1v1 Singles
DQ 1 day
no recovers or chills
Arena: an open deserted plaza with a fountain in the middle because I like water-types
I expect some fucking positive karma for what I just finished being on the receiving end of.
accoptod
switch = ko
all abilities
no items
I accept the earlier challenge! (Deoxys314)
Switch=KO
No items
All Abilities
switch = impossible
no items
all abilities
get 'er done
Challenging Kannon, I guess....?
1v1
DQ: 2 days
no recoveries or chills
Arena: Dark Cave in Johto - Rocky terrain, diggable ground, extremely dark = low visibility and low accuracy.
-Charmander- said:2v2 singles
2 day DQ
0 recovery/infinite chills
les go
porygon3 said:I'll accept
no switching
no items
all abilities
also arena ??
The roof of a tall skyscraper. There is a very large railing protecting anyone from falling off. There is a 25% chance at the start of each round of that a large airplane passes overhead, drowning out noise and preventing sound-based moves (Yawn, etc). They don't fly close enough to hit any pokemon however.
beep boop baapShogun the Aron has issued a challenge to 'Kid the Elekid!
(I'm challenging Kannon from IRC)
Arena:
A sandy rock quarry, with steep walls and a narrow entrance which is blocked. The "arena" is circular, approximately 50 feet wide, and the trainers are standing opposite each other. The Pokemon start out about 10 feet apart from one another in the center of the arena. In addition to that, there is a 1/3 chance every turn for a Sandstorm to be kicked up by the wind, which will last for that round.
Recovers are irrelevant, as neither Pokemon knows a recovery move, and 5 chills.
DQ Time: 2 days (but that's unlikely to be an issue)
Shogun the Aron has issued a challenge to 'Kid the Elekid!
(I'm challenging Kannon from IRC)
Arena:
A sandy rock quarry, with steep walls and a narrow entrance which is blocked. The "arena" is circular, approximately 50 feet wide, and the trainers are standing opposite each other. The Pokemon start out about 10 feet apart from one another in the center of the arena. In addition to that, there is a 1/3 chance every turn for a Sandstorm to be kicked up by the wind, which will last for that round.
Recovers are irrelevant, as neither Pokemon knows a recovery move, and 5 chills.
DQ Time: 2 days (but that's unlikely to be an issue)
beep boop baap
no switch
no items
all abilities
be there or be square
Yo kannon we have unfinished business.
Togetic vs Elekid/Electabuzz, now!
Same rules as last time.
Looking for some fun:
2v2 singles
4 day DQ
0 recover/3 chills
I decline to choose an arena in exchange for attacking second. Surprise me with a good one!
I'll battle you deoxys314.
Switch=KO
All abilities
No items
EDIT: Now here's the arena: Deathtrap Dungeon
- A 100ft-by-100ft square chamber with a ceiling 50ft above the ground. The walls are engraved with various pokemon faces. The chamber has no windows and the only light comes from wooden torches on the walls 30ft above the ground. These torches cannot be put out.
- At the end of each round for the first eight rounds, the East and West walls will both move 5ft inwards (reducing the width of the arena by a total of 10ft).
- Also at the end of each round, a trap will trigger. All have an equal chance of happening but the same trap cannot activate two rounds in a row. The traps are as follows:
- Several poison-tipped darts will be fired from holes in the North and South walls. All pokemon have a 90% chance of being hit and poisoned. Poison- and Steel-type pokemon are unaffected by these.
- A giant axe will swing across the arena from North to South or vice versa (alternating with each activation). This will miss any pokemon on the ground, but any airborne pokemon have a 75% chance of being hit. The axe will do damage equal to 1/2 of the pokemon's max HP (round fractions up). Unless otherwise specified, Flying-type pokemon and pokemon with the ability Levitate are assumed to be airborne.
- Spikes will rise from the floor. Any grounded pokemon will be hit by them and will lose HP equal to 1/8 of their max HP (round fractions up). The spikes will then retreat back into the floor.
- A thick cloud of gas will fill the arena, impeding the vision of all pokemon for one round. Pokemon that rely less on sight will be less affected.
- The torches will spawn some magical flames that will float towards any pokemon in the arena. They have a 60% chance of hitting each pokemon and any pokemon hit by them will be burned. Fire-type pokemon are unaffected by these.
- The engraved faces on the walls will shriek loudly for one round, waking up any sleeping pokemon and preventing all sleep-inducing and sound-based moves.
- Surf, Blizzard, Solar Beam, Thunder, Moonlight, Morning Sun and weather-inducing moves cannot be used. Wind-based moves (such as Gust, Whirlwind and Silver Wind) cost 2 more energy to use. The arena is strong enough to withstand moves like Earthquake and Magnitude.
Choose wisely, Objection.
Ref?
EDIT:
Wow. Just . . . That's brutal. I'll have to choose my team carefully.
Anyone want to ref this madhouse?