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The Challenge Board

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I'm going to drop my battle with Zapi, (Sorry, zapi, but it's been there a while and is collecting dust) and start a new one.

2&2vs2&2, Double Battle
Style: Set
DQ: Standard week
Damage Cap: 30%
Banned Moves: HealingO/RChills
Arena: The Beat Mesa

A large rotating disc on top of a huge mass of gears, floating above a sea of lava. Water-type moves requiring water can instead make use of the lave floating below, and will do fire-type damage instead. Water-type pokemon that require water to survive, however, will not be able to battle here. Any pokemon pushed off the platform? Will be knocked out immediately. This shouldn't be a problem, however, as the disc is very, very large and going near the edge should be easily avoidable.
The main feature of this arena is that using either Fissure, Earthquake, dig or any other move that requires digging at the ground, will cause a scratch. When this happens, the ref randomly chooses a round that has already happened, and it is erased from the timeline. (Which means that the ref puts it in the notes that that round was erased, not that he/she deletes the round.) When a round is erased, the ref recalculates the damage, effects, and any other factors dependent on that round, for only the round the scratch was caused in and forward, as if the round erased had never happened.

Other: When sent out, the trainer of a pokemon chooses whether that specific pokemon will be able to use heals, or chills. This decision lasts for the rest of the battle.

The Beat Mesa battle is a supposed to be a double battle with 4 people. So it's still open.

As much as I don't like small damage caps, I'll get in on this.
 
I'm going to drop my battle with Zapi, (Sorry, zapi, but it's been there a while and is collecting dust) and start a new one.

2&2vs2&2, Double Battle
Style: Set
DQ: Standard week
Damage Cap: 30%
Banned Moves: HealingO/RChills
Arena: The Beat Mesa

A large rotating disc on top of a huge mass of gears, floating above a sea of lava. Water-type moves requiring water can instead make use of the lave floating below, and will do fire-type damage instead. Water-type pokemon that require water to survive, however, will not be able to battle here. Any pokemon pushed off the platform? Will be knocked out immediately. This shouldn't be a problem, however, as the disc is very, very large and going near the edge should be easily avoidable.
The main feature of this arena is that using either Fissure, Earthquake, dig or any other move that requires digging at the ground, will cause a scratch. When this happens, the ref randomly chooses a round that has already happened, and it is erased from the timeline. (Which means that the ref puts it in the notes that that round was erased, not that he/she deletes the round.) When a round is erased, the ref recalculates the damage, effects, and any other factors dependent on that round, for only the round the scratch was caused in and forward, as if the round erased had never happened.

Other: When sent out, the trainer of a pokemon chooses whether that specific pokemon will be able to use heals, or chills. This decision lasts for the rest of the battle.

I'm the last one, yay!
We know where the stuff is.
Now let hope this gets reffed fast, for gog's sake!

(Also dropping my last take, with the newer person)
 
2v2 double
Style: Set
DQ: Standard week
Damage Cap: 35%
Banned Moves: OHKO's
Arena: Fleet Ruins

Fleet Town used to be a boisterous, prosperous city, made up of well-built houses, apartments, beautiful skyscrapers, everything you'd look for in a city. Unfortunately those times are long gone and all that's left are ruins.

Fleet Town used to be ruins; not a single building remained, the streets littered with their parts, the ground itself cracked and potholed.

It is hard to tell that this was once Fleet Town, and then its ruins. Now it is but a rocky field, but the ghosts of the moves which destroyed long ago the town remain to haunt those who would destroy it again.

At the end of each round, select a random move, as metronome. Multiple-target moves hit all pokémon; single-target moves hit any single pokémon, randomly selected; self-target moves have no effect. All other moves function normally. The attacks just come out of nowhere in particular, and are executed as if by a first-of-three stage pokémon, without STAB.
 
For convience for anyone who wants to ref this, here's the challenge and participants.

I'm going to drop my battle with Zapi, (Sorry, zapi, but it's been there a while and is collecting dust) and start a new one.

2&2vs2&2, Double Battle
Style: Set
DQ: Standard week
Damage Cap: 30%
Banned Moves: HealingO/RChills
Arena: The Beat Mesa

A large rotating disc on top of a huge mass of gears, floating above a sea of lava. Water-type moves requiring water can instead make use of the lave floating below, and will do fire-type damage instead. Water-type pokemon that require water to survive, however, will not be able to battle here. Any pokemon pushed off the platform? Will be knocked out immediately. This shouldn't be a problem, however, as the disc is very, very large and going near the edge should be easily avoidable.
The main feature of this arena is that using either Fissure, Earthquake, dig or any other move that requires digging at the ground, will cause a scratch. When this happens, the ref randomly chooses a round that has already happened, and it is erased from the timeline. (Which means that the ref puts it in the notes that that round was erased, not that he/she deletes the round.) When a round is erased, the ref recalculates the damage, effects, and any other factors dependent on that round, for only the round the scratch was caused in and forward, as if the round erased had never happened.

Other: When sent out, the trainer of a pokemon chooses whether that specific pokemon will be able to use heals, or chills. This decision lasts for the rest of the battle.

Dropping my battle with steel scyther and i'll battle this.

As much as I don't like small damage caps, I'll get in on this.

I'm the last one, yay!
We know where the stuff is.
Now let hope this gets reffed fast, for gog's sake!

(Also dropping my last take, with the newer person)
 
2v2 double
Style: Set
DQ: Standard week
Damage Cap: 35%
Banned Moves: OHKO's
Arena: Fleet Ruins

Fleet Town used to be a boisterous, prosperous city, made up of well-built houses, apartments, beautiful skyscrapers, everything you'd look for in a city. Unfortunately those times are long gone and all that's left are ruins.

Fleet Town used to be ruins; not a single building remained, the streets littered with their parts, the ground itself cracked and potholed.

It is hard to tell that this was once Fleet Town, and then its ruins. Now it is but a rocky field, but the ghosts of the moves which destroyed long ago the town remain to haunt those who would destroy it again.

At the end of each round, select a random move, as metronome. Multiple-target moves hit all pokémon; single-target moves hit any single pokémon, randomly selected; self-target moves have no effect. All other moves function normally. The attacks just come out of nowhere in particular, and are executed as if by a first-of-three stage pokémon, without STAB.

Totally reffing this when it's accepted.
 
Dropping my battle with Bgreymon (Sorry!), and starting this instead.

2v2 Double
Style: Set
DQ: 2 weeks
Damage Cap: 35%
Banned Moves: OHKO's, Earthbreaking moves (Dig, Earthquake, Earth power etc.)
Arena: Skywalk Arena

The Skywalk arena is a giant sheet of thick glass, with tall mesh edges, so nothing can fall off, suspended by a team of Skarmory, above a dense forest. Occasionally, bird pokemon can be seen flying under the arena. Sometimes, Moltres or Ho-Oh (10% Chance) attack a Skarmory, and the arena tilts to one side (Ref's decision.), and other times (10% chance) a wild Skarmory flies past, and the Skarmory holding the arena fly after it, creating a huge amount of wind, pushing the pokemon in one direction.

Banned Pokemon: Evolved Pokemon. Pokemon that do not evolve.
 
Dropping my battle with Bgreymon (Sorry!), and starting this instead.

2v2 Double
Style: Set
DQ: 2 weeks
Damage Cap: 35%
Banned Moves: OHKO's, Earthbreaking moves (Dig, Earthquake, Earth power etc.)
Arena: Skywalk Arena

The Skywalk arena is a giant sheet of thick glass, with tall mesh edges, so nothing can fall off, suspended by a team of Skarmory, above a dense forest. Occasionally, bird pokemon can be seen flying under the arena. Sometimes, Moltres or Ho-Oh (10% Chance) attack a Skarmory, and the arena tilts to one side (Ref's decision.), and other times (10% chance) a wild Skarmory flies past, and the Skarmory holding the arena fly after it, creating a huge amount of wind, pushing the pokemon in one direction.

Banned Pokemon: Evolved Pokemon. Pokemon that do not evolve.

I'll take you on, if you like.
 
3 vs 3 - Set Single
DQ Time: 3 Days
Damage Cap: 40%
Banned and Restricted Moves: Weather Moves, OHKO's, Chilling, Direct Healing
Arena Description: Outside the Battle Arena (Yet another Kratos 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.

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.

Additional Rules:
- Basic Pokemon only
- The first Pokemon we send out must be a pure Grass-type
- The second Pokemon we send out must be a pure Fire-type
- The third Pokemon we send out must be a pure Water-type
 
3 vs 3 - Set Single
DQ Time: 3 Days
Damage Cap: 40%
Banned and Restricted Moves: Weather Moves, OHKO's, Chilling, Direct Healing
Arena Description: Outside the Battle Arena (Yet another Kratos 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.

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.

Additional Rules:
- Basic Pokemon only
- The first Pokemon we send out must be a pure Grass-type
- The second Pokemon we send out must be a pure Fire-type
- The third Pokemon we send out must be a pure Water-type
I'll take this.
 
1 vs 1
DQ: 5 Days
Damage Cap: 41.3%
Banned Moves: Everything that isn't called by Metronome, excluding Metronome itself, of course.
Area Discription: The Metronome Zone

The battle takes place in the well-hidden Metronome Zone.
The whole Zone seems to be endless, and everything is completely white, with light seeming to emanate from both the ground and sky, leaving no shadows but dim enough to be comfortable on the trainers' and battlers' eyes.
A strange pulse seems to echo through this zone, blocking out all moves of a Pokemon except for Metronome, although it does not bestow apon them Metronome if it doesn't know it already. It also negates all energy use for Metronome and the moves called by it.
If a move called by Metronome requires an object to be used (Surf, Rock Slide, Sand Tomb, ect.), the Zone will provide the object until it is no longer needed.

Additional Rules:
Σ Only un-evolved Pokemon can be used, including Pokemon with pre-evo Baby Pokemon in their family. (ex: Cleffa and Jigglypuff would be allowed, but Hariyama would not)
Σ Only Pokemon that know Metronome can be used, although Pokemon only learning it through TM in Gen I are banned
Σ If Metronome rolls Selfdestruct/ Explosion/ any other move that causes the user to instantly faint, reroll until you get an attack that isn't one of those.
 
Last edited:
1 vs 1
DQ: 5 Days
Damage Cap: 41.3%
Banned Moves: Everything that isn't called by Metronome, excluding Metronome itself, of course.
Area Discription: The Metronome Zone

The battle takes place in the well-hidden Metronome Zone.
The whole Zone seems to be endless, and everything is completely white, with light seeming to emanate from both the ground and sky, leaving no shadows but dim enough to be comfortable on the trainers' and battlers' eyes.
A strange pulse seems to echo through this zone, blocking out all moves of a Pokemon except for Metronome, although it does not bestow apon them Metronome if it doesn't know it already. It also negates all energy use for Metronome and the moves called by it.
If a move called by Metronome requires an object to be used (Surf, Rock Slide, Sand Tomb, ect.), the Zone will provide the object until it is no longer needed.

Additional Rules:
Σ Only un-evolved Pokemon can be used, including Pokemon with pre-evo Baby Pokemon in their family. (ex: Cleffa and Jigglypuff would be allowed, but Hariyama would not)
Σ Only Pokemon that know Metronome can be used, although Pokemon only learning it through TM in Gen I are banned

I'm reffing this one when someone accepts
 
1 vs 1
DQ: 5 Days
Damage Cap: 41.3%
Banned Moves: Everything that isn't called by Metronome, excluding Metronome itself, of course.
Area Discription: The Metronome Zone

The battle takes place in the well-hidden Metronome Zone.
The whole Zone seems to be endless, and everything is completely white, with light seeming to emanate from both the ground and sky, leaving no shadows but dim enough to be comfortable on the trainers' and battlers' eyes.
A strange pulse seems to echo through this zone, blocking out all moves of a Pokemon except for Metronome, although it does not bestow apon them Metronome if it doesn't know it already. It also negates all energy use for Metronome and the moves called by it.
If a move called by Metronome requires an object to be used (Surf, Rock Slide, Sand Tomb, ect.), the Zone will provide the object until it is no longer needed.

Additional Rules:
Σ Only un-evolved Pokemon can be used, including Pokemon with pre-evo Baby Pokemon in their family. (ex: Cleffa and Jigglypuff would be allowed, but Hariyama would not)
Σ Only Pokemon that know Metronome can be used, although Pokemon only learning it through TM in Gen I are banned

accept! although, you realize that it'll end in either explosions or energyfaint, yes?

(although, it would be much more fun if there were things to destroy!)
 
... right, missed that part.

ah, also lunar dance, final gambit, healing wish, memento, and such.

Yeah, I remembered those in the middle of editing the arena.
Those are all taken care of.
This should make an interesting battle, and hopefully not too short.
 
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