• Welcome to The Cave of Dragonflies forums, where the smallest bugs live alongside the strongest dragons.

    Guests are not able to post messages or even read certain areas of the forums. Now, that's boring, don't you think? Registration, on the other hand, is simple, completely free of charge, and does not require you to give out any personal information at all. As soon as you register, you can take part in some of the happy fun things at the forums such as posting messages, voting in polls, sending private messages to people and being told that this is where we drink tea and eat cod.

    Of course I'm not forcing you to do anything if you don't want to, but seriously, what have you got to lose? Five seconds of your life?

The Challenge Board

Status
Not open for further replies.
Trying something a little different here. Tactics-style!

1v1 Single Battle
DQ: 5 days
Damage Cap: 49%
Banned Moves: OHKOs, Accuracy/Evasion modifiers, Direct recovery, Signatures
Arena: 64-tile Board

tacticsboarda.png

Moving

One Pokémon starts on the blue tile at H1. The other will start on the red tile at A8. Trainers must use "moving" actions to move their Pokémon about the board. This is done so by specifying the tile in which you wish to move to and declaring which direction your Pokémon will face after moving. The distance a Pokémon can travel is determined by the formula Move = sqrt(BaseSpeed)/2, rounding to the nearest integer. This gives Munchlax (5) a Move of 1, Vulpix (65) a Move of 4, and Ninjask (160) a Move of 6. Black tiles indicate obstacles and must be moved around. Flying Pokémon may fly over, but not land on obstacles. The move Dig is used exclusively for movement and may burrow under obstacles. Movement requires 0.5% Energy per tile travelled, rounded down to the nearest whole percent. A tile may not be occupied by both Pokémon. Any of the three actions may be used for movement, and a Pokémon may move more than once during a turn.

As Speed determines Move, increased speed will raise the Pokémon's Move by 1. Likewise, a reduced speed stat will decrease Move by 1. Move cannot be altered by more than 1 in either direction. A sharp reduction in speed will knock +1 down to -1, and vice versa.

Attacking

The Range of attacks varies from 1 to 3, depending on the style of attack. Attacks that require direct contact (like Slash or Grass Knot) have a Range of 1. Attacks that rely on the opponent being nearby, but not adjacent (like Psychic or Thunderbolt) have a Range of 2. Specifically ranged/beamed attacks that could hit an opponent from afar (like Ice Beam or Swift) have a Range of 3. Range determines how many tiles a Pokémon can be away from its target in order to use the move. The ref must use eir discretion to determine the appropriate Range of moves.

Spikes, Stealth Rock, and Toxic Spikes are placed onto the tile where the user is standing. For the sake of this style of battle, constricting moves like Whirlpool and Fire Spin will also be placed as traps (and inflict 2% damage of their respective types.) The ref should keep track of where hazards are placed. The traps are triggered if the opposing Pokémon stops on the tile. A Pokémon will not trigger its own trap. Traps do not expire unless a Pokémon uses Rapid Spin or Defog while standing on the tile; the trap will be disarmed and not trigger at all.

The damage of attacks is altered depending on how the opposing Pokémon are faced. When an attack is launched while both Pokémon are facing each other, the overall damage is reduced to 75%. If a Pokémon attacks the other Pokémon at its side, the damage is unaltered. When striking the opponent's backside, damage is increased to 125%. Damage is rounded up to the nearest whole percent.

Ordering

Turns will be determined by action order, as opposed to the traditional speed comparison. Simply put, whoever posts actions first, moves and attacks first. In other words, all of the first player's actions will occur before the second player's.

Other

Only unevolved Pokémon capable of evolution may participate. All signature moves and attributes will be ignored.
Pokémon will automatically turn in the direction of their opponent before attacking.
Diagonal movement or attacking is not allowed. Ranged attacks will launch directly in front of the user.
An example action set would be like: Move: F3, face E ~ Stealth Rock (F3) ~ Body Slam
 
Last edited:
First challenge =3

2 v 2, single battle
Style: Set
DQ: 7 days
Damage Cap: 30%
Banned Moves: OHKO's, chills limited to 5/pokémon, weather changers, and Ground Type Moves
Arena: Glass Tower

A 5 leveled tower with thick stained glass serving as the floors. Ceramic pots and vases are neatly piled on tables in the corners of each room serving as a free weapon to be thrown however 3 of the 10 pots on each floor contain a potion instantly restoring 15% health (Using a pot takes up an action). Due to the quality of the floor, it will give out and break after a minimum exchange of 35% damage in the Pokemons attacks. The fall to the floor beneath will deal 5-9% damage per Pokemon. The trainers begin on the 5th floor. Once they reach the first floor, trainers have 3 rounds before the match is over regardless of whether both trainers still have Pokemon left since the tower will soon collapse.

Hope that wasn't too confusing.
 
First challenge =3

2 v 2, single battle
Style: Set
DQ: 7 days
Damage Cap: 30%
Banned Moves: OHKO's, chills limited to 5/pokémon, weather changers, and Ground Type Moves
Arena: Glass Tower

A 5 leveled tower with thick stained glass serving as the floors. Ceramic pots and vases are neatly piled on tables in the corners of each room serving as a free weapon to be thrown however 3 of the 10 pots on each floor contain a potion instantly restoring 15% health (Using a pot takes up an action). Due to the quality of the floor, it will give out and break after a minimum exchange of 35% damage in the Pokemons attacks. The fall to the floor beneath will deal 5-9% damage per Pokemon. The trainers begin on the 5th floor. Once they reach the first floor, trainers have 3 rounds before the match is over regardless of whether both trainers still have Pokemon left since the tower will soon collapse.

Hope that wasn't too confusing.


Sounds interesting. Taking.
 
Gimmicky battlefields for the win!

1&1 vs 1&1 (two pairs of trainers using one Pokemon each)
DQ Time: 6 Days
Damage Cap: 54% (yes, 54%)
Banned moves: OHKO's, Evasion
Arena: Golf Course

It's a run-of-the-mill standard golf course with sand bunkers and a pond, but the battle is anything but that. Since it's on a golf course, each round will be either fourballs or foursomes. All odd rounds will be fourballs and all even rounds will be foursomes.

Fourball round format:

All four trainers post their actions. The set of actions that would leave each team in better shape health- and energy-wise at the end of the round is counted, and the other Pokemon's set of actions is not performed.

Example:

Trainer 1, Team A: x ~ x ~ x (better set of actions, these will be the team's actions for the round)
Trainer 2, Team A: x ~ x ~ x (these will not be used for the round)

Foursomes round format:

In the foursomes round format, on each team, one trainer's first and third actions will be used, and the other's second action will be used. However, the trainers do not know whose first and third actions will count, or whose second action will count. These will be decided by the referee via RNG.

Once one Pokemon has fainted, the side with two Pokemon will still have to abide by the fourball/foursomes rules. It only becomes a standard battle if it gets to 1v1.

Example:

Trainer 1, Team A: x ~ x ~ x
Trainer 2, Team A: x ~ x ~ x
Trainer 1, Team B: x ~ x ~ x
Trainer 2, Team B: x ~ x ~ x

There is a chance that a Pokemon could be hit by a flying golf ball, with varying frequencies.

Pokemon shorter than 1m on the ground: 0% chance
Pokemon taller than 1m on the ground: 3% chance for 5% health damage
Pokemon jumping to attack/dodge: 5% chance for 5% health damage
Pokemon flying: 10% chance for 10% health damage

Finally, if an Electric-type damaging attack connects for 6% damage or more, no more golf balls will appear.

Ooh, a gimmicky battlefield. I'll take this for one part.
 
2 vs. 2 single
DQ: 4 days
Damage Cap: 30%
Banned Moves: OHKO's
Arena: Great Deku Tree

Deep within the Kokiri forest lies the Great Deku tree. Iconic for centuries, the Deku tree is nearing the end of its life. Littered with spider webs and sapped by overgrown fungi, this mysterious atmosphere is simultaneously sacred and creepy. Bug types make good use of the environment, and as such bug-type attacks deal 1.2x the normal damage.

There are three floors in the Deku tree, each with one treasure chest. Initially, each Pokemon starts on the first floor. It takes one move to climb up to the next floor. Pokemon may jump down to a lower floor at any time without wasting a move, but in doing so take 1% damage, or 3% damage if jumping from the third floor to the first floor. They may also use a move to climb down a floor without taking any damage. A Pokemon cannot be hit by a physical attack if the attacker is not currently on the same floor. Rock climb or fly may be used to get from the first floor to the third floor in one move.

A treasure chest takes one move to open, and will contain one of these three items:
-Rupees. The trainer will obtain an extra 3 dollars at the end of the match.
-Deku nut. Takes one move to throw at the opponent. The opponent will flinch for 3 moves.
-Deku shield. All attacks against the holder will deal 1-2% (randomized) less damage. Burns up if the holder is hit by a fire-type attack. Can be picked up by the opponent when the holder faints, or stolen with thief. Does not count as a normal hold item.
 
Last edited:
Gimmicky battlefields for the win!

1&1 vs 1&1 (two pairs of trainers using one Pokemon each)
DQ Time: 6 Days
Damage Cap: 54% (yes, 54%)
Banned moves: OHKO's, Evasion
Arena: Golf Course

It's a run-of-the-mill standard golf course with sand bunkers and a pond, but the battle is anything but that. Since it's on a golf course, each round will be either fourballs or foursomes. All odd rounds will be fourballs and all even rounds will be foursomes.

Fourball round format:

All four trainers post their actions. The set of actions that would leave each team in better shape health- and energy-wise at the end of the round is counted, and the other Pokemon's set of actions is not performed.

Example:

Trainer 1, Team A: x ~ x ~ x (better set of actions, these will be the team's actions for the round)
Trainer 2, Team A: x ~ x ~ x (these will not be used for the round)

Foursomes round format:

In the foursomes round format, on each team, one trainer's first and third actions will be used, and the other's second action will be used. However, the trainers do not know whose first and third actions will count, or whose second action will count. These will be decided by the referee via RNG.

Once one Pokemon has fainted, the side with two Pokemon will still have to abide by the fourball/foursomes rules. It only becomes a standard battle if it gets to 1v1.

Example:

Trainer 1, Team A: x ~ x ~ x
Trainer 2, Team A: x ~ x ~ x
Trainer 1, Team B: x ~ x ~ x
Trainer 2, Team B: x ~ x ~ x

There is a chance that a Pokemon could be hit by a flying golf ball, with varying frequencies.

Pokemon shorter than 1m on the ground: 0% chance
Pokemon taller than 1m on the ground: 3% chance for 5% health damage
Pokemon jumping to attack/dodge: 5% chance for 5% health damage
Pokemon flying: 10% chance for 10% health damage

Finally, if an Electric-type damaging attack connects for 6% damage or more, no more golf balls will appear.

Ooh, a gimmicky battlefield. I'll take this for one part.


I'll be a third in this crazy battle.
 
ok then

1 vs 1 single
DQ Time: 5 Days
Damage Cap: 35%
Banned Moves: OHKO's, Weather Moves, Charging moves
Arena: PokeStadium

In the middle of the ocean, a stadium filled with changing terrains is open for battles. Due to the lack of space, only 1 pokemon per trainer. After every round, the terrain cnanges.

Volcano~ Boosts the power of fire type moves, weakens moves that are super effective to fire types. Flash fire activated.

Forest~ Boosts powers of grass type moves, weakens moves super effective to grass types.

Trench~ Boosts power of water type moves, weakens moves super effective to water types. Swift swim activated.

Thunderstorm~Boosts power of electric type moves, weakens moves super effective to electric types. Lightningrod activated.

Default~ Boosts a randomized type, weakens moves super effective to those types.


All have an equal chance of happening. Each stage will not come out twice in a row.

Other: All Abilities are negated, unless it is an ability listed and is on that stage.
Every event has an equal chance of happening. (If default is picked, the 13 other types are also have an equal chance of happening)

Aaand MINE.

I'll ref DarkAura vs. Phantom; the thread should be up shortly.

EDIT: Pathos vs. Star 69 as well. Thread up in a bit.
 
Last edited:
First challenge =3

2 v 2, single battle
Style: Set
DQ: 7 days
Damage Cap: 30%
Banned Moves: OHKO's, chills limited to 5/pokémon, weather changers, and Ground Type Moves
Arena: Glass Tower

A 5 leveled tower with thick stained glass serving as the floors. Ceramic pots and vases are neatly piled on tables in the corners of each room serving as a free weapon to be thrown however 3 of the 10 pots on each floor contain a potion instantly restoring 15% health (Using a pot takes up an action). Due to the quality of the floor, it will give out and break after a minimum exchange of 35% damage in the Pokémon's attacks. The fall to the floor beneath will deal 5-9% damage per Pokémon. The trainers begin on the 5th floor. Once they reach the first floor, trainers have 3 rounds before the match is over regardless of whether both trainers still have Pokémon left since the tower will soon collapse.

Hope that wasn't too confusing.

Sounds interesting. Taking.

Reffing this challenge.

Expect the thread up in a short while. I'm a little rusty.
 
Hate to be a nag, but could someone ref one of the ones I'm in. Phantom just got two up at once....
 
Hate to be a nag, but could someone ref one of the ones I'm in. Phantom just got two up at once....

For the umpteenth time, please don't ask for people to pick up your battles. It makes us even less likely to take them. That Phantom got two battles up at once is luck on her part; we'll pick up your battle if we find it interesting.
 
Yet another area with lots of effects.

1 vs 1
DQ: five days
Damage Cap: 35%
Banned Moves: Anything that would cause any battler to instantly faint, Evasion, Weather, Attract, Direct Healing moves, Chills limited to 3 per Pokémon.
Arena: The fighting Dojo

Yes, the unofficial gym in Saffron City. It is just like in the games, so I won't bother with a precise description. Okay, I will. Walls of wood and floor of tatami, the fighting dojo is ideal for a quick 1 vs 1 fight between two eager battlers, and supervised by the Karate King himself. What most people ignore, though, is that the fighters practice a magical art from long ago, to shield their training spot from those pesky psychic-types next door. The area sports a various array of effects to spice things up, so don't expect a boring battle. At least, I hope so.

Effects:

I. Fighting-type attacks deal 2% more damage for 2% less energy after all calculations.

II. Psychic-type attacks deal 2% less damage for 2% more energy after all calculations.

III. Flying-type moves deal half damage because of the enclosed environment.

IV. Moves that cause arena destruction aren't banned, but if they were used both battlers would be kicked out (the user sustaining a hefty 25% fighting-type damage, not affected by the damage cap) and the battle would continue outside, and all effects would disappear.

V. At the end of each round, the arena will change, each with equal possibility, and never the same twice in a row.

- Casual Dojo: The battle starts in this arena, and it has no particular effect over the battlers:

- Training Pond: The floor shifts and opens to reveal a pond below. The battlers have to stand on Bamboo sticks, reducing the accuracy of their contact moves by 10%. If they miss because of that, they will fall in the pond, sustaining 2% typeless damage from the fall, and lose an action as well as 2% energy to climb up again. If they are targeted by a contact attack while in the pond, the user will just wait, chilling out and recovering 5% energy. This doesn't count towards the chill limit.

- Training Course: The floor shifts and opens, revealing a heavy artillery of training devices, most of them being very dangerous to approach. If a battler uses a move requiring movement over a wide area, the will inevitably hit one of those machines, sustaining 5% steel damage.

- Training Machine: The floor shifts and opens, revealing a indestructible glass floor with flashing lights all over. This special training floor activates the effects of Trick Room, Gravity and Magic Room. Additionally, the machine absorbs the power of all moves, effectively only leaving contact moves to be damaging. Non-damaging moves still work.

Other: Unevolved fighting-types only.

I'd like to take this, and I think that fills up my battling slots.

I don't think anyone else picked this up, so I'm going to. Expect the thread soon! :)
 
3v3 single
Style: Set
DQ: 3 Days
Damage Cap: 30%
Banned Moves: OHKOs
Restricted Moves: chills 3/Pokémon, direct recoveries 1/Pokémon
Arena: The Dreamyard

The Dreamyard was once a research facility, but it was destroyed years ago in an explosion that shook the building to its foundations. The ruins of the facility are now overgrown, choked with long grass and scrubby weeds growing between shattered tiles. The battle takes place in these ruins, but the Dreamyard basement - though intact- is off-limits, as is the front area where trainers await challenges.

There are many barrels and inexplicable traffic cones scattered about should the need for improvised weapons arrive. Sadly the cones do not weight much at all (though they might be able to trap very small Pokémon), and the barrels contain nothing besides rainwater and rust. However, every round there is a 20% chance of a wild Pokémon running into the battle and attacking either of the current combatants; there is a 50% chance of it being a Patrat using Tackle, a 30% chance of it being a Purrloin using Pursuit and a 20% chance of it being a Munna using Psybeam.
 
Trying something a little different here. Tactics-style!

1v1 Single Battle
DQ: 5 days
Damage Cap: 49%
Banned Moves: OHKOs, Accuracy/Evasion modifiers, Direct recovery, Signatures
Arena: 64-tile Board

tacticsboarda.png

Moving

One Pokémon starts on the blue tile at H1. The other will start on the red tile at A8. Trainers must use "moving" actions to move their Pokémon about the board. This is done so by specifying the tile in which you wish to move to and declaring which direction your Pokémon will face after moving. The distance a Pokémon can travel is determined by the formula Move = sqrt(BaseSpeed)/2, rounding to the nearest integer. This gives Munchlax (5) a Move of 1, Vulpix (65) a Move of 4, and Ninjask (160) a Move of 6. Black tiles indicate obstacles and must be moved around. Flying Pokémon may fly over, but not land on obstacles. The move Dig is used exclusively for movement and may burrow under obstacles. Movement requires 0.5% Energy per tile travelled, rounded down to the nearest whole percent. A tile may not be occupied by both Pokémon. Any of the three actions may be used for movement, and a Pokémon may move more than once during a turn.

As Speed determines Move, increased speed will raise the Pokémon's Move by 1. Likewise, a reduced speed stat will decrease Move by 1. Move cannot be altered by more than 1 in either direction. A sharp reduction in speed will knock +1 down to -1, and vice versa.

Attacking

The Range of attacks varies from 1 to 3, depending on the style of attack. Attacks that require direct contact (like Slash or Grass Knot) have a Range of 1. Attacks that rely on the opponent being nearby, but not adjacent (like Psychic or Thunderbolt) have a Range of 2. Specifically ranged/beamed attacks that could hit an opponent from afar (like Ice Beam or Swift) have a Range of 3. Range determines how many tiles a Pokémon can be away from its target in order to use the move. The ref must use eir discretion to determine the appropriate Range of moves.

Spikes, Stealth Rock, and Toxic Spikes are placed onto the tile where the user is standing. For the sake of this style of battle, constricting moves like Whirlpool and Fire Spin will also be placed as traps (and inflict 2% damage of their respective types.) The ref should keep track of where hazards are placed. The traps are triggered if the opposing Pokémon stops on the tile. A Pokémon will not trigger its own trap. Traps do not expire unless a Pokémon uses Rapid Spin or Defog while standing on the tile; the trap will be disarmed and not trigger at all.

The damage of attacks is altered depending on how the opposing Pokémon are faced. When an attack is launched while both Pokémon are facing each other, the overall damage is reduced to 75%. If a Pokémon attacks the other Pokémon at its side, the damage is unaltered. When striking the opponent's backside, damage is increased to 125%. Damage is rounded up to the nearest whole percent.

Ordering

Turns will be determined by action order, as opposed to the traditional speed comparison. Simply put, whoever posts actions first, moves and attacks first. In other words, all of the first player's actions will occur before the second player's.

Other

Only unevolved Pokémon capable of evolution may participate. All signature moves and attributes will be ignored.
Pokémon will automatically turn in the direction of their opponent before attacking.
Diagonal movement or attacking is not allowed. Ranged attacks will launch directly in front of the user.
An example action set would be like: Move: F3, face E ~ Stealth Rock (F3) ~ Body Slam

Yeah, why not? I'll take this.
 
3v3 single
Style: Set
DQ: 3 Days
Damage Cap: 30%
Banned Moves: OHKOs
Restricted Moves: chills 3/Pokémon, direct recoveries 1/Pokémon
Arena: The Dreamyard

The Dreamyard was once a research facility, but it was destroyed years ago in an explosion that shook the building to its foundations. The ruins of the facility are now overgrown, choked with long grass and scrubby weeds growing between shattered tiles. The battle takes place in these ruins, but the Dreamyard basement - though intact- is off-limits, as is the front area where trainers await challenges.

There are many barrels and inexplicable traffic cones scattered about should the need for improvised weapons arrive. Sadly the cones do not weight much at all (though they might be able to trap very small Pokémon), and the barrels contain nothing besides rainwater and rust. However, every round there is a 20% chance of a wild Pokémon running into the battle and attacking either of the current combatants; there is a 50% chance of it being a Patrat using Tackle, a 30% chance of it being a Purrloin using Pursuit and a 20% chance of it being a Munna using Psybeam.


I'll take this.
 
Hate to be a nag, but could someone ref one of the ones I'm in. Phantom just got two up at once....

As a general rule, referees want to take battles featuring well-reputed members, and Phantom, to be honest, has more "street cred", so to speak, at TCOD than you probably do. No offense.

Also, a question: if a battle has fallen to the previous page and there is still an open spot, are you allowed to bump it?
 
Last edited:
As a general rule, referees want to take battles featuring well-reputed members, and Phantom, to be honest, has more "street cred", so to speak, at TCOD than you probably do. No offense.

Also, a question: if a battle has fallen to the previous page and there is still an open spot, are you allowed to bump it?
I would prefer you didn't. If you're afraid you're not going to get enough people for the battle, you might try asking people directly by VM or whatever.

However, that challenge's already appeared on this page at least once, so I wouldn't worry about it being dead just yet...
 
As a general rule, referees want to take battles featuring well-reputed members, and Phantom, to be honest, has more "street cred", so to speak, at TCOD than you probably do. No offense.

Also, a question: if a battle has fallen to the previous page and there is still an open spot, are you allowed to bump it?

As someone who can only battle, I find this rule quite unfair as I don't know how to get/earn this so called "street cred". I respect that you'd want to red more respectable members of the community, but thats not entirely fair to everyone.

My suggestion, please refrain from making it a "general" rule.
 
Status
Not open for further replies.
Back
Top Bottom