainly large enough for a king of any calibre, but this throne room is obviously not merely for show, or for receiving any sort of audience. Not only is it deep underground, but there are no decorations here, nor anything else tied to mere human sentiment. Every object in this room has some sort of purpose, even if no one can identify what that purpose is.

The floor is covered in thick stone tiles, each a square metre and fitted perfectly together. Other than the occasional scratch marks, they are eerily perfect. The occasional pipe snakes across the floor, presenting a potential hazard for those who aren't careful.

At the very centre of it all, naturally, is the throne. But it's not like any throne most people have ever seen. The throne itself is on a raised circular platform, and while not unusually ornate, there are a multitude of metal pipes connecting to the back of the throne, each with an unknown purpose. Though they don't seem to be leaking through the ports in the back of the chair, they are filled with liquids, some of them funky colours but most of them clear. Beside the throne is a table, appearing like polished wood but truly made of stone. Pipes, thinner than those connecting to the chair, drip unknown liquids into glass flasks and bottles.

Near the throne is a pool of some boiling liquid, a cylinder raised metres above the floor and worse-than-scalding to touch. Naturally, several pipes connect to it, but it does have an open top. Much like standard scalding water, coming into contact with this water presents a 30% chance of a burn. It does have another purpose, however; any liquid that covers the floors is absorbed into a pipe and brought back into this pool, and is boiled clean of any of its normal properties.

The lights from the ceiling circle the throne, and moving too far from it will plunge the battlers into darkness. Though the ground only appears to become clearer as one moves away from the throne, with few if any pipes to threaten one's legs, there is actually quite a lot of rubble from an unknown source.

Generally, the walls of the arena cannot be seen, so far into the darkness as they are. However, behind the throne, what passes for a wall is barely within the range of the lights. Instead of a wall, though, there is a series of massive gears.

Naturally, Father starts off "sitting" on the throne, while BCRB and moon-panther start off sending out their pokémon a ways in front of it.
 
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This battle's going to be somewhat special.

First, the rules. I'm going to use one pokémon (Father) with 1000% health and unlimited energy; moon-panther and Big Red Cherry Bomb will use five normal pokémon apiece. Additionally, as he is nearly a god, Father's base stats are two levels higher than normal (+2, ranging between -4 and +8).

Attack order will be AAB/ABA.

In addition to their combined pool of pokémon, either will have access to Ling and Ran Fan, my riolu and mienfoo, who will gain experience/happiness as normal if used in battle.

For the purposes of experience from my pokémon, the last pokémon to have attacked when Father's health drops below 900, 800, 700, etc will receive 1 exp/1 KO for the purposes of evolution. However if for any reason Father falls below 900% health and then reaches 901%, for example, he will still have to be dropped below 800% in order for another pokémon to gain the experience/KO count. Prizes receive the same treatment - every 100% knocked off counts as another pokémon defeated for the purpose of monetary prizes.

Finally, due to their thematic appropriateness, body mods that were approved but didn't get added into the system will be permitted for this battle; they will be provided in the acceptance posts.

1 vs 10, double, set
DQ Time: 7 days
Damage Cap: 108%
Banned: OHKOs, direct healing, attract, non-FMA-themed sig moves/attributes (business-related modifications are okay), and all moves that work similarly to final gambit, endeavor, super fang, et cetera

Arena: Father's Throne Room

The throne room is certainly large enough for a king of any calibre, but this throne room is obviously not merely for show, or for receiving any sort of audience. Not only is it deep underground, but there are no decorations here, nor anything else tied to mere human sentiment. Every object in this room has some sort of purpose, even if no one can identify what that purpose is.

The floor is covered in thick stone tiles, each a square metre and fitted perfectly together. Other than the occasional scratch marks, they are eerily perfect. The occasional pipe snakes across the floor, presenting a potential hazard for those who aren't careful.

At the very centre of it all, naturally, is the throne. But it's not like any throne most people have ever seen. The throne itself is on a raised circular platform, and while not unusually ornate, there are a multitude of metal pipes connecting to the back of the throne, each with an unknown purpose. Though they don't seem to be leaking through the ports in the back of the chair, they are filled with liquids, some of them funky colours but most of them clear. Beside the throne is a table, appearing like polished wood but truly made of stone. Pipes, thinner than those connecting to the chair, drip unknown liquids into glass flasks and bottles.

Near the throne is a pool of some boiling liquid, a cylinder raised metres above the floor and worse-than-scalding to touch. Naturally, several pipes connect to it, but it does have an open top. Much like standard scalding water, coming into contact with this water presents a 30% chance of a burn. It does have another purpose, however; any liquid that covers the floors is absorbed into a pipe and brought back into this pool, and is boiled clean of any of its normal properties.

The lights from the ceiling circle the throne, and moving too far from it will plunge the battlers into darkness. Though the ground only appears to become clearer as one moves away from the throne, with few if any pipes to threaten one's legs, there is actually quite a lot of rubble from an unknown source.

Generally, the walls of the arena cannot be seen, so far into the darkness as they are. However, behind the throne, what passes for a wall is barely within the range of the lights. Instead of a wall, though, there is a series of massive gears.

Naturally, Father starts off "sitting" on the throne, while BCRB and moon-panther start off sending out their pokémon a ways in front of it.

Here we go, into the madness
 
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I'll take this if no-one else has.

EDIT: I'm also making a battle challenge, which puts me at the limit if it gets accepted.

6vs6 Single battle
Switch
DQ: Standard week
Banned/Restricted: 1 direct heal per Pokemon. No OHKOs

Arena: Perfect Cookie
The battle takes place on a giant cookie. Not only is it the most delicious, well-made cookie you've ever seen, it is also magical. Water sources, rocks, etc. will appear when needed and magically disappear afterwards. Also, the cookie is so delicious that eating some will heal your Pokemon by 10%, although it takes an action to do so. Any sand, water, etc. on the part they are eating will temporarily vanish. Anyone jumping or falling off the cookie will take 10% damage and reappear in the middle of the cookie.
I feel like it should be longer...

I'll accept.
 
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