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Thread: The Dragon Roost: 25 v 25 Mew Master vs Mike Mysterio (Ref: DarkestLight)

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    Default The Dragon Roost: 25 v 25 Mew Master vs Mike Mysterio (Ref: DarkestLight)

    [color=orange]I have tried to run the Dragon Roost Before, offering to Ref, but do to complications, it's been...a pain. And I've really wanted to give the entire Arena a Try. So! To give myself a challenge, I offer a free challenge to anyone and everyone who's interested in having a massive battle of at minimum 18 Pokemon (more can be added in/discussed), so! Who's got 20-some Pokemon to give it all a shot?

    The Arena: See Below
    PKMN: 18 (Min. Max of 58)
    DQ: 2 Weeks (my life is still hectic and my e-mail's been a pain in sending me notices.
    Restricted Moves: Arena Specific.

    Arena – Dragon Roost

    The main arena is set inside a dormant volcano, the cliff walls are igneous rock, carved into long grooves and several landings scattered along the walls themselves. Dragons, real dragons and not Pokémon roost on these landings and oversee the matches that transpire. All types of dragons stay here, western, eastern, wyvern, drakes, hydras, and even sea serpents travel great distances to roost here and oversee the battle.

    The arena is a standard Indigo stadium on a platform held over the still glowing magma 80 feet below. The battlers are on elevated towers, with the ref standing in front of a massive dragon statue that appears to be in a silent roar. Boarders of the arena are massive rib bones, making the battlers feel like they are in the belly of the massive beast itself. They stand over a hundred feet high, dwarfing any human and Pokémon.

    Throughout the match the dragons in this area let loose with an eerie chanting howl, voicing their displeasure at the current match. Everything around the combatants and Pokémon starts to shift and warp until they find themselves in a new arena with only one dragon watching over them and affecting the battle, each with their own restrictions.

    Once a Pokémon faints, the trainers recall them both, even if one is still active and ready to fight. And the area changes due to the Dragon’s song. After the competitors see their new arena are they allowed to send out the next set of Pokémon and attack as per normal. For each Pokemon a Trainer has that is still conscious, they receive one point. The trainer with the most points at the end of the match wins the battle.

    The new arena is randomly selected, and can even bring them back to the starting arena, but cannot keep the battlers in the same arena twice in a row. The Ref may choose their randomization technique.

    The other Arenas:

    1. Ryuguo – Ryujin (Japanese)

    A magnificent palace built out of red and white coral. The main area of battle is in a courtyard. Ryujin’s magic infuses the sea around the palace and allows non-fish Pokémon to breathe as if they had gills themselves. Fish Pokémon have an advantage as they can now move more freely in the battle than previously. Despite being made of coral, the edges of the palace are painful if a battler crashes into them (Min 3% HP). There is also a danger of Ryujin’s turtle servants zipping by on message runs. Being hit by the turtle messengers hurts (-4 HP) as well as disorienting the one struck. During every 2 Rounds after being transported here Ryujin will revitalize the Pokémon by giving them 10 Energy.

    Ryujin’s massive Eastern-Dragon body can be seen from any point of the battle as his winding body seems to almost envelop the palace.

    Hazards:
    Palace Coral – Minimum of 3% Health lost on contact
    Turtle Messengers – 4% Health lost if hit

    Bonuses:
    Rejuvination – Every 2 Rounds each Pokemon receives 10% Energy

    Restrictions:
    No Status Moves
    Fire Moves
    Dark Moves
    Flying Moves


    2. Grass field – Yamata-no-Ooriochi (Japanese)

    A wonderful grassy field in which there are a few rocks and boulders scattered throughout. It sits between two mountains, each covered in conifer forests. The dragon of this field is an eight-headed hydra, with vicious fangs and cherry-pip like eyes. Blood flows from its engorged belly and pine trees grow on its back. Eight individual tails whip around, uprooting trees and sending them flying in random directions. The Yamata is a hungry and tenacious individual and will snap at the battlers every 3 Rounds, causing 15 % damage with a chance to poison each time.

    Hazards:
    Yamata – Every three Rounds each Pokemon is attacked for 15% Health
    Poison – 40% of Toxic Level Poison starting at Level 2% each attack

    Bonuses:
    None

    Restricted Moves:
    Safeguard
    Double Team
    Any and all kinds of healing


    3. Heaven Spires – Keiryuujin (Original/Eastern)

    A massive area that has spire-like rocks scattered about. It strangely resembles a training area high above ground except with rock spires instead of wooden poles. The combatants fight high above the ground on the tops of the spires which are flattened out so that they can stand. Between all the spires curves a massive Eastern Dragon. His skin reflects light and is pure white. A massive mane of fur flows from the back of his head, and massive curved claws adorn his hands and feet. Should any of the Pokémon fall from the spires Keiryuujin shall catch them at a -10% Health penalty. The spires are close enough to reach jumping and hopping, but much easier to just fly.

    Hazards:
    Spires – Falling causes 10% Health Loss

    Bonuses:
    None

    Restricted Moves:
    Super Effective Attacks.

    4. World's Water River – Vritra (Indian)

    Holding back the waters of the entire world is a massive serpent by the name of Vritra. A large snake who's scales are as much rock and ground as they are kiten. Its coils hold the water of the world back as it rests in a giant river. The battle here takes place in the river bed where Ground, Electric, and Water attacks gain a bonus. If too many Water type moves are used, Vritra will drain the attack away and add it to the collection of water behind his coils. If the dragon itself is hit by an attack, it may lash out for 15% at the offender and a flash flood may roll through the river bed and wash both combatants away.

    Hazards:
    Vritra – If hit with an attack it lashes out for either 15% Health or a wide Surf attack

    Bonuses:
    Water, Ground, and Electric attacks get a Bonus to damage

    Restricted Moves:
    Every third Water attack is nullified and added to the water Vritra hoards

    5. Kíashkiklah (Original/Western)

    Set within a volcanic cavern, the floor of the arena is still cooling with glowing cracks that show the red-hot lava flowing underneath. Kíashkiklah stands overlooking the fighting on a protruding rock structure, roaring and the sounds echoing in the cavern. In his raging state, the Fire Dragon will launch massive fireballs into the arena, damaging anything nearby for 15% at random intervals. He will also set up a barrier that will block Physical and Special attacks around certain Pokemon for a single attack. Very uncomfortable for any non-Fire, Rock, or Dragon Pokémon.

    Hazards:
    Kíashkiklah – Randomly launches fireballs for 15% Health

    Bonuses:
    Kíashkiklah – Randomly protect someone with a Dome barrier against one attack. Acts like Protect or Detect.

    Restricted Moves:
    No Plant
    No Water
    No Steel


    6. Swamp – Tarasque (French)

    A massive drake with a spiked shell, four sets of legs, and a lion's head, the Tarasque is a beast that terrorizes the local village with an offering. The swamp itself is 1-3 feet deep filled with rotting and decaying plant materials and trees. Ground, Rock, Plant, and Water attacks are easier to use and cost less energy. Every round the Tarasque will demand a sacrifice and will attack both Pokémon for Moderate to Excellent Damage. Sound based attacks may ward it off or dissuade it from attacking. A select few may even calm it. Both Pokemon could even work together to take down or drive away the Tarasque, doing so will reward a bonus of 20 Health and Energy to both Pokemon.

    Hazards:
    Tarasque – As the battle continues, it will attack. Only some sound attacks can either calm or scare it. When reduced to 40% Health it will flee unless goaded to continue attacking. Attacks it can use are those with a high Critical hit Ratio due to the blades and spines it possesses.

    Bonus:
    Driving away the Tarasque – If Successful both Pokemon receive 20 Health and Energy. Killing it or managing to reduce it to 0 Health will fully restore both Pokemon to 100 Health and Energy.

    Restricted Moves: No move substitutions. If anyone offers a move substitution, it is ignored.


    7. World Serpent – Ouroboros (Various)

    The World Serpent, Ouroboros has many similarities with the Leviathan and Jormungand. A representation of purification and eternity in alchemy and mathematics, the arena is the snake's body itself, as it curls around eating its own tail. The serpent is in space, or a close approximation of it, as galaxies and stars float on in the multi-colored darkness. Ouroboros has it's own gravity, and one opponent can be thrown or jump from one coil to another as the serpent wraps around itself in a twisting writhing motion. Steel moves have an interesting ability to randomly change type when they are used. One may use an Iron Head and find that their attack burns the opponent. Or they use an Iron Claw and realize that it packs the power of electricity. The World Serpent's alchemical nature transmutes the nature of Steel attacks into one of the other 16 Types.

    Hazards:
    None

    Bonuses:
    None

    Special:
    Alchemy - Steel moves randomly change Element type upon use.

    8. Primordial Chaos – Tiamat (Babylonian)

    In the void before time, the dragon Tiamat commands the origins of the ocean and land. Within this whirlpool of chaotic energy, floating landmasses and bodies of water the battle rages. Water flows in long twisting rivers between and around the floating rocks that break off and recombine with Tiamat's body before breaking off again. The dragon herself is a winding serpent roaring as the Pokemon battled, dwarfed by Tiamat. Pokemon seem to float from mass to mass, gravity has little affect here, and any Water Pokemon restricted to water can leap from stream to stream, or use the currents velocity into their attacks. All attacks have a much stronger impact as they use less energy per use, as the void energies energize all combatants.

    Hazards:
    Floating Landmasses – Floating around randomly, chunks of rock may fly off from collisions.
    Injuries – No Damage Caps

    Bonuses:
    Vital Energy – All energy use is reduced significantly
    Primal Force – All attacks deal extra damaged

    Restricted Moves:
    None

    9. The Underworld – Nehebkau (Egyptian)

    When the soul departs from the body, this is where Nehebkau dwells. A serpent with the arms and legs of a man, he guards the spirits of Pharaohs and nobility along with the entrance to the underworld. Long in body, and fierce towards those who disturb the dead, Nehebkau watches this arena. The arena is a wide darkened passage, while it is dark, a fog hangs a few feet above the floor. Egyptian hieroglyphic symbols float in the air representing the separation of the spirit from life. Throughout the battle Nehebkau can be seen slithering around the arena, watching the battlers carefully. The area magnifies Psychic, Dark, and Ghost moves, giving them extra clarity and accuracy. Other moves are reduced in their accuracy.

    Hazards:
    Spirits – The ghosts of those passing onto the underworld will pass by and attack the battlers for 5% damage every round.

    Bonuses:
    All Seeing – Ghost and Psychics can hit Dark Types without the use of Miracle Eye. Ghosts can be hit with Normal and Fighting Type Attacks without Foresight, and Ghost attacks can hit Normal Types.

    Restricted moves:
    Water
    Fire
    Flash
    Any Healing

    10. Temple Training Grounds – Yinglong (Chinese)

    A temple atop a remote Chinese mountain. Yinglong, an ancient eastern dragon with a mixture of chimeric features hovers over the massive training grounds, watching the battle with a distant interest. Various martial arts weapons are on racks around the grounds as the Pokemon battle. The weapons can give any Pokemon that uses them a small to large bonus when used. Such a bonus can be increased if used with a Fighting type attack. Students of the arts will randomly attack the Pokemon as part of their own training. A rain storm will sometimes break out, soaking the temple in water.

    Hazards:
    Students – Those under training will attack for two attack slots. This is part of their training as well as for disrupting classes.
    Rain – As per Rain Dance with a two Round wait between each storm.

    Bonuses:
    Weapons – Various weapons can give a small or large bonus to physical attacks. The bonus is doubled when used with fighting attacks.

    Restricted Moves:
    Area Effects

    Special:
    Fairness – The Damage Cap is 30 Damage per round.

    11. Mountain Castle - Chudo-Yudo (Russia)

    A multi-headed dragon with control over the weather, Chudo-Yudo constantly flies around the castle carved into the mountian top. Weather changes periodically, never giving a nice day and always expressions of the weather's extremes. Able to spit fire and control the weather, he is a benevolant dragon. Weather changes constantly throughout the time spent here, and any attempts to change the weather itself are met with a blast of flames from one of his seven heads.

    Hazards:
    Weather God – Chudo-Yudo constantly keeps the weather changing, showing his control and mastery over the elements. Creating effects similar to Sunny Day, Rain Dance, Sandstorm, Hail, while also including Fog, Cloudy Skies, and snow (not like Hail). Never allowing there to not be an adverse weather condition.
    Chudo-Yudo – Any attempts to change the weather without the dragon's permission will result with a Flamethrower attack at full strength no matter the weather condition.

    Bonuses
    None

    Restricted Moves:
    None

    12. Ayers Rock – Rainbow Serpent (Australia)

    On top of the large sandstone formation coils the Rainbow Serpent. Various representations have the being representing different things. A large horned wurm, she is a god of fertility and life who's scales are the colors of the rainbow, hence her name. While the Pokemon battle in her presence, any Plant, Water, Ground, Rock, Electric, and Dragon attacks are more powerful than normal. However, she may lash out with a rage as she summons a thunderstorm and unleashes lightning bolts on the arena, before she heals them after her rage is satisfied.

    Hazards:
    Rain – As per Rain Dance.
    Lightning – The Rainbow Serpent will use several Electric Attacks after she brings the rain. When the rain leaves she will stop attacking.

    Bonus:
    Life Force – Electric, Grass, Water, Ground, Rock, and Dragon attacks are increased in power, potency, and damage.
    Healing – After the Rain ends, the Rainbow Serpent will rejuvinate both battlers with 10 Health and Energy.

    13. Temple Spire – Quetzalcoatl (Aztec)

    A temple sacrificial platform on an Aztec structure. Blood of past sacrifices stain the ground. Curled around the structure and watching the fight is Quetzalcoatl himself. A lengthy feathered winged serpent watches over the battle. While the Aztec were a group who offered human sacrifices to their gods, this god did not require them, and was appalled by them. As a god of light and creation, Quetzalcoatl allows those who battle on the temple access to the moves Morning Sun and Moonlight. Invoking the dragon's offer puts a heavy tax on the Pokemon, and the moves can only be used twice in the battle. His presence always brings a sight of bright shining light.

    Hazards:
    None.

    Bonuses:
    Light God's Favor – Both Pokemon have access to the moves Moonlight and Morning Sun. Useable only twice.
    God's Light – Quetzalcoatl gives of light as if Sunny Day was constantly active


    14. Lake Lerna – Hydra (Greek)

    Poisonous fumes hover on the air around this lake and the entrance to the cave in the back where the hydra lives. A creature with multiple heads and insane regeneration, the Hydra protects the Golden Fleece, or it used to until Hercules befell it. The multi-headed dragon is back, hunting his territory as Pokemon battle by the mouth of the cave. The poisonous air instantly gives the Pokemon Toxic at level 3 There is only one way to remove the Toxic, as Refresh and Rest won't quite cut it, and that's to steal the Golden Fleece from the Hydra itself. Doing so, however, is going to be a bit more trouble than it's worth

    Hazards:
    Toxic Fumes – Instantly gives the Pokemon Toxic at Level 3. Moves that will remove Stats Conditions will not remove the Toxic Poison. Even Steel Pokemon are affected.
    Hydra – The Hydra will snap its many heads at the Pokemon, each head getting two attack slots per round if it's so inclined. More than 10 Damage to a single head will lop it off and three more will grow in its place. The Hydra starts with 3 heads.

    Bonus:
    Golden Fleece – Protected by the Hydra. If stolen and worn, it will remove the poisons and return 15% Health to the Pokemon in possession of it every Round. When removed or stolen, the Pokemon will once again be poisoned with Toxic at Level 3

    Restricted Moves
    Recover

    15. Jund – The Ur-Dragon (Original/Magic the Gathering)

    The embodiment of all dragons, the living force behind the majesty, ferocity, and destruction. The Ur-Dragon is the origin of all dragons and shares similar characteristics with them all. It's body is a bright golden collection of armored scales, with two sets of massive wings, one leathery and the other feathered. The body is long and serpentine, graceful as its powerful fore and hind limbs never seem to touch the ground, each ending in massive claws. The head is large and wedge-shaped, covered in horny protrusions. Massive teeth line the jaw as bones spur off the back hinge of the lower jaw. Its eyes are black orbs with two white rings that rotate around a white orb within the eye. As the eyes focus, the rings overlap and rotate, almost like a camera zooming in.

    The arena is Jund, the shard of the plane Alara where dragons are at the top of the pecking order. Broken by volcanic activity, jungle overgrowth, and bubbling tar-filled swamps, the entire arena is a place of devastation and survival of the fittest. Here the strength of Dragon Type attacks is doubled above and beyond any Type advantage. On this arena two Pokemon from each side are released for a double battle, and takes up two spots in the battle roster. If the Trainers were using 4 Pokemon and this arena is selected, they will use only 2 more Pokemon after leaving this arena.

    Hazards:
    Ur-Dragon – A being of hunger, heat, and need, the Ur-Dragon will lash out with a massive Hyper Beam capable of hitting all Pokemon in a single move. Only attacks once every three Rounds.
    Jund – Volcanic crevasses, carnivorous plants, tar pits. Jund is a land of danger and can severely damage anyone who isn't careful of where they are going.
    Dragons – Other dragons can enter the fight, trying to devour the Pokemon invading their territory. Each Dragon has 40 Health and Energy to spend in combat, can fly in, leave, and have access to all Dragon and Fire Type attacks. They are considered Dragon/Fire for Damage.

    Bonuses:
    Dragon Soul – All Dragon Type attacks gain a x2 to damage above and before any Type Advantage is taken into effect. Even the weakest Dragon Claw can slay another dragon

    Special
    Blood – No Damage Cap for this Arena. Visitors aren't expected to stay very long.
    Rage – Every Pokemon will be under the effects of the move Rage even if they do not normally learn it. Increasing their Attack after each attack received.
    Fury – Pokemon are under the effects of Taunt for their stay in this Arena and must have a target to attack. Attacks absorbing Damage, such as Counter, Mirror Coat, Bide, and Metal Burst can still be used as normal.
    War – Double Battle, each trainer sends out two Pokemon to fight. This number can be increased to more, but both Trainers must agree to the terms before hand. The team with more surviving Pokemon wins the points for this Arena.

    Restricted Moves:
    None
    Last edited by Mew Master; 25th July 2010 at 10:06 AM.
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