just need a ref now3v3 Triples X 2
Items = All
Abilities = All
DQ = 2 Day
Subs = Acceptor's Choice
Recoveries = Acceptor's Choice
Chills = Acceptor's Choice
Arena:
Arena: Underground Day Care Center
Field Type: Neutral
Complexity: Simple
Format: All
An untold secret about the Day Care Center in an unspecified region. Supposedly, there is one in every region. Beneath those hallowed halls of love and care is a war pit. Declined eggs speckle the shelves on all the walls. Pokemon who battle in this place gain a boost from their Egg Group. The floor is made of impenetrable organic concrete. The fighting area is about 50 x 50 x 30 meters. The actual room is about 75 x 60 x 50.
Pokemon belonging to two (2) egg groups gain the following effects:
Monster Group: Increases this pokemon's accuracy by a flat 10%.
Water 1 Group: Doubles (x2) the effect chance of all moves.
Bug Group: Gains one (1) extra attack on multi-hit moves, with no cap.
Flying Group: All pokemon in this Egg Group are immune to the effects of Smack Down and do not lose the Ground immunity while using Roost.
Field Group: This pokemon's STAB becomes five (5) instead of three (3).
Fairy Group: Attraction is inflicted upon opponents that come in contact with this pokemon, even if they are genderless or the same gender.
Grass Group: The pokemon heal twenty percent (x0.2) of damage inflicted to opposing pokemon with STAB moves.
Water 3 Group: At the end of each round, there is a 50% chance of boosting ATK, DEF, SPA, or SPD one (1) stage.
Mineral Group: All super effective attacks against this pokemon are reduced by 3 BAP. All regular damage attacks against this pokemon are reduced by 2 BAP. All not very effective attacks against this pokemon are reduced by 1 BAP.
Amorphous Group: The physical form of these pokemon is ever changing. This provides a flat 5% boost in evasion.
Water 2 Group: This pokemon has learned to adapt to all weathers. It dodges hail stones, sand particles, rays of light, and rain drops with ease. All this exercise has given it a 50% boost in weather to speed.
Dragon Group: EN use is decreased by 10%.
Human-Like: Increase the end damage of "Punch", "Kick", and "Chop" moves by three (3) damage.
Pokemon belonging to one (1) egg group gain the following effects:
Monster Group: Increases this pokemon's accuracy by a flat 15%.
Water 1 Group: Increases the effect chance of all moves by 200% (x2). Increases the effect chance of combo moves by 250% (x2.5)
Bug Group: Gains two (2) extra attacks on all multi-hit moves, with no cap.
Field Group: This pokemon's STAB becomes seven (7) instead of three (3).
Flying Group: All pokemon in this Egg Group are immune to the effects of Smack Down and do not lose the Ground immunity while using Roost. This pokemon is unaffected by the secondary effects of super-effective attacks.
Fairy Group: Attraction is inflicted upon opponents that come in contact with this pokemon, even if they are genderless or the same gender. Attraction lasts four (4) rounds.
Grass Group: The pokemon heal thirty percent (x0.3) of damage inflicted to opposing pokemon with STAB moves.
Water 3 Group: At the end of each round, there is a 50% chance of boosting ATK, DEF, SPA, or SPD two (2) stages.
Mineral Group: All super effective attacks against this pokemon are reduced by 4 BAP. All regular damage attacks against this pokemon are reduced by 3 BAP. All not very effective attacks against this pokemon are reduced by 2 BAP.
Amorphous Group: The physical form of these pokemon is ever changing. This provides a flat 10% boost in evasion.
Water 2 Group: This pokemon has learned to adapt to all weathers. It dodges hail stones, sand particles, rays of light, and rain drops with ease. All this exercise has given it a 50% boost to speed.
Dragon Group: EN use is decreased by 20%.
Human-Like: Increase the end damage of "Punch", "Kick", and "Chop" moves by five (5) damage.
Ditto Group: When Transformed, the Pokemon Ditto Transformed into gains the Limber Ability.
Undiscovered Group: This Pokemon's uniqueness has make it hardy and tough. It gains a flat 25 more HP.
*Note: End Damage means the damage is calculated normally. Then, add 3 or 5 on to that damage to get the final damage.
"I have returned, to battle!"
Open Challenge
4v4 Doubles FE
2 Day DQ/3 Days for ref
2 Substitutions
Arena: Center Stage
Description: This arena is a reasonably popular arena where crowds gather to see a different type of battle. You see, they don't want to see any standard issue stuff like at the ASB Arena, they want battles with flair, creative moves, and intensely close calls. As such, in this arena roleplaying actions are more likely to work. Additionally, the ref can modify the arena as he desires (within reason, no teleporting to another dimension) to either cause pain to the competitors or open up new roleplaying opportunities. For instance, he could have a tent appear over the competitors thus allowing them to use the poles to smack each other or even bring the tent down and muck everything up.
As for the arena itself, it's a fairly simple battlefield. The competitors are on the top of a platform about 50 ft in the air, surrounding a simple moat with no water (though the ref can modify this as he so chooses). This platform is a square measuring about 50 yards on each side. On each side of this platform there is a ladder that can allow a Pokemon in the moat to climb back up. Whether this takes an action or not is up to the referee. The floor is white, although some grass covers the arena allowing Energy Ball and similar moves to work at full effectiveness. The arena is contained within a cavernous area, but the sun shines through the ceiling giving ample light. All moves are allowed.
Summary:
Roleplaying actions are easier to pull off
Referee can modify the arena within reason
All moves are allowed
If knocked into the moat, ref decides whether climbing back up takes an action or not.
Reposting this challenge.New challenge:
2v2 LC Doubles
1 Day DQ
2 recovery, 5 chills
2 subs
All abilities
Training items
ASB Arena
I am on this like white on rice.CHALLENGING GLACIER
2v2 FE Doubles (move sum ~55)
2 Day DQ
2 Substitutions
All Abilities
Items ON
Switch KO
Infinite Recovers / chills
Arena: Typing Inversion Chamber II
All moves are allowed. At the end of each round, a random type is chosen to be inverted, which reverses weaknesses and resistances except for immunities with retain their immunity. Abilities that cause a weakness to the chosen type will retain the weakness, while the same holds true for abilities that grant resistances as well. If a type is chosen twice in a row, the move effectiveness on that type will return to normal.
Also, posting another challenge
2vs2 doubles
1 day DQ
2 subs
all abilities
0 recovs/chills
Items on
Switch KO
ASB Arena
"I have returned, to battle!"
Open Challenge
4v4 Doubles FE
2 Day DQ/3 Days for ref
2 Substitutions
Arena: Center Stage
Description: This arena is a reasonably popular arena where crowds gather to see a different type of battle. You see, they don't want to see any standard issue stuff like at the ASB Arena, they want battles with flair, creative moves, and intensely close calls. As such, in this arena roleplaying actions are more likely to work. Additionally, the ref can modify the arena as he desires (within reason, no teleporting to another dimension) to either cause pain to the competitors or open up new roleplaying opportunities. For instance, he could have a tent appear over the competitors thus allowing them to use the poles to smack each other or even bring the tent down and muck everything up.
As for the arena itself, it's a fairly simple battlefield. The competitors are on the top of a platform about 50 ft in the air, surrounding a simple moat with no water (though the ref can modify this as he so chooses). This platform is a square measuring about 50 yards on each side. On each side of this platform there is a ladder that can allow a Pokemon in the moat to climb back up. Whether this takes an action or not is up to the referee. The floor is white, although some grass covers the arena allowing Energy Ball and similar moves to work at full effectiveness. The arena is contained within a cavernous area, but the sun shines through the ceiling giving ample light. All moves are allowed.
Summary:
Roleplaying actions are easier to pull off
Referee can modify the arena within reason
All moves are allowed
If knocked into the moat, ref decides whether climbing back up takes an action or not.
Taking this match! PM your teams!
"I rise... kekekekekekeke..."
Switch: OK
Items: ON
Abilities: ONE
Reffing this. PM mons.CHALLENGING GLACIER
2v2 FE Doubles (move sum ~55)
2 Day DQ
2 Substitutions
All Abilities
Items ON
Switch KO
Infinite Recovers / chills
Arena: Typing Inversion Chamber II
All moves are allowed. At the end of each round, a random type is chosen to be inverted, which reverses weaknesses and resistances except for immunities with retain their immunity. Abilities that cause a weakness to the chosen type will retain the weakness, while the same holds true for abilities that grant resistances as well. If a type is chosen twice in a row, the move effectiveness on that type will return to normal.
New challenge:
2v2 LC Doubles
1 Day DQ
2 recovery, 5 chills
2 subs
All abilities
Training items
ASB Arena
Did people forget about this or something? We still need a ref.Eh, Wynaut. I'll be at a disadvantage, seeing it's the first battle for the two Pokemon I'm battling with, but they need training anyway. Accepting IceSpade's above.
Because I'm lazy, I'll just post the team I'm battling with here.
Obviously, Illusion will not be active as it would be fairly useless considering all my Pokemon will be active at once in a 2v2 Doubles.
Zorua [Red Spy] (M) (*)
Nature: Adamant
Type: Dark
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better
performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Abilities:
Illusion: (Innate) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2 (-)
SpD: Rank 2
Spe: 65
Size Class: 1
Weight Class: 2
Base Rank Total: 15
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Scratch
Leer
Pursuit
Fake Tears
Fury Swipes
Faint Attack
Scary Face
Taunt
Sucker Punch
Counter
Detect
Swords Dance
Roar
U-Turn
Vanillite [Vanilla DEATH] (F) (*)
Nature: Modest
Type: Ice
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Abilities:
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Weak Armor: (Can be enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit. (DW) (Innactive)
Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 2
Spe: 44
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Icicle Spear
Harden
Astonish
Uproar
Icy Wind
Mist
Avalanche
Taunt
Automize
Iron Defense
Powder Snow
Hail
Ice Beam
Blizzard
Fine, I will ref it you impatient beast.Did people forget about this or something? We still need a ref.
Only reason I was complaining was because the battle AFTER us got a ref...Fine, I will ref it you impatient beast.
OK, send me your mons, yoshi and fay.My babysitter doubles with Faylion still needs a ref!
Eh, technically what you're suggesting is a brawl. But I'll accept anyways.Open Challenge
5vs5 LC Quintiples: No positioning.
2 Subs
2 Day DQ
Switch= Malfunction
Training items
The Tower of Heaven is an ancient structure that stretches deep into the clouds, the heavens, and far beyond. It is composed of a material similar to rock, but far more durable and nearly impossible to break. Most of the structure is open-air giving a good glimpse of the clear sky. Moss and other small plant life have grown on the outcropping on the rock-like material with small butterflies flying about. There are small streams and pools of water within the structure for Water attacks and Water Pokemon. The battle will take place within one of the many chambers of the tower.
All moves can be used within the Tower of Heaven. However, there is a catch. Within my hands is the Book of Laws. At the end of each round, I'll write down a new law. The laws restrict what attacks, actions, or commands you may or may not take in battle. Violation of any law in battle will still allow you to perform the command, however the offender will be struck down with a lightning bolt that deals 10 damage flat and ignores abilities, weakness, and resistance. The lightning bolt cannot be deflected, dodged, evaded, or otherwise blocked. It will hit the Pokemon behind a Substitute, find its way through Double Team, and will go through Wonder Guard. Pokemon that are immune to Electric attacks by ability or typing will still be struck down and will gain no benefit such as Motor Drive's Speed boost. Violation of multiple laws in an action will drop down multiple lightning bolts on the offender depending on how many laws they've broken in a given action.
For instance, Pikachu decides to use Thunderbolt on a Staryu. If I restrict the usage of Thunderbolt, Pikachu will be smote once for 10 damage. If I restrict the usage of Thunderbolt and all Electrical attacks, Pikachu will be hit twice for 20 damage. Finally, if I restrict the usage of Thunderbolt, Electrical attacks, and super-effective moves, Pikachu will be struck thrice for 30 damage.
If there's any questions or need clarification on anything, PM me.
Summary: All moves can be used initially, however new laws added in each round will restrict what commands can be used. Violation of any law will be penalized with a lightning bolt dealing 10 damage flat ignoring typing and abilities. Combatants can be penalized multiple times in an action.
Teleportation Corollary: If this arena is picked randomly as a result of arena effect, then the ref is free to generate up to three rules for the combatants to follow until a new arena is chosen.
You choose the rest.
Yes, I am insane.
Is there anyone insane enough to ref this?
I thought it was triples +Eh, technically what you're suggesting is a brawl. But I'll accept anyways.
All Abilities
Also, you may wish to consider changing the arena to ASB Arena. While I'll go with anything you choose, we may have a hard time getting refs like this. Your choice though.
Did someone ask for an insane reff? Nah, I'm sane, actually - I just want a large battle. Taking if you can extend the DQ to 3 days for reffs - and you'd probably make my day, too, if you two can drop a PM with your teams saying "we've decided to change to Singles/Doubles".Someoneelse and Maxim said:5v5 LC Brawl
2 Substitutions
2 day DQ
0 Recoveries / 2 Chills
Items = Training
Switch = KO
Abilitites = All
Positioning = Off