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It seems I need aid in mastering the occult arts...rise, my minion! Together, we shall rule this world!
HUG ME.
2v2 Babysitter Doubles
2 Recovers, 5 Chills
ASB Arena
Substitutions = 1 per mon
Abilities = All
Items = Training
—___________________________________________—OPEN CHALLENGE
4v4 NFE Singles
3 Day DQ Time
∞ Recoveries/∞ Chills per Pokemon
2 Substitutions
Switch=OK
Abilities=All
Items=On
Anyone want to fight on an "interesting" arena?Arena: Rainbow Road (SNES)
Field Type: Big/Heavy Pokémon
Complexity: Intense
Format: All
Restrictions: No External Grass, No External Water Source, No External Rocks, No Digging, Artificial Field, Weather is impossible to summon, even with a Weather Rock.
Description:
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The arena is the original Rainbow Road circuit from the Mario Kart Series, initially appearing in the original instalment for the SNES. The battle takes place atop moving karts, & as a result, the battle is always moving around the track. As a result, all entry hazards summoned end up being left behind quickly as the battles races on. Furthermore, because of the moving nature, battlers will find themselves moving toward the Star Thwomps that reside on the circuit, & if you do not take evasive action, you will be either flattened by their fall onto the tiled floor, or running into them, which even then sees you take damage! Finally, there is zero guardrails around the arena to keep you on the circuit, so if you get hit hard enough, you might fall down & find yourself having to catch up after being put back on the arena! Finally, remember that this is high up in virtually space territory, so no weather can happen at all, & because the circuit is made up of tiles coloured in a rainbow-fashion, there is no external anything source around, & you cannot dig through the tiles either! Who will come out on top in this high-speed battle? Let us see!
Mechanics:
Summary: Race around the original Rainbow Road from Super Mario Kart, & avoid the Star Thwomps! Also, remember to try & not fall, or use Entry Hazards!
- The Constantly moving nature of the battle means that all entry hazards will dissipate at the end of each round.
- When a Pokémon either deals damage with a weight-based move, or scores a Critical Hit (Excluding Storm Throw, Frost Breath, Stick, & Focus Energy), to a Pokémon with a Weight Class value at least 3 lower than their own, the opponent will fall down the arena & will take a flat 10 damage. The stricken Pokémon will then be unable to complete their next action as they return to the arena, but will take no damage from any attack the next action as they catch up (The Avoid the Star Thwomps command overrides the lost action from falling).
- Flying-Types, Levitators, & Pokémon under the influence of either Magnet Rise or the Levitate Command, as well as Pokémon holding a non-consumed Air Balloon, cannot be thrown off the arena in this manner.
- At the end of each round (Not including the start of the battle), the referee will RNG an action, & publicly reveal the result. Next round, at the end of that action, Star Thwomps will fall onto the arena & flatten all Pokémon, dealing damage equal to ((8-Pokémon's SC)×5). Those Pokémon hit will flinch their next action.
- This, however, can be avoided with the command: Avoid the Star Thwomps. This command has +6 Priority, costs 2 Energy, & cannot be prevented by Taunt or Torment. This command cannot be encored, either.
- Suspending Fly will also allow the user to avoid the Star Thwomps as well.
KING SERPERIOR!!! You are going down!!!
(Dogfish44 has already agreed to ref.)
3 vs 3 NFE (I'm bringing 3 NFE, KS is bringing 2 and one middlemon)
2 Day DQ
2 Subs
All Abilities
Training Items
Switch=OK
2 Recoveries/5 Chills
Arena: DOGFISH44'S MIND
Good Luck KS
—___________________________________________—
I'll accept the 6 vs 6 Brawl.Ok so i need stuff rolling, so someone fight me:
2v2 Training Doubles or singles, acceptor pick
1 Day DQ
Items:ON
Abilities:ALL
2 Recovers/2 Chills
and another
6v6 Brawl
2 Day Player/3 Day Ref DQ
1 Recover/1 Chill
acceptor can choose rest, although i would try to keep it relatively simple for the ref.
Ok so i need stuff rolling, so someone fight me:
2v2 Training Doubles or singles, acceptor pick
1 Day DQ
Items:ON
Abilities:ALL
2 Recovers/2 Chills
and another
6v6 Brawl
2 Day Player/3 Day Ref DQ
1 Recover/1 Chill
acceptor can choose rest, although i would try to keep it relatively simple for the ref.
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It seems I need aid in mastering the occult arts...rise, my minion! Together, we shall rule this world!
HUG ME.
2v2 Babysitter Doubles
2 Recovers, 5 Chills
ASB Arena
Substitutions = 1 per mon
Abilities = All
Items = Training
Come to my Lair, said the Dogfish to the trainers hahahaha
OPEN CHALLENGE
4v4 NFE Singles
3 Day DQ Time
∞ Recoveries/∞ Chills per Pokemon
2 Substitutions
Switch=OK
Abilities=All
Items=On
Anyone want to fight on an "interesting" arena?Arena: Rainbow Road (SNES)
Field Type: Big/Heavy Pokémon
Complexity: Intense
Format: All
Restrictions: No External Grass, No External Water Source, No External Rocks, No Digging, Artificial Field, Weather is impossible to summon, even with a Weather Rock.
Description:
![]()
The arena is the original Rainbow Road circuit from the Mario Kart Series, initially appearing in the original instalment for the SNES. The battle takes place atop moving karts, & as a result, the battle is always moving around the track. As a result, all entry hazards summoned end up being left behind quickly as the battles races on. Furthermore, because of the moving nature, battlers will find themselves moving toward the Star Thwomps that reside on the circuit, & if you do not take evasive action, you will be either flattened by their fall onto the tiled floor, or running into them, which even then sees you take damage! Finally, there is zero guardrails around the arena to keep you on the circuit, so if you get hit hard enough, you might fall down & find yourself having to catch up after being put back on the arena! Finally, remember that this is high up in virtually space territory, so no weather can happen at all, & because the circuit is made up of tiles coloured in a rainbow-fashion, there is no external anything source around, & you cannot dig through the tiles either! Who will come out on top in this high-speed battle? Let us see!
Mechanics:
Summary: Race around the original Rainbow Road from Super Mario Kart, & avoid the Star Thwomps! Also, remember to try & not fall, or use Entry Hazards!
- The Constantly moving nature of the battle means that all entry hazards will dissipate at the end of each round.
- When a Pokémon either deals damage with a weight-based move, or scores a Critical Hit (Excluding Storm Throw, Frost Breath, Stick, & Focus Energy), to a Pokémon with a Weight Class value at least 3 lower than their own, the opponent will fall down the arena & will take a flat 10 damage. The stricken Pokémon will then be unable to complete their next action as they return to the arena, but will take no damage from any attack the next action as they catch up (The Avoid the Star Thwomps command overrides the lost action from falling).
- Flying-Types, Levitators, & Pokémon under the influence of either Magnet Rise or the Levitate Command, as well as Pokémon holding a non-consumed Air Balloon, cannot be thrown off the arena in this manner.
- At the end of each round (Not including the start of the battle), the referee will RNG an action, & publicly reveal the result. Next round, at the end of that action, Star Thwomps will fall onto the arena & flatten all Pokémon, dealing damage equal to ((8-Pokémon's SC)×5). Those Pokémon hit will flinch their next action.
- This, however, can be avoided with the command: Avoid the Star Thwomps. This command has +6 Priority, costs 2 Energy, & cannot be prevented by Taunt or Torment. This command cannot be encored, either.
- Suspending Fly will also allow the user to avoid the Star Thwomps as well.
Surely someone is crazy enough to ref this! :OOK, I will. This isn't going to end well for me.
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It seems I need aid in mastering the occult arts...rise, my minion! Together, we shall rule this world!
HUG ME.
2v2 Babysitter Doubles
2 Recovers, 5 Chills
ASB Arena
Substitutions = 1 per mon
Abilities = All
Items = Training
taking this. OHOHO I AM YOUR OPPONENT
Cancelling my challenge from my last post here, and posting a new challenge:
3v3 LC Triples
All abilities
1 day DQ
Training items
2 subs per mon
Arena is up to the challenger
I'll take the above challenge and put it on the ASB arena!
2v2 Training singles, acceptor pick
1 Day DQ
Items:ON
Abilities:ALL
2 Recovers/2 Chills
Il'l accept the training singles and and i'd like to battle in the ASB arena
4v4 Singles / Doubles / Triples (Acceptor's Choice)
LC / NFE / FE (With < 31 Moves) / FE (No movepool restrictions) Pokémon (Acceptor's Choice again)
3 Day DQ Time
∞ Recoveries/∞ Chills per Pokemon
2 Substitutions
Abilities=All
Anyone willing to be trolled by WarioWare with me?Arena: WarioWare, Inc.
Field Type: Neutral
Complexity: Moderate
Format: All
Restrictions: No Water Source, No External Grass, No External Rocks
Ref instructions: While not compulsory, you may wish to have characters from the WarioWare series issue the challenges. If so, here are some useful images: Wario, Mona, Jimmy T, Kat and Ana, Dribble and Spitz, Dr Crygor, 9-Volt, Orbulon, Ashley, Young Cricket
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An artificial environment with no external water source or natural grass. Digging and seismic moves are allowed. Weather is allowed.
At the beginning of each round, the ref will give a task to the participating pokemon to perform during the round. It can be anything as long as all active pokemon can feasibly accomplish it (eg, use non-STAB moves only). Any pokemon that fail to complete the task take damage equal to 1/4 of their max HP.