Data Arena Compendium

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
The usefulness of this thread will become apparent later as I roll out a surprise. In the meantime I will keep this stickied for a week. Basically if you have an Arena you really like, create a post and register your arenas. Please don't make multiple posts, just make the one and edit it in with any new Arenas you come up with. I'll be adding mine shortly.

Please only post arenas you are proud of and would battle in again.
This is supposed to represent your best thought out works.


When you post arenas, include their details and information as to what types they might favor. There are four characteristics of a good arena posting:

Field Type, Complexity, Format, and Restrictions.


Field Type Examples might be:

Field Type: Neutral (For Arenas that favor no particular type like the Tournamena Arena)
Field Type: Ground (For Arenas that lack water, grass, or ice elements and allow all Ground-type moves)
Field Type: Water/Ground/Poison (For Arenas that have a more complicated set-up that favor specific moves carried most often by specific types)

The Arena's complexity might also be a factor. Arena Complexity Examples might be:

Complexity: Simple (For no holes barred arenas that allow all attacks)
Complexity: Moderate (For arenas that block out weather or certain other moves, or otherwise have strong specific effects)
Complexity: Intense (For arenas with far-reaching, often powerful and strategy-altering effects)

Finally, some Arenas are more suited to different combat Formats. Examples might be:

Format: All (For Arenas that play the same in basically all styles of play)
Format: Singles (For Arenas that are enclosed and suitable mostly for 1-on-1 encounters)
Format: Multiples (For Arenas that shine in doubles or greater matches)
Format: Melee (For Arenas that are large, expansive, and more suitable to large melee-style battles)

Note that a Format doesn't enforce such rules, it merely provides a baseline for what kind of battles would be most enjoyable.

Restrictions are very diverse and can have many elements. Here are the most common ones:

No Weather (Either in part or specific weathers like Rain or Hail)
Artificial Field (usu. completely indoor arenas with no natural objects like rocks or grass. Note that many Pokemon can use dust, cause arena damage, or even use their own bodies to bring in natural elements that don't immediately exist)
Limited Ceiling (usu. completely indoor arenas or arenas with a fairly low vertical barrier of another kind, restricts Fly and aerial evasiveness)
No Digging (Arena cannot be Dug through)
No Seismic Attacks (Arena cannot be affected by moves like Bulldoze, Earthquake, Magnitude, and Fissure)
No Water Source (No water is available for Surf, Dive, etc.)

Arenas like the Tournament Arena fall under the categories of Neutral Field Type, Simple Complexity, All Formats, No Restrictions.

So in sum this is the format:

Arena: <Arena Name>
Field Type:
<Field Type>
Complexity: <Complexity>
Format: <Format>

Restrictions: <Any factors that would influence move usage>

<Special Instructions on the actual posting of the arena may be placed here if applicable.>

Description:

<A description of the arena. This will include other effects not listed in Restrictions, so refs must pay attention to it.>


Here are some of mine to give you an idea of what to post:

Deck Knight's Arenas:

Arena: Pokemon Chess Board (Open Field)
Field Type:
Neutral
Complexity: Intense
Format: Multiples

Restrictions: None

Ref Instructions: In an Open Field, only the person who selects this Arena will send you a PM. Their opponent then selects out of their entire team. Once you receive the Pokemon of the Trainer that chose this Arena, you may put up the thread and VM their opponent.

Description:

The Pokemon Chess Board is an intricate arena, the effects of which change based on the Pokemon used. It is set on an artificial field consisting of alternating 8x8 black and white squares about 5 square feet each. All Attacks can be utilized, as the chess board will create any necessary element for the attack. Be warned that effects will disappear after each action and will have to generated from scratch, so the arena for example cannot be flooded out, even if Rain is summoned. Weathers still last their full duration and have all their other battle effects.

The Arena benefits or handicaps players based on the Pokemon they select in the following ways:

    • If one player has more fully evolved Pokemon than the other, each of that player's Pokemon will lose one Rank in each stat (including HP), as well as 20% of their speed. Pokemon in their second of three stages do not count as fully evolved for this purpose.
    • If a player's active Pokemon share like weaknesses, all of the shared weaknesses of that player's active Pokemon will be reduced to 2x, regardless of their ordinary severity.
    • If a player's active Pokemon share like STABs, the STAB bonus of that STAB is increased by 1.
    • If a player's active Pokemon share like Attacks, the Base Attack Power of those shared attacks is increased by 1.
    [/U]


Arena: Muckraker Swamp
Field Type:
Ground/Water/Poison
Complexity: Moderate
Format: All

Restrictions: None

Description:

This old bayou is the home of the lowest scum on earth: paparazzi and attack journalists. Don't be surprised if the next candidate for the Edward R. Murrow Award shows up with his flash camera. Deep in this scummy pond, the Kingfisher scuttles about doing his dirty deeds and everyone follows. But enough about the history, Muckraker Swamp is used for a reason: it has the ideal topography for finding sleaze.

The bayou is about two (2) feet deep in swampy muck. The muddy material is interspersed with trees whose roots delve below the floor. Their leaves provide a kind of canopy for the arena, but the actual spacing between each tree is fairly large, about fifteen (15) feet each at the bases. Although the arena is moist, the ground underneath the muck is solid enough for seismic attacks to work. The muck disgusts Pokemon that aren't used to it, and will inflict Toxic Poisoning on any Pokemon that doesn't learn Mud Sport, Mud-Slap, Mud Shot, Mud Bomb, or Muddy Water in its Level-Up movepool. The only other alternative is flying or floating above it, or otherwise being immune to Poison. Be careful though, as if the Pokemon is knocked in the swamp (hit by a Weight-based or Size-based move from a Pokemon two (2) weight/size classes above it, or by a "throw" move), it will be inflicted with Toxic poisoning.


Arena: Earthen Crater
Field Type:
Ground/Rock
Complexity: Moderate
Format: All

Restrictions: No Rain Dance or Hail, No Water Source

Description:

A dry, hollowed out crater in the middle of the desert. The sun is always shining on this desolate wasteland, immortalized in time with a rocky stillness. The large arena is pockmarked with multiple meteor impacts, creating a craggy, difficult terrain. The crater forms a bowl that sharply inclines toward the center. The crater itself is about 50 feet in diameter. Rain and Hail may not be summoned in the arena, and its natural state is bright, but not particularly hot.


Arena: The Bosses' Way
Field Type:
Ground/Electric
Complexity: Intense
Format: Singles

Restrictions: Limited Ceiling, Artificial Field, No Weather, No Water Source, No Digging

Description:

The arena is in a darkened, concrete indoor Gym with a large throne chair placed on top of a stone balcony with two flanking concrete brickwork stairwells on either side. In front of this lies a standard Gym floor pattern, with a twist. The arena is lined by six (6) surrounding blue orbed poles that generate an electric field that keeps the Pokemon inside the 20 W x 40 L X 15 H (feet) arena. If any Pokemon other than an Electric or Ground type hits the barrier [they can be knocked in by Weight-Based moves from Pokemon two (2) or more weight classes higher or moves with greater than 10 Total BAP.], they will suffer four (4) HP damage. Resistance to electricity will reduce this damage by two (2), while Weakness to electricity will increase it by two (2).

Because it is enclosed, weather moves will not work in this arena. It has no water sources and the concrete is too thick and musty to be dug through. The arena has fairly low natural lighting, but most Pokemon can see just fine, and if the electric field is hit it will generate light.


Arena: Rage Battlefield
Field Type: All Types
Complexity: Moderate
Formats: All Formats

Restrictions: Allows only offense-boosting self/ally attacks, damaging attacks/combinations on opponents, and Commands.

Description:
An ancient battlefield that has at its core the very essence of war. This otherwise neutral field with rocks and grass at the core and a small moat of water surrounding the arena cries out for more destruction, cursing all who enter it. It is known only by the dim, dusty fog that forever looms over it. The battlefield puts Pokemon into a state where only their most basic survival instincts remain intact.

The battlefield prohibits all Attacks except for two kinds: Attacks on the self or allies that increase offensive potential (Atk/SpA/Spe/Acc Stat-boosts, Focus Energy, Helping Hand, etc.) and damaging attacks targeting the opponent. The battlefield prohibits suspending offensive evasive actions. Non-damaging attacks may be used via combination with a compatible damaging attack. All Commands may be used on the battlefield as they are part of a Pokemon's basic instincts.

Summary: Very straightforward. Attack or be attacked, raise your strength or fight head on, defense is not an option. There is only instinct.
 
Last edited by a moderator:
Field Type: Fire
Complexity: Moderate
Format: Singles

Restrictions: No water scource; Artificial arena

This secret chamber of the Ruins of Alph holds seven main pillars covered in dry rope with a nonflammable stone in the center. The arena is in the shape of a dome, with a ceiling height of 40 feet. Dry ropes cover the floor in many layers. Excess of energy will ignite these ropes, causing the arena to instantly combust. The floor is not diggable, as it is solid rock. Moves such as Earthquake and Earth Power can be used, but the arena halves their base power and destructive ability. Surf and Muddy Water cannot be used due to the complete lack of water. Weather moves can be used, but at the cost of double energy and half duration. The only pokemon that inhabit this chamber are mysteriously shaped Unowns whom are quite docile. Apart from their natural light, the arena is pitch-black.


Field Type: Ghost
Complexity: Moderate
Format: Any

Restrictions: Attacks cost double energy; chills have halved energy repletion; agressive wild pokemon

At the top of Mt. Pyre, you can see the entire hoenn region from this point. The arena is relatively large, with a 60 ft square diameter. Throught the arena, there are several dead trees planted in the shallow soil, which tower over the landscape. Because of the shallow soil, the roots of the trees cover much surface area, come up from the ground. Any plants here, including the grass, are dead but damp because the high elevation's dew point. The only weather that can exist here is fog, because of a curse long ago. This fog feeds off of energy constantly, forcing the combatting pokemon to exert twice as much energy per action than normal. Also, this same fog halves the energy gain of chills, reducing them to a meager +6 instead of the average +12. The wild pokemon here are very desperate- clinging to life- so they will do anything to get a kill when provoked. Yhese pokemon consist of Nohface(5/10), Shuppet(4/10) and the ever elusive black vulpix(1/10). These pokemon have 25% energy and 15 HP, but the vulpix have infinite energy and 25 HP. The edge of the arena is a huge dropoff, fatal to any pokemon, but the large arena disposes of any chance of reaching the edge. Earthquake, Dig, Bulldoze, Magnitude, and Level Ground are all legal, but are prone to disturb wild pokemon. Surf may be used due to the fog, but it takes double energy as there is no solid water scource. Fly is legal, but any pokemon that attempts this subject to poison and confusion.
 
Evil Circus: Field Type: Neutral; Complexity: Intense; Format: All

It seemed like a great idea at the time, to go to the circus to have a good old friendly brawl. But then that damn evil Puppet Master came and ruined all the fun. Drat... but the fight must go on! At the end of each round, the Puppet Master will cast a tricky effect, directly attack both pokemon, or summon a wild pokemon to attack and harass the competitors. He cannot be attack directly, but the Puppet Master's attacks can be defended against.

Summary: A traveling circus with an evil Puppet in the background, who will active one of the following effects at the end of each round: Use Wonder Room, use Trick Room, use Magic Room, use a ThunderBolt on all pokemon, use an Ice Beam on all Pokemon, use a Flamethrower on all pokemon, summon a wild Drifblimb to attack, summon a wild Houndoom to attack, or summon a Mr. Mime to attack. Each effect has the same chance of happening (1/9). The puppet master cannot be attacked.

No weather is allowed inside the circus tent, and the ground is dig-able. There are also standard items that you would expect to find in a traveling circus, such as large crates and performing pokemon in cages. I heavily encourage the ref to be creative with the crates and caged pokemon; anything from legendaries to explosives to items.

Note: This arena is inspired by the game Shining Force, when the evil puppet kidnaps the grandson of the mayor. To any who haven't played this game, I heavily recommend it; it is one of the best Strategy RPGs of all time.
 

Limewire

PRESS R TO WIN
is a Contributor Alumnus
Arena: Shape-shifting Arena
Field Type: Varies
Complexity: Medium
Format: All

Restrictions: Varies.

Ref Instructions:
At the beginning of the match, a random field will be selected from the options below. Every time a Pokemon is fainted, the arena will change again at the end of the round. If more than one Pokemon faints in the same round, then the arena will change only once. Each arena has an equal chance of being chosen. Once the arena changes, all Pokemon will automatically teleport to the center.

The arena is 50 feet wide and 70 feet long. At the beginning of the match, and after a Pokemon is KO'd, the arena can change into the following:

Grass / Standard: The arena is covered with soft grass. The soil is loamy, and Pokemon can dig on it. There are no water source.

Desert
: This arena has sand all over it, with a few sand dunes here and there. Although it is possible to dig in the sand, Pokemon who are not of the Ground, Rock, or Steel types may find this a bit difficult. In the center of the arena, a small oasis appears. This oasis is 15 feet deep and 10 feet in diameter. That is not a lot of water, so trainers are advised to use Surf carefully!

Water: This arena is almost completely underwater! There is about 10 feet of space from each side of the arena that is not underwater. In addition, there are three "islands", each with a radius of 10 feet, that are not underwater either. One "island" is at the center of the arena. The other two "islands" are 20 feet directly north and south, respectively, from this center "island". Since these "islands" are made from concrete, it is impossible to use Dig on them. The water itself is 40 feet deep.

Winter: The whole arena is covered with snow. The snow is about 6 feet deep. There is a frozen lake at the center of the arena, 15 feet deep and 30 feet in diameter. In addition, it is also snowing (not hailing), somewhat lowering visibility. Weather moves are permissible, though it will start to snow again once the weather effect is over.
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
Korski's Arenas:
ARENA: Old Bomb Factory
Field Type: Neutral
Complexity: Moderate
Format: All

Restrictions: No water source.

Description:

A dilapidated, old factory that used to make bombs for some war. No one ended up using the bombs, so they were instead piled floor-to-ceiling and left to rot. They are very old, fragile, and most importantly, active. Unfortunately, our competitors will be battling in a small, cleared-out area of the factory surrounded by these bombs. Any missed physical attacks have a 75% chance of striking a bomb, causing it to explode and doing 10 damage to the attacker. Any missed special attacks have a 75% chance to explode 2-5 bombs behind the opposing team for 2 damage apiece on both opposing Pokemon. Any missed status moves have a 50% chance of defusing all the bombs behind the opponent's team for the rest of the battle. Any multi-target moves like Rock Slide, Earthquake, and Blizzard have a 33% chance of setting off all the bombs in the Factory, doing 30 damage to all Pokemon on the field, even Flying/Levitating Pokemon (in the case of Earthquake).

Other than that, the roof has mostly collapsed over the years, so sky-based attacks like Moonlight, Thunderbolt, and Sky Drop can still be used to their full potential. There is no nearby water source, though, so Surf is not an option. The four walls of the factory are far away, meaning the only horizontal impediments will be the walls of bombs surrounding the battlefield. Don't sprint or get thrown too fast in any direction, or you may hit a bomb (ref's discretion)!

Dimensions: 20'x20' square, infinite height.
Comments: This battlefield favors Special Attackers, especially those with low-accuracy moves like Focus Blast or Hydro Pump. Things get risky in doubles+ formats, as the multi-target moves like Blizzard and Earthquake that are popular there carry an increased risk for everyone on the field. Speedy foes and those calling for dodges must be conscious of positioning, as they could accidentally run into a wall of bombs. Similarly, Pokemon using grappling and throwing moves have an advantage, as they can attempt to throw their opponents towards the walls of bombs.

ARENA: Pokemon Online Battle Simulator
Field Type: Neutral
Complexity: Moderate
Format: All

Restrictions:
  • Non-attack-based movements (e.g. dodging, "creating distance," etc.) are prohibited; the Pokemon stand in place to launch attacks.
  • ALL moves have PP! The PP of a move is equal to its in-game PP / 2, rounded up. This means that the move Fire Blast (5 PP) has 5/2^=3 PP, Leech Seed (10 PP) has 10/2=5 PP, Bullet Punch (30 PP) has 30/2=15 PP, etc., and so an individual move cannot be used more times than it has PP for the move over the course of the match (the ref will keep track of this). HP and Energy consumption are calculated normally. Recovery and Chill restrictions are enforced normally. No abilities or moves can effect the PP of a particular move (Pressure et. al. conform to ASB standards). Combo attacks take 1 PP from each attack in the combo.
  • Charge and Recharge moves (e.g. SolarBeam, Hyper Beam, Fly, Dig, etc.) take TWO ACTIONS to complete (unless particluar field effects allow them to forego the turn, e.g. Sunlight + SolarBeam) at .75x energy per turn, rounded up and have +/- 0 priority for both Actions (so Fly would cost 5 energy on each of its two turns for a total of 10, as opposed to 6 energy over 1 turn; Hyper Beam would cost 16 energy over two Actions and the Poke would do nothing on the second Action).
  • OPTIONAL: At the end of every Round, there is a 50% chance the server will crash. If this happens, Rising_Dusk must post in the battle in order to reboot the server and allow the battle to continue.

Description:

We're in trippy territory here, simulating competitive Pokemon while simulating anime-style Pokemon battling, and battling on a competitive Pokemon battling simulator. Each trainer will hook their Pokemon up to some expensive technology that allows them to compete in virtual reality against each other! So, just picture the PO experience you know so well as teams square off! The technology does not allow for spacial movement of any kind, so the competitors will just sort of stare at each other, doing damage and whatnot, and each competitor will only have a few chances to use any single move before they have to Struggle! Other than that, it's fair game!
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Its_A_Random's Arenas

Arena: Ampersandium
Field Type
: And/&
Complexity: Intense
Format: All

Restrictions: No Restrictions.

Description: Here at the Ampers&ium, there is a big & in the middle of the arena, which looks like the ASB Tournament Arena, but what goes on in the arena is heavily influenced by this &. Basically, what this & does is buff everything with & in its name, by move, species, ability, & item. No nicknames, though. Otherwise, go nuts with that Rank 16 Attack Choice B& Rampardos you have always dreamed of using, or that Hippowdon/Excadrill combination for lots of & fun! ^_^

Mechanics:
  • The Ampersand in the arena creates an aura which buffs everything with "and" in its name.
    • The Moves: Helping-Hand, Sand-Attack, Sandstorm, & Sand Tomb, all cost 1 less Energy to execute.
    • The Pokémon: Chandelure, Charmander, Landorus, Mandibuzz, Sandile, Sandshrew, Sandslash, & Stoutland, have the EC of all their moves reduced by 1.
    • The following Abilities get the following buffs:
      • Sand Force now boosts the power of Rock/Ground/Steel-Type moves by 3.
      • Sand Rush now triples the Pokémon's Speed.
      • Sand Stream costs 3 less Energy to activate.
      • Sand Veil's 20% Evasion boost is now flat.
    • The following Items get the following buffs:
      • Binding Band now triples the residual damage dealt by trapping moves.
      • Choice Band now doubles the holder's Attack.
      • Focus Band's -2 BAP effect now applies at all times irrespective of the holder's HP.
      • Muscle Band now increases the BAP of Physical attacks by 2.
      • Power Band no longer halves the holder's Speed & now triples the Sp. Defence boost.
      • RageCandyBar's boost is now permanent until the Pokémon switches out.
      • Rare Candy increases the highest true base stat of Atk/Def/SpA/SpD by a further Rank, & the increase to the BAP of STAB moves is increased by a further 1 BAP.
      • Soft Sand now increases the final damage of Ground-Type attacks by 6.
Summary: <~Onion_Bubs> I think you mean "Ampers&ium"
Arena: Ampersandium: Ground Edition
Field Type
: Ground, And/&
Complexity: Intense
Format: All

Restrictions: No Natural Grass, No External Water Source, Only Sandstorm & Clear weather permitted, Indoor Arena

Description: Some place outside the nearest city, you notice a cave with a sign saying "Ampersandium" in it. Interested, you decide to go into the cave. The path through seemed well made, well lit, & felt as if it was man-made, but then you notice a split in the tunnel into three tunnels. Two paths were closed due to some random thing, so you take the path not closed. It leads to what is nothing more than grandstands, filled with people & loud noises. You can hear motors running & people cheering, but as everything dies down, you watch out as people leave the grandstands, before examining this place. You head to the bottom of the stands, & you notice something below. You see what appears to be a 800m banked dirt oval that looks rather wide. You also notice a darker patch of dirt inside the oval, lined with barriers & a way in, resembling something of a makeshift pit lane without garages. In the middle of it all lied what looked like a Pokémon battle arena lined just like the ASB Tournament Arena, but with an Ampersand in the middle instead of a Poké Ball. A podium was also erected to the side of the field, with stands marked 2, 1, & 3 from left to right. You then look up & notice a pretty even cavern top, littered with lights to keep the place from becoming dark. You then turn around & notice a shady-looking character there.

"Hey you there!" Yelled the guy. "Are you here to challenge the Gym Leader?"

You stumble for a bit, before replying "Uhhh...Yes."

"Okay, I will let the Gym Leader know." The character replies. "You should follow me, as the leader is currently busy." You follow the character out of the grandstands into the tunnel until you reach the point where the three tunnels met once more.

"Wait there." The character tells you. "I will get the Leader for you once his de-brief from his recent race ends." You wait around for about 12 minutes before the character returns with the Gym Leader in tow.

"Okay." The Leader speaks. "So, you are here to challenge my gym. Right?"

"Yes, I am." You reply.

"Very well then. My name is Random, & I am the Gym Leader of this place. I accept your challenge, so come with me, & I will take you to the arena where we will do battle." You follow Random through one of the tunnels with the same guy in tow, & after a couple of minutes, you find yourself in the main Ampersandium, except on the field itself, & not in the Grandstands erected several metres above. The surface you walk on you find to be a mixture of sand & dirt, but what you find is that the mixture creates a very firm surface. As you walk, past the barriers, you are then escorted to one side of the main arena, & Random walks to the other side. "In motor-sports, strategy is critical." Random starts, before continuing. "A good strategy allows you to get an advantage on your rivals, but you need to be flexible. Have the reflexes to react to the sudden changes that might occur. By being able to get the superior strategy, you will be able to get the upper hand, & possibly win. Now, do YOU have such a strategy? Do you have the endurance, the patience, the flexibility, & the strategy, to be able to get the upper hand on your opponent? Do you have what it takes to win the Seismic Badge? Or will you just crash & burn, like everyone else who has failed to take the victory against me?"

Random pauses & takes a breath, before finishing. "Either way, we will find out here in this battle if you have what it takes. En guarde!"

Mechanics:

  • The Ampersand in the arena creates an aura which buffs everything with "and" in its name.
    • The Moves: Helping-Hand, Sand-Attack, Sandstorm, & Sand Tomb, all cost 1 less Energy to execute.
    • The Pokémon: Chandelure, Charmander, Landorus, Mandibuzz, Sandile, Sandshrew, Sandslash, & Stoutland, have the EC of all their moves reduced by 1.
    • The following Abilities get the following buffs:
      • Sand Force now boosts the power of Rock/Ground/Steel-Type moves by 3.
      • Sand Rush now triples the Pokémon's Speed.
      • Sand Stream costs 3 less Energy to activate.
      • Sand Veil's 20% Evasion boost is now flat.
    • The following Items get the following buffs:
      • Binding Band now triples the residual damage dealt by trapping moves.
      • Choice Band now doubles the holder's Attack.
      • Focus Band's -2 BAP effect now applies at all times irrespective of the holder's HP.
      • Muscle Band now increases the BAP of Physical attacks by 2.
      • Power Band no longer halves the holder's Speed & now triples the Sp. Defence boost.
      • RageCandyBar's boost is now permanent until the Pokémon switches out.
      • Rare Candy increases the highest true base stat of Atk/Def/SpA/SpD by a further Rank, & the increase to the BAP of STAB moves is increased by a further 1 BAP.
      • Soft Sand now increases the final damage of Ground-Type attacks by 6.
  • The mixture of sand & dirt makes Dig easier to execute, reducing its Energy cost by 2.
Summary: Ground-Types & Ampersands...What can possibly go wrong? Also, <~Onion_Bubs> I think you mean "Ampers&ium: Ground Edition"
Arena: Battle Ring
Field Type
: Neutral
Complexity: Intense
Format: Singles (Does not work in Doubles+)

Restrictions: All Evasive Damaging Moves (including Sky Drop) are banned.

Description: The arena is a circular arena with a radius of 20 metres, 40 metres in diameter. Surrounding the arena is a fiery pit that Pokémon will certainly want to avoid, even Fire-types. Pokémon in this arena will be constantly facing each other in this arena. The main objective is to knock the opponent off the arena. Whenever a Pokémon uses a contact move, they will rush towards their opponent, expending some energy. If they hit, they will knock their opponent away, towards the lava. Non-contact attacks on the other hand, will not require running, but there will be no knock-back unless the attack hits critically. Should a Pokémon fall into the lava, they will respawn near the middle of the arena. Switching will not change the position of the Pokémon coming in relative to the Pokémon being switched out. Despite the ring of lava, the hard floor, & no other natural elements, all moves are allowed, except evasive damaging moves, which are banned, as they are considered cowardly tactics, & go against the spirit of the arena.

Mechanics:
  • The arena is broken into 41 metre segments, starting at 0m, & increasing by 1m per segment to 40m. No more than one Pokémon can be in the same segment. These are the limits of the arena.
    • Any Pokémon that goes out of the arena limits will fall into the lava & take a flat 30 Damage, & will respawn at 20m.
      • If there is a Pokémon already at 20m, then the Pokémon will either respawn at 19m (if owned by the match seeker), or 21m (if owned by the match acceptor).
    • At the beginning, the match seeker's Pokémon starts at 15m, & the match acceptor's Pokémon starts at 25m.
    • If a Pokémon is switched out through any means, then the Pokémon switching in will spawn at the same place as the Pokémon switched out.
  • If a Pokémon uses a Contact move, then it will rush towards the opponent until they are 1m away from it, expending 0.2 Energy per metre traveled, before using the move.
    • If both Pokémon use a contact move, then they will both charge at each other simultaneously. To figure out the final positions for both Pokémon, use this formula:
      • FLOOR (Current Position + (Initial Distance between the two Pokémon × (Your Speed ÷ (Your Speed + Opponent's Speed)))) for the Pokémon closer to 0m.
      • CEILING (Current Position - (Initial Distance between the two Pokémon × (Your Speed ÷ (Your Speed + Opponent's Speed)))) for the Pokémon closer to 40m.
      • e.g. 50 Speed Pokémon at 20m, 100 Speed Pokémon at 30m, final position for first Pokémon is (20+(10×(50÷150)))=23m. Final position for second Pokémon is (30-(10×(100÷150)))=24m.
  • Each contact move has a knock-back property, that causes the Pokémon to fall back (towards -1m if the Pokémon hit is the closest to 0m, & towards 41m if the Pokémon hit is the closest to 40m).
    • This is calculated as: (Move BAP before external modifiers + Crit Modifier + User's WC - Opponent's WC), where Crit Modifier is the increase in BAP if the attack was a critical hit (3 normally).
      • e.g. a Tynamo Tackle hits another Tynamo. The knock-back caused is (4+(2-2)) = 4m.
    • Non-contact moves cannot cause knock-back unless the attack was a critical hit. The knock-back caused by the attack is basically the Crit Modifier only.
    • If the result of the formula is negative, then do not apply knock-back.
    • If both Pokémon use a contact move, then unless the slower Pokémon faints, then both Pokémon will suffer knock-back from the position they were in just before the attack at the same time. In other words, apply knock-back only after both Pokémon had attacked.
  • If a Pokémon using a contact move misses their target through any means, then they will move an extra two metres in the direction they were going, so a Pokémon at 30m misses a Pokémon at 19m, then the Pokémon will run to 18m.
Summary: A needlessly complicated with the intent of creating actual position segments in an arena. A concept, more or less. May or may not be somewhat based on Objection's Treadmills of Doom. Only an insane ref would probably ref this, however... :|
Arena: Broken Sand Gym
Field Type:
Ground
Complexity: Intense
Format: All

Restrictions: No External Water Source (Most of the time), No Natural Grass, Limited Ceiling, No Sun, Rain, or Hail, Rocks must be excavated through the use of Dig first

Description: To put things simply, it is arenas like this that caused the ASB Gym Administration Team to regulate arenas so that they give a "nice" advantage to the Type of choice, without being too broken. If it were unregulated, this would probably be IAR's tentative, & it is easy to see why. A constant gravity where Ground-Types do not suffer from the negative effects, a constantly changing arena floor, not to mention, the dreaded Mud-storm from Terra Cage making the odd appearance. You now wonder why the ASB Gym Administration team regulate the arenas. This is essentially, a combination of other Arenas: The Earth Cauldron, Terra Cage, Quicksand Cave, & the Experimental Gravi-Dome, with a few perks thrown on top of that. The arena is roughly 30m long & 20m wide in dimensions & is mostly artificial, but sturdy enough to cope with any & all seismic attacks. There is no natural grass, & it is indoors, meaning no weather will work bar Sandstorm.

-Now, onto the mechanics of the arena, first, Rocks, the Rocks initially are not present on the field, however, they are hidden in the sandy floor, & the only way to reach the rocks is to use Dig. This will excavate the rocks & allow them to be used, until they sink to the bottom again at some point.
-Next comes the Gravity. It will take effect right from the outset, but it is, however, modified to suit Ground-Types. All Ground Types will receive the positive effects, but do not suffer from the negative effects. That is, their moves get the accuracy boost, but they will not be fully grounded & moves used against them will not receive the accuracy boost (Unless it is a Ground-Type itself using a move against a Ground-Type). While it is permanent, it can be stopped. This is because there is a Generator on the field.

  • This Generator can be attacked by normal attacks, but it is, however, immune to Ground-Type attacks. It has 200 HP, Rank 3 Defence, Rank 3 Special Defence, & is of the Ground-Type. It is also immune to any & all status inflictions. Should one reduce its HP to 0, then it will malfunction, but not be destroyed. As a result, the Gravity will dissipate & it will go into a state where the Generator will repair itself. At a certain Phase, the Generator will start to fully function again, & the Modified Gravity will take place. The Generator, however, will have 100 HP, as opposed to 200.
-Lastly the actual floor itself. The sand-filled floor will constantly change every round into a different form & it goes through a 4 Round Cycle until it is starts again. Here are the four phases.

  • PHASE ONE: SAND FIELD
    Just a simple sand-filled floor. Nothing Special happens. If the Generator has 0 HP at the start of this phase, it will resurrect itself with only 100 HP & Start the Modified Gravity. No External Water Source present.
  • PHASE TWO: QUICKSAND FIELD
    Here the Sand-Filled floor becomes very soft, & starts to cause a sinking feeling. Here, there is no external Water Source. On the Quicksand Field, any Pokémon using Dig come back up immediately unless suspended, but gain enough momentum to hit an airborne target, should there be any. Other than that, the other perks happen at the end of the round. That is, any grounded non-Ground Type Pokémon have their speed reduced by 1 stage permanently (While they are active), & any excavated rocks will sink into the sand, meaning they must be excavated again.
  • PHASE THREE: MUD FIELD
    On this field, all of a sudden, the Quicksand suddenly turns to mud. If there is a Sandstorm active, it becomes a Mudstorm for a round.
    Under a Mudstorm, each Non-Ground Pokémon takes 3 DPA +/- 1 DPA for Each time a Pokémon is weak to/resists Ground. Flying is considered neutral, Pokémon with Magic Guard/Overcoat take no damage. Also, any Benefits a Ground Type gets under a Sandstorm will receive the same benefits in a mud-storm, & all "Mud" Attacks have 100% Accuracy.
    In addition, all Mud Attacks have their BAP raised by 3, & Dig will be considered a Mud Attack. Rocks cannot be excavated on the Mud Field, & finally, any attacks that require an external water source work, but become a Ground-Type attack.
  • PHASE FOUR: WET SAND FIELD
    Lastly, the Mud disappears & leaved behind this field, which is lined with Wet Sand. Like last time, any attacks that require an external water source work, but become a Ground-Type attack. Also, Dig becomes a two-action attack by default, but there is no penalty for suspense. At the end of the round, the Wet Sand dries & becomes normal Sand again.
Summary: Gravity, Rocks, several phases, all in all, tl;dr & horrifically broken.

Special Note: If this arena is chosen for a battle using arenas such as TELEPORTATION! for the arena, Then RNG a number detween 1 & 4, this decides which (Arena Floor) phase the arena is in, for added difficulty.
Arena: Busy Highway
Field Type:
Neutral
Complexity: Intense
Format: All

Restrictions: No Water Source, No Rocks, No Grass

Description: A busy highway with constant high speed traffic. Battling takes place on top of the vehicles. Fall off and you could be roadkill.
At the end of each action, all Pokémon not on cars will be hit by cars. There is a 50% that a hybrid would come (5 dmg), a 30% chance that a truck would come (7 dmg), and a 20% chance a tanker would come (10 dmg).

Summary: Endless Highway, millions of cars, 100% chance of a Pokémon becoming road-kill.
Arena: Circus Tent [Source]
Field Type: Neutral
Complexity: Intense
Format: All

Restrictions: No Weather bar Sandstorm unless tent roof is ripped off, Bounce/Fly/Sky Drop do not gain altitude to evade unless tent roof is ripped off, No Rocks, No External Water Source

Special Instructions: This arena requires Spectator Participation to fully work.

Description: The battle takes place in your typical circus tent. The tent is circular with a 120m diameter, & it is completely indoors, unless someone decides to rip the tent open. The tent floor is made of predominately dirt with the occasional grass patch, & there is no sign of rocks or water anywhere. Around the perimeter of the tent are the stands where the audience sits & throws items at will.

Mechanics:

  • Every round, passer-by users can post in a battle using this arena.
  • To throw something, they must say Throw <Item> at <Pokémon/Pokémon's Nickname> in bold.
  • The items that a user can throw are as follows & their effects:
    • Bomb (5 HP Damage, knocks target back)
    • Sugar Coated Sugar (+2 to all stats for the round, goes down to -1 on all at round end)
    • Banana Skin (+1 Speed for next action, 3 HP recoil on physical attacks for next action).
    • Cream Pie (-1 Accuracy)
    • ACME Poison Darts (50% Poison, 2 HP Damage)
    • Invisibility Hat (+3 evasion, -2 Speed, Sp.Def & Def)
    • Iron Ball (Confusion 30% , Flinch next action 10%)
  • Item effects occur at the beginning of the round.
  • It is recommended that the referee allows for a 24hr period for items to be thrown.
  • "Bounce/Fly/Sky Drop do not gain altitude to evade unless tent roof is ripped off" translates to "Bounce/Fly/Sky Drop are normal 0 Priority attacks until the tent roof is ripped off".
Summary: Spectator involved arena.
Arena: Dimensional Fissure
Field Type:
Neutral
Complexity: Moderate
Format: Multiples (Cannot work in Singles)

Restrictions: No Restrictions

Description:

The battle takes place next to a massive fissure. Players need to be careful, as if their Pokémon suffers a Critical Hit from a non-auto crit move, or from a Pokémon not under the effects of Focus Energy, they will be sucked into the fissure & will be considered "Removed from play".
While Removed from play, Then Pokémon will not be able to make any actions, nor they can be attacked. At the end of a round, if a Pokémon is removed from play, the fissure will spit out the Pokémon, returning them to the arena, but will take 5 Damage upon return. You can sub for this, & it will count towards the sub limit. Only one Pokémon can be Removed from play from either side at a time, & if a player only has one Pokémon & it gets dealt a Critical Hit, it will not be removed from play.

Summary: Big Fissure, do not get sucked inside.
Arena: Earth Mausoleum
Field Type: Ground
Complexity: Intense
Format: All

Restrictions: No Natural Grass, Only Sandstorm & Clear weather permitted, Poorly-lit Indoor arena

Description: The Earth Mausoleum is a dark, desolate place inside a cave situated in a remote desert about 6km from the nearest city. At the entrance, you must proceed down a tunnel that is fairly dark, but is loaded to the gills with harmless Ground Type Pokémon, predominately Hippopotas & Sandshrew, even the occasional Garchomp lurking about the place. After your short walk through a prescribed route, you walk into a large, fairly well lit indoors arena, that looked very dull, but one thing is obvious; This is a Ground Type Paradise...
This arena has virtually the same dimensions as the ASB Tournament arena, but with a few differences. Firstly, the arena has mini-grandstands at the side, & the trainers stand on a Podium elevated up by 3 metres. Lastly, the arena ceiling is rather low at only 20m high.
Now, what does this arena have that gives Ground Types an edge? Firstly, The main arena floor is a hybrid of sand & dirt, mixed together to make a strange material that can easily be dug into. Additionally, the ceiling is low & creates a completely indoor feel, where Moves that require sunlight, like Solarbeam, & all other weathers bar Clear & Sandstorm, fail. Additionally, Pokémon using Sky Drop/Fly/Bounce fail to gain enough altitude to evade, that is, they become a normal attack. Next, there is a fairly large mud patch near the centre of the arena at about 10 metres in diameter, & goes to about 10 metres deep. This mud patch has a little bit of water in it, but enough to be considered an external water source, but in using it, the attack becomes combined with mud & becomes a Ground Type Attack. Additionally, anyone using the patch to dive are still vulnerable to seismic moves & get hit for double power, & finally, the mud also makes Soak turn users into Ground-Types.
Being a Ground Type paradise, how will the average player fare? We shall see soon enough...

Mechanics:

  • Mud patches around the arena have enough water to be considered usable as an external Water Source.
    • However, all the mud means that such attacks become Ground Type moves.
    • Moves using these Mud Patches are also treated as Water-Type Moves for the purposes of Abilities such as Storm Drain.
    • Pokémon hiding in Mud Patches, while retaining the normal properties of Dive (Bar Typing), is also treated as the move: Dig, for the purposes of moves like Earthquake, Earth Power, etc.
    • The move: Soak, turns its targets into the Ground-Type instead.
  • Sky Drop, Fly, & Bounce all work like they normally do, but they do not gain enough altitude to successfully evade attacks.
Summary: Ground Type Paradise.
Arena: Gliscor's Peak
Field Type:
Neutral
Complexity: Moderate
Format: All

Restrictions: No Water Source, No Digging

Description: THE SETTING
Gliscor's Peak is a place 900m above sea level set on a wide, flat rocky expanse, about 100mx100m in size. Surrounding the place is several other mountainous peaks, which is only there for flavour. There are rocks around in this expanse if you want to use moves like Rock Slide.

THE COMPLEX PART
Gliscor's Peak is home to a Gliscor hailed by locals as "The King". This Gliscor is not happy that a battle is taking place here & right from the outset, he will attack. Each action, he will target a random Pokémon with a random move from his movepool. He has unlimited energy, but he has finite HP. If you knock him out, the Pokémon that does gains 20 HP & Energy for free. However, after 6 actions, he will regain consciousness & start attacking again. Also, every 6 actions, he will summon a swarm of Gligar that will hit everyone.

GLISCOR'S STATS

King Gliscor (M)
NATURE: Adamant

TYPE
Ground
: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokémon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokémon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

ABILITIES/SPECIAL TRAITS
Hyper Cutter
: (Innate) This Pokémon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Sand Veil: (Innate) This Pokémon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokémon with this ability are immune to Sandstorm damage.
Poison Heal: (Innate) Pokémon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.
Sharp Teeth: (Trait) This Pokémon has an Automatic Razor Fang (+1 Attack Rank, +1 Crit Rate, BP of moves containing the words "Cut", "Cross", "Claw", "Scissor", "Scratch", "Swipe", or "Slash" is increased by three (3)).

STATS
HP: 150
Atk: Rank 4 [5] (+)
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 3
Base Rank Total: 19

ATTACKS
Thunder Fang
Fire Fang
Ice Fang
Poison Jab
Quick Attack
Faint Attack
Acrobatics
Night Slash
Earthquake
X-Scissor
Guillotine
Gligar Swarm (Flying Type, 8 BAP, hits everyone else, no added effect)
Arena: Gliscor's Peak
Field Type:
Neutral
Complexity: Intense
Format: All

Restrictions: No Water Source, No Digging

Special Instructions: If the referee of this match is an official ASB Raid Zone Ref, then they must use the same AI for Gliscor as they would any other Raid Zone Boss, to enhance the arena experience. :)

Description: THE SETTING
Gliscor's Peak is a place 900m above sea level set on a wide, flat rocky expanse, about 100mx100m in size. Surrounding the place is several other mountainous peaks, which is only there for flavour. There are rocks around in this expanse if you want to use moves like Rock Slide.

THE COMPLEX PART
Gliscor's Peak is home to a Gliscor hailed by locals as "The King". This Gliscor is not happy that a battle is taking place here & right from the outset, he will attack, using Referee controlled AI (Or Raid Zone AI in the case of the ref being a ASB Raid Zone Ref). He has unlimited energy, but he has finite HP.

KING GLISCOR'S MECHANICS

  • King Gliscor has the same pretty much everything as any normal ASB Raid Zone Boss (Behaviour depends on ref)
  • King Gliscor is considered to be a Normal Difficulty mon
  • King Gliscor will use Gligar Swarm on the last action of every even numbered round
    • If used, Two (2) Gligar Adds will spawn at the end of the round & join the fight as normal (This is optional and the referee may omit this if he/she wishes)
      • The Two Gligar Adds will have the same everything as normal ASB Raid Zone Adds (Behaviour depends on ref)
  • After 8 Rounds have passed King Gliscor's Venom Fury Trait will activate
  • Defeating King Gliscor gives 1 KO Counter to the Pokémon that delivered the last blow to it

KING GLISCOR'S STATS

King Gliscor (M)
NATURE: Raid Boss (+14% Accuracy)

TYPE
Ground
: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokémon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokémon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

ABILITIES/SPECIAL TRAITS
Hyper Cutter
: (Innate) This Pokémon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Sand Veil: (Innate) This Pokémon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokémon with this ability are immune to Sandstorm damage.
Poison Heal: (Innate) Pokémon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.
Sharp Teeth: (Trait) This Pokémon has an Automatic Razor Fang (+1 Attack Rank, +1 Crit Rate, BP of moves containing the words "Cut", "Cross", "Claw", "Scissor", "Scratch", "Swipe", or "Slash" is increased by three (3)).
Venom Fury: (Trait) Once Activated, King Gliscor will become Fatally Poisoned (Permanently), Poison Heal Recovery is buffed to +10 HP per Action, & in addition, King Gliscor will have the effect of Sharp Teeth Doubled, a automatic-Mould Breaker, & all of King Gliscor's stats (Except HP & Speed) get boosted by one (1) rank (Essentially gives him 7/7/4/5 Offences & Defences). This Trait is initially locked.

STATS
HP: 900
Atk: Rank 5
Def: Rank 6
SpA: Rank 3
SpD: Rank 4
Spe: 110
Size Class: 3
Weight Class: 3
Base Rank Total: 19

ATTACKS
Entire Movepool

SPECIALS
Gligar Swarm (Flying Type, 10 BAP, hits all trainer-owned Pokémon, ignores 75% Rule & Resistances, no added effect)

GLIGAR'S STATS

Gligar (M)
NATURE: Hardy

TYPE
Ground
: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokémon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokémon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

ABILITIES
Hyper Cutter
: (Innate) This Pokémon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Sand Veil: (Innate) This Pokémon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokémon with this ability are immune to Sandstorm damage.
Immunity: (Innate) This Pokémon's body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage; however, it will continue to grow more severe.

STATS
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 2
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 4
Base Rank Total: 18

ATTACKS
Entire Movepool



Summary: "Wait, no water, no digging, huge fucking Gliscor..." - Lord Jesseus. Simply, ASB Battling meets ASB Raid Zone, as the ref gets to control an absolute monster of a mon.

Special Note: If this arena is chosen for a battle using arenas such as TELEPORTATION! for the arena, Gliscor does not join the battle & leaves after Round End, as do the adds.
Arena: Gravi-Dome
Field Type:
Ground
Complexity: Intense
Format: All

Restrictions: No Water Source, No Natural Grass, Limited Ceiling, No Sun, Rain, or Hail

Description: A Circular dome that is 50m in diameter & the roof goes as high as ~20m at its highest. The Indoor nature of this arena means only Sandstorm will work as a weather. Right from the outset, a constant, unalterable Gravity is in effect, which is modified to suit Ground-Types. All Ground Types will receive the positive effects, but do not suffer from the negative effects. That is, their moves get the accuracy boost, but they will not be fully grounded & moves used against them will not receive the accuracy boost (Unless it is a Ground-Type itself using a move against a Ground-Type).

Summary: A Gravity that suits Ground Types... Well... Is that not broken?
Arena: Ground Gym
Field Type
: Ground
Complexity: Intense
Format: All

Restrictions: No Natural Grass, No External Water Source, Only Sandstorm & Clear weather permitted, Indoor Arena

Description: TBD

Mechanics:
  • Nature Power calls Land's Wrath. Secret Power has a 30% Chance to lower the foe's Speed by 1 Stage.
  • The mixture of sand & dirt makes Dig easier to execute & gain height on attack, reducing its Energy cost by 2, & enabling the user to hit a Levitating target irrespective of Size Class.
  • Pokémon cannot have their typing altered through any means, while Double Team & Illusion have no effect. The lights shine brightly enough to expose disguises.
  • Grassy Terrain's duration is halved. The sand-dirt mixture does not really allow for grass to grow, making it wilt very quickly.
  • Sandstorm when summoned lasts for five rounds as opposed to four (eight with a Smooth Rock). The sand on the arena floor provides enough fuel for a Sandstorm to last longer.
Summary: TBD
Arena: Ground Gym the not useless
Field Type
: Ground
Complexity: Intense
Format: All

Restrictions: No Natural Grass, No External Water Source, Rain and Hail require the appropriate weather rock to summon.

Description: The arena is a cave in a desert with smooth sand floor. There are several lights designed to pierce the disguises of Pokémon and there is an opening in the roof that allows sunlight to beam down on the arena. The sunlight can be overridden with sandstorm (or rain and hail with the appropriate weather rock) but when that disappears, then the sunlight comes back. The sandy floor allows for Pokémon to dig through with ease and there are also traces of Ampersandium in the arena, with Nature Power calling the strongest of "and" moves: Land's Wrath (which is also slightly stronger here).

Mechanics:
  • Nature Power calls Land's Wrath and Land's Wrath has its BAP increased by one (1). Secret Power has a 30% Chance to lower the foe's Speed by 1 Stage.
  • Default Weather is Sun. When the effects of a weather effect expires, then it goes back to sunlight.
  • The mixture of sand and dirt makes Dig easier to execute and gain height on attack, reducing its Energy cost by 2 and enabling the user to hit a Levitating target irrespective of Size Class.
  • Pokémon cannot have their typing altered through any means, while Double Team and Illusion have no effect. The sunlight shines so bright that alongside the specific lights, they expose all disguises.
Summary: Sun, none of this disguise/protean/uncompetitive crap, L&'s Wrath, easy dig!
Arena: Landslide Cave
Field Type:
Ground
Complexity: Moderate
Format: All

Restrictions: No Weather, Limited Ceiling, No Water Source, No Natural Grass

Description: We are in the deepest part of the cave, & there is no water, but there is a diggable surface. The arena is about 30 metres long & 15 metres wide & there is no chance of weather occurring. However, every round, A Pokémon will randomly appear, which one is at random. If you hit the Pokémon, however, they will bite back at the attacker with a move.

TABLE
Pokémon - Frequency - Move
Venomoth - 15% - Confusion
Ampharos - 15% - Thundershock
Granbull - 15% - Tackle
Shuckle - 15% - Encore
Dustox - 15% - Gust
Wormadam (Trash) - 15% - Mirror Shot
Gible - 10% - Dragon Rage

Summary: Watch out for the Pokémon!
Arena: Moody Arena
Field Type
: Neutral
Complexity: Intense
Format: All

Restrictions: No Restrictions

Description: Scientists have managed to create a Moody Ray which they are testing today on an arena that looks very similar to the ASB Tournament Arena, except smaller & no grandstands. The ray itself is very large, but a small barrel where Moody Beams are shot out of. Do not worry, the beams themselves are harmless & will not damage the Pokémon. The scientists are testing the effects of Moody on Pokémon & their stacking effects. Whenever a Pokémon is sent in, a beam is fired, & it gains the Moody Ability, even if it already had the ability. Be careful as the Moody Ray is on the arena floor on the side, & any damage to it can make it go unstable, forcing it to fire beams at random targets, raising or lowering stats permanently (While out in battle) until the scientists can fix the ray & make it stable again.

Mechanics:
  • All Pokémon in the arena have the Moody Ability in addition to their regular abilities, even those that already have Moody.
  • Moody cannot be Skill Swapped, removed, or negated by any means.
  • The effects of Moody are maintained, that is, if a Pokémon inherits a Brave Moody Nature, then it will have it for the rest of the battle. If it then gets Timid, then it will inherit the benefits of both Brave & Timid Moody Natures, & so on, only rolling for Moody Natures that have not been inherited yet.
    • If the Pokémon naturally has the Moody Ability, & it is used in battle, then they inherit two Moody Natures every round instead of one.
  • If the Moody Ray is damaged either by being targeted by an attack, or damaged by a damaging move that hits all other targets bar the user, then the Moody Ray will become unstable & go out of control for six actions.
    • At the end of each action, a beam is fired at a random Pokémon, which hits the target, boosting a random stat (Out of Atk/Def/SpA/SpD/Spe/Acc/Eva) by two stages. Another beam is then fired at a random Pokémon, which hits the target, lowering a random stat (Out of Atk/Def/SpA/SpD/Spe/Acc/Eva) by one stage.
    • These boosts are maintained at the end of each round. The same Pokémon can be hit by both beams in the same action, & the beam will still attempt to raise a stat that is at a stage of ±6.
Summary: The battles here are rather... inconsistent.
Arena: Oasis Arena
Field Type:
Neutral
Complexity: Moderate
Format: All

Restrictions: No Rain or Hail

Description: It is basically a purpose built Pokémon arena with a difference: It has an Oasis in the middle of the arena. The Surface of the arena is sand & diggable, while the actual semi-lake that the oasis is positioned near the middle of the arena, to the right of where the challenger stands. On the other side are the grandstands. The arena has the same dimensions as a normal arena. The default weather is Clear & the only Weather that can take effect is Sun & Sandstorm.
Summary: Arena with Oasis, Diggable sandy surface, Oasis positioned near the middle of arena. Default weather: Clear, it can never hail or rain here.
Arena: Obelisk Temple
Field Type:
Neutral
Complexity: Intense
Format: Singles
Restrictions: No Weather, Artificial Field, Limited Ceiling, No Digging, No Seismic Attacks, No Water Source, No Rocks

Description: Obelisk Temple is an Egyptian-esque Temple where a collection of Sarcophagus reside. The arena itself is a room made of man-made solid ground, which consists of endless bricks, the sort commonly used for Pyramids. It is 50×50 metres in length & width & 30m in height, & around the edges of the arena, there are endless sarcophagus that look harmless, however some are cursed. Whether you touch a harmless one or a cursed one comes down to chance...

  • 45% of the Sarcophagus are harmless & nothing happens.
  • 35% are cursed, & when touched, you will wake up a wild Cofagrigus that will make your ability Mummy & they will also use Hex on you at close range, which is unavoidable.
  • The other 20%? Those ones are also cursed, however, these ones open up & a wild Revenankh appears, which it will then proceed to grab the Pokémon that hit the sarcophagus, immobilising it until either it or the Pokémon it is holding is hit.
  • In addition, the arena is also inhabited by Yamask, touch them & they will use Curse on you.
Luckily, there are no items in the centre of the arena to worry about, & since it is indoors, no weather may occur...

Summary: 50×50×30m dimensions, indoors, no weather, undiggable surface, cursed sarcophagus, & endless Yamask inhabit the arena.
Arena: Quicksand Cave
Field Type:
Ground
Complexity: Intense
Format: All

Restrictions: No Water Source, No Natural Grass, Limited Ceiling, Constant, Unalterable Sandstorm (Except through Cloud Nine/Air Lock), No Sun, Rain, or Hail

Description: Quicksand is a dark place somewhere in the middle of nowhere. Here, the entire floor is completely...Well...Quicksand, as the name of the arena suggests. Here, at the every round, any Pokémon that is not of the Ground Type, & is not of the Flying Type, or cannot Levitate, will sink into the Quicksand a little bit, making them slower by 1 stage.
Ironically, because the arena is made up of Quicksand, which is very soft, unless the user decides to suspend Dig, the Pokémon using Dig will come out immediately, but it does, however, reduce its energy cost by one (1), & it also gives it the ability to hit Flying Types/Levitators as well, because the soft arena allows Pokémon to aim higher with Dig.
Because the ceiling is so low, anyone using Fly/Bounce will have a hard time aiming their attack on the down swoop, reducing the accuracy of both moves to 50%.
Lastly, the place is also infested with Hippopotas/Hippowdon, so right from the outset, there is a blustering Sandstorm that is constant & unalterable...Unless the user has Cloud Nine or Air Lock...
Summary: Raging Sandstorm, Quicksand, Evasive attacks not so useful, Oh My!
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 are no 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:

  • 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.
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!
Arena: Scrapyard
Field Type:
Steel/Rotom
Complexity: Intense
Format: All

Restrictions: Only Sandstorm can be summoned without Weather Rocks, Indoor Arena, Artificial Field, No Natural Grass, No External Water Source, No Digging

Description:

The one place we all know & love from the Iron Dungeon, has not had a lot of love as everyone (bar two users to date) simply bypasses these appliances with little to no thought. Today, some people have decided to come to this place, bypassing the other parts of Iron Dungeon, & set up a battle here! Be careful, though, as there has been Wormadam (Trash) sighted around the place...

Mechanics:
  • Sandstorm is changed to Shrapnel when used.
    • 3 DPA +/-1, for Steel weakness/resistance each action.
      • Steel-Type Pokémon & Rotom (In an Appliance) are immune to Shrapnel Damage.
    • A flat +10% Accuracy increase to all attacks used by Steel-Type Pokémon.
  • Rotom may enter or exit any appliance throughout the course of the battle, but doing so will cost an action.
  • External Rocks come in the form of bits of shrapnel & junk, making all attacks that require it Steel-Typed.
  • At the end of each round, there is a 20% Chance a Wormadam (Trash) will use Psychic.
    • Random Target, assume Quiet Nature (i.e. R4 SpA), & no item.
  • Sky Drop, Fly, & Bounce function as normal, but do not gain enough altitude to evade attacks.
Summary: Obviously biased towards Rotom & Steel Types, Shrapnel, Appliances galore, & a Wormadam (Trash)! Also, that Picture :)
Arena: TELEPORTATION!
Field Type:
Variable
Complexity: Variable
Format: Variable

Restrictions: Weather Effects, Room Effects, Terrain Effects, Entry Hazards, & Gravity only last until the end of a round unless the same arena is rolled twice in a row. Otherwise, Variable

Description: Yes, you better believe it! At the end of every round (And at the beginning of the match), the referee will roll a number between 0* & however many arenas there are in the arena compendium thread (Each representing an arena in the Arena Compendium Thread in chronological order)**. Whichever number you roll, for the next round, the battle will take place on that arena. It is as simple as that.

*0 represents the ASB Tournament Arena.
**All arenas designed by user Glacier Knight are excluded from the randomisation as well as the arena: "Leethoof's Shieldon Training Zone". If the referee deems a rolled arena too bullshit like Glacier Knight's "Make your own Meal", then the referee can roll again.

Concept Arenas do not count, either... Neither does TELEPORTATION! itself.

Summary: A new arena every round.
Arena: Terra Cage
Field Type:
Ground
Complexity: Moderate
Format: All

Restrictions: All Weather inducing moves/abilities bar Sandstorm/Sand Stream/Cloud Nine/Air Lock will fail, No Water Source, No Natural Grass, Limited ceiling

Description: Terra Cage is a rough, indoor, desolate place that despite its hard, rocky surface, can be dug into. It is about 50x50m in length & width, & it is 30m high. The main mechanic here that gives Ground Types an advantage here is that when Sandstorm is used, it randomly fuses itself with the mud that can be found in some places around the arena, & the Sandstorm turns into a Mud-storm.
During a Mud-storm, at the end of every action, anything that isn't a Ground Type takes 2 Damage, +1 if the Pokémon is weak to Ground, or -1 if the Pokémon resists Ground (Flying & Levitate is considered Neutral, Pokémon with Overcoat/Magic Guard do not take any damage). In addition, all non-Ground Type moves used by non-Ground Type Pokémon have a flat 5% reduction in Accuracy. Any Ground-Type Pokémon that would benefit from Sandstorm through Typing, Abilities, etc. Will receive the same benefits in a Mud-storm. Mud-storms only last the first three turns of a Sandstorm, after which, it will go back to a regular Sandstorm.

Summary: Anything mentioned in the Restrictions, plus Sandstorm will turn into a Mud-storm when used.
Arena: The Earth Cauldron
Field Type:
Ground
Complexity: Moderate
Format: Singles

Restrictions: No weather except Sandstorm, Artificial Field, Limited Ceiling, No Water Source, Rocks must be obtained through digging

Description: At the entrance, there is a staircase you must climb. The case spirals around a circular column, about 20 metres high & 30 metres in diameter. At the top, there is a circular arena. The entrance is shut & is replaced by guardrails 10 metres high, which encircle the arena. you see a rectangular field, 20x15 metres in dimension, the rectangle consisting of some sand & some painted lines. Outside the rectangle is hard rock-like material that cannot be dug into, but the sand is, but only to a certain depth. There also may be loose rocks in the sand as well, only accessible by digging.
When a seismic-based move is used, there is a slight chance that sand will come flinging up from the rectangle, & all Pokémon that is not immune to Sandstorm that is within the confinements of the Cauldron will suffer an accuracy drop of 1 stage. The arena is also rather sturdy, allowing seismic activity to occur. Flying Pokémon also have the ability to fly out of the cauldron, over the guardrails & out of range from most attacks. Lastly, the arena is indoors, so the only weather that can occur is Sandstorm. This arena got its name, due to the fact that it clearly suits Ground-Types & for its Cauldron-like appearance.

Summary: Circular arena, 30 metres in diameter, surrounded by 10 metre high guardrails. The centre of the arena consists of a rectangle, 20 metres long, 15 metres wide, the rectangle consisting of diggable sand & painted lines, the outside of the rectangle consists of hard, undiggable rock. Sturdy enough for seismic activity to occur. Loose rocks present in the diggable sand, When a seismic move is used, there is a 20% Chance that sand may fling up, lowering accuracy of those vulnerable to Sandstorm, Flyers can fly out of the cauldron, & the only weather that can occur is Sandstorm.
Arena: The Turntables
Field Type:
Neutral
Complexity: Moderate
Format: Rotation

Restrictions: No Weather, No Digging, No Seismic Activity, No Water Source, Artificial Field, Limited Ceiling, No Sound Based Moves, Indoor Arena

Description: Well, everyone is shrunk down to about a 100th of our real size & we are on your average Turntable that a DJ would use. The Turntable itself is about 1x2 metres in size, & about 1.5m tall. The discs that the Pokémon are on are Vinyl LP's & off the LP's is solid metal. The turntables are constantly in use & are blaring out with random music, rendering any sound-based move useless. Now, the fun part of this battle is that neither player gets the freedom to rotate their Pokémon to whatever they please, that is because the DJ of the Club (i.e. The Referee) will play around with them & rotate around instead.
At the beginning of the first round & at the end of every round the referee will use the power of RNG to rotate & decide the matchup for the next round. e.g. Trainer 1 has an Excadrill, Golurk, & Garchomp, while Trainer 2 has a Hippowdon, Gliscor & Camerupt. The ref will roll the RNG & rolls a 1 for Trainer 1 & a 3 for Trainer 2. So the matchup for the second round will be Excadrill vs. Camerupt.

Summary: Spinning around a lot, blaring music, constantly randomised matchups.

Special Note: If this arena is chosen for a battle using arenas such as TELEPORTATION! for the arena, this arena is treated as an arena with no effect, apart from restrictions.
Arena: The Type Changing Arena
Field Type:
Neutral
Complexity: Moderate
Format: All

Restrictions: No Restrictions

Description: Basically a simple arena, but something strange happens, where at the end of each round, all active Pokémon have their Type Changed, decided through RNG Rolls. Only a Single Typing with the Type Change, to reduce complexity. Pokémon start with their normal typing for the first round they are in.

Summary: Basically ASB Arena with a Type Changing Mechanic, nothing too difficult.

Special Note: If this arena is chosen for a battle using arenas such as TELEPORTATION! for the arena, do not roll for Typing at all, i.e. this arena has no effect.
Arena: Tynamo Ridge
Field Type:
Neutral
Complexity: Intense
Format: All

Restrictions: No Water Source

Description: Tynamo Ridge is a hilly expanse that gets its nickname after the fact that there are endless Tynamo that live in the area. The battle takes place at the highest point, which is fairly flat & is very spacious & is about 150m in diameter. However, the battle attracts the attention of the Tynamo, who will then starts spawning & attacking.
At the end of each round, there is a 50% chance that a Tynamo will spawn. These Tynamo will join the battle as normal & will attack either Pokémon on the field with a move from their ridiculously small movepool every action. The Tynamo have infinite energy, but they do have finite HP, at 90 HP a piece. All Tynamo are neutral natured, fortunately. Defeating one, gives the Pokémon that killed one a 20 HP & Energy Bonus.
Also, at the end of every round, there is a 10% chance that a lightning bolt will drop from the sky. These bolts will do a flat 20 Damage to the Pokémon it strikes & has a 100% chance of inflicting 25% paralysis, even if it is a Ground Type. These bolts cannot be redirected by Lightningrod.

Summary: Hilly expanse, constantly spawning Tynamo, & a big scary Lightning Bolt.

Special Note: If this arena is chosen for a battle using arenas such as TELEPORTATION! for the arena, Any Tynamo that joins the battle remains until it has fainted. Do roll for Tynamo before the arena change.
(Arena)

  • Hotfix #(#): (Hotfix description)
Busy Highway

  • Hotfix #1: Complexity changed to Intense
  • Hotfix #2: No Grass added
Dimensional Fissure

  • Hotfix #1: Special Notes added in case of arenas like TELEPORTATION! choosing it
  • Hotfix #2: Auto Crit moves no longer cause the RFP effect to occur
  • Hotfix #3: RFP Effect now lasts until the end of the round, as opposed to the end of the round after, Clarification that you can sub in case of RFP, Special Notes removed
Earth Mausoleum

  • Hotfix #1: Just altering the arena, putting more emphasis on the "Synchroquake".
  • Hotfix #2: Arena Altered to make it "Gym Standard"
  • Hotfix #3: Updated to Gym Levels
Gliscor's Peak v2

  • Hotfix #1: Complexity changed to Intense, Gliscor now has full movepool, & uses a ref-controlled AI. Gliscor now holds a Razor Fang & rewards a KO Counter if defeated as opposed to a HP Gain.
  • Hotfix #2: Special Notes added in case of arenas like TELEPORTATION! choosing it
  • Hotfix #3: Major Revamping of King Gliscor.
Quicksand Cave

  • Hotfix #1: Dig can now hit Flying Types/Levitators
TELEPORTATION!

  • Hotfix #1: Concepts & TELEPORTATION! may not be picked
  • Hotfix #2: Weather Effects, Room Effects & Gravity only last until the end of a round, unless the same arena is rolled twice in a row.
  • Hotfix #3: Entry Hazards only last until the end of a round, unless the same arena is rolled twice in a row.
Terra Cage

  • Hotfix #1: Accuracy drop of Mudstorm reduced from -1 Stage to a flat 15%
  • Hotfix #2: Arena fixed so only possible weathers are Sandstorm & Clear
  • Hotfix #3: Accuracy drop of Mudstorm dropped from 15% to 5%, Damage from Mudstorm reduced from 3 DPA +/- 1 per weakness/resistance to Ground to 2 DPA +1 if Ground Weakness, -1 if Ground Resistance, & Mudstorm only lasts for the first 3 Rounds of a Sandstorm period.
The Turntables

  • Hotfix #1: Special Notes added in case of arenas like TELEPORTATION! choosing it
  • Hotfix #2: Reworded description, Indoor arena
The Type Changing Arena

  • Hotfix #1: Special Notes added in case of arenas like TELEPORTATION! choosing it
Tynamo Ridge

  • Hotfix #1: Special Notes added in case of arenas like TELEPORTATION! choosing it
 
Last edited:
Interesting...

Gerard's Arenas:

Arena: The Valley of the Dolls
Field Type: Ghost
Complexity: Intense
Format: All

Restrictions: Only Rainy Weather, Restricted Mobility, Increased Evasion

Description:

A Dark grove, where the sunlight barely reaches the ground, and where there is no sound, nothing moves in the forest, and long trees with somethings hanging from them is the only visible thing around, there are dolls, thousands of Dolls hanging from the trees, all the trees are full with old, mutilated dolls that give anyone the feeling that they’re constantly being watched, looking at the battlers and judging them from the shadows with their empty eye sockets, the woods are full of them, and there's almost no space to move into the forest, and the forest itself cannot be harmed, still there are some clear spaces with some empty houses and some human-made objects that haven't seen a person in a very long time, there are some canals around the valley, but be careful since it has been known that many people has drowned on them, the things that have happened in this place are tainted by the mistery since there's nobody left to tell the story, well... except for the dolls which are said to whisper in the shadows, ghost pokemon will feel at home in here, any other type, well... let's just say they better offer them a gift upon setting foot on the Valley, you know... just to be safe




  • Rain is the only weather possible
  • Ghost attacks have +3 in their BP
  • Normal pokemon are susceptible to Ghost attacks
  • Fire moves can be used, but will not affect the woods
  • Pokemon can fly, but they won't see a thing thanks to the woods
  • Pokemon have their speed reduced to 3/5 of their original speed (With the exception of ghost pokes and some regular pokemon*)
  • Every Pokemon that enters the field has their Attack reduced by one (1) (With the exception of ghost pokes and pokemon with the ability Justified, Guts or Reckless, but the ability is annulled)
  • NFE pokemon have their attack reduced by two (2) (No exceptions)
  • Every pokemon begins with a +2 Evasion Bonus
  • After every action, every pokemon (With the exception of ghost pokes and pokemon with the ability Justified, Guts or Reckless) have a 5x%** chance of being affected by fear (reducing their attacks BP in two (2), and having a 25% chance of being paralysed by fear) for 6 actions
  • Light related moves have their light supply at minimum
  • Ground attacks have their BP halved (This is due to the ground being covered in many layers of dead leaves and other stuff)
  • Rock attacks are unusable if they need outside rocks (Stone Edge, Rock Slide, etc..., there are no many rocks in here)
  • Taunt last 3 more actions (At the cost of +2 energy)
  • Foresigh (And similar moves) cannot be used
  • Contact moves are harder to excecute***
  • Water supply on the canals in the forest (7.5% of faint if used)
  • Confusion last one more turn
  • Curse will do 8 damage per action
  • Destiny Bond, Nightmare and Spite will have their power doubled
  • Hex always acts as if the foe is statused
  • Moves that require Focusing have a 50% chance of failure (except ghost ones)
  • If a pokemon tries to damage the forest (or actually damages it), spirits will attack them****
  • Healing moves will regain half the health they should (bar Pain Split)
  • Every Bad Effect is removed if the pokemon uses his first action to honor the Woods (Like Pay Day, Naturl Gift, Present, etc...)
* Ref discretion, but something real, Aipom and Furret are OK, Ursaring and Claydol are NOT
* x being the number of rounds the pokemon has been on the field
***Ref discretion
****Shadow Snakes (number and everything else is up to the ref) that traps the pokemon, making it unable for it to move

.
 
Here are all i have at the moment. hopefully they will be enjoyed
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Installment #1


Field Type- Grass/Water/Bug
Complexity- Moderate
Format- All
Restrictions- No Sandstorm, no seismic activity

Nature Valley: A fairly large valley nestled west of Mistralton City, this secluded area has been unperturbed by human activity for hundreds of years. The valley has slopes at an incline of 70 degrees all around, with a thick moss coating it, giving pokemon who are climbing down the treacherous slope some traction. Other than the slopes and an open field in the southern section, the whole valley (and around the valley) is full of many big, stable trees (Oaks, Maples, etc.) that will allow any agile pokemon to have the upper hand in a battle staged here. The sun is shining brightly but there are many clouds in the sky, blocking the sun every so often. Because the valley is covered in vegetation little dirt or sand is exposed, making sandstorms unable to happen, although heavy rain and hailstorms can be summoned. The ground is soft enough so that pokemon can dig, and in the northern section of the valley there is a small pond (five feet deep, twenty-five feet wide, twenty feet long). Summary: no sandstorm, rain hail and sunny day can be summoned, digging is allowed, huge area with cramped quarters (besides the field in the south), huge trees able to hold large weights, water accessible.​

Field Type- Neutral
Complexity- Moderate
Format- Singles, Doubles, Triples
Restrictions- No weather, No digging, No seismic activity, Artificial arena, No water source

Cold storage battle arena: To increase the happiness of the workers at the cold storage, the owner decided add an arena to the large facility, hoping this would satisfy them. Because the workers are in freezing climates day in and day out the arena was made not only for battling but relaxing. The temperature is eighty degrees in the arena and warm air is constantly circulated throughout the facility. In shape it is like a baseball stadium, only the bleachers extend all around the borders. The area where pokemon battle itself is one hundred feet long and wide, and the floor is heated tile (Dig will not work here). The arena is bare, leaving plenty of room for pokemon to brawl. There are also steam jets installed in the floor, and during the battles they erupt with a hot water vapor randomly (there are twenty of these located in the arena). There is a glass dome above and there is room for aerial activity, but weather moves will not work here (sandstorm, hail, etc). At the time of this battle Driftveil is experiencing overcast, so no sun is showing and the arena lights are on to provide light. Summary: No dig/earthquake, no weather, no large water source (But steam will be emitted, leaving puddles and such eventually). Flying is capable, and the glass dome cannot be shattered. At the time of battle it is 100% cloudy and lights are on inside.​

Field Type- Poison/Flying
Complexity- Intense
Format- Singles
Restrictions- All weather except Rain banned, No water access, No digging, No seismic activity, No Fire pokemon, Pokemon with fire moves cannot use them

Toxic wasteland: This sludgy arena is only for pokemon quick on there feet and witty trainers. The floor is a nauseous combination of grime, chemicals, and waste, and if any pokemon that doesn’t have immunity to it (poison type or special ability) falls in they will be badly poisoned. There is good news however; this wasteland once used to be a thriving forest, and there are still some remaining trees. Some are decayed, but most adapted to the toxic sludge and grew to great proportions (all trees that aren’t decayed are thirty feet tall and eight feet thick, with large branches). Also, when the forest was still intact many hermits lived in the trees, creating walkways from tree to tree. Most of these still remain, though with a simple attack they will break and fall into the deadly goo below. Also, because of the chemicals and whatnot, this area cannot be a battling site for fire types (if their flames touched the waste below the whole area would combust, making all pokemon above crispy roadkill). The weather here is always dank and dreary, with the clouds hanging lowly over the desolate area. Sometimes it does rain, but it never hails. Water is of the past here and must be generated if used. Summary: obviously no dig/earthquake, no water anywhere (though it might rain, 10% chance). No sun, sandstorm, or hail. Fire types cannot battle in this field, and if a pokemon has a fire type move (E.g medicham with fire punch) they cannot use it. If a pokemon falls into the waste below it will be as if they were hit by the move toxic (starts off doing one (1) HP per action and increased by one each round until it reaches five (5) HP per action). Poison types will not be harmed by the sludge and can roam freely in it (the waste is about four feet deep though and is very thick).​

Field Type- Dark/Ghost
Complexity- Moderate
Format- Singles, Doubles
Restrictions- No weather, No digging, No seismic activity

Luna Hill: Known throughout Kanto as a better couple’s spot than cerulean cape, a battle here is a very nice one. The large hill has a small battle area on it, twenty feet long and twenty feet wide, but pokemon are allowed to battle anywhere on the hill, as long as they stay on it’s rounded peak. There are three cherry blossoms on the hill (Two beside each other on the eastern edge and one in the southern section) and a small pond (Two feet deep, six feet wide and seven feet long) right beside the battle area. To keep the tradition of Luna Hill all battles are at night, and the lovers who come up to relax can watch the battles. Because there are innocent bystanders no weather inducing moves are allowed here (Would you want to take your date to a couple’s paradise and then get struck by hail?) and destruction of the hill’s landscape is forbidden (E.g dig, earthquake, explosion). The moon is always shining on Luna Hill, so most trainers choose a nocturnal pokemon or one that gets it’s power from the moon for battle. Summary: No Dig/Earthquake, weather summoning moves will fail. The moon produces a lot of light, so it is not too dark, though nocturnal pokemon will have the advantage (dark pokemon and pokemon like hoothoot and noctowl gain +1 accuracy and +1 speed). Pokemon and battle anywhere on the hill, as long as they stay on the hill’s peak.​

Field Type- Neutral
Complexity- Simple
Format- All
Restrictions- Little water sources

No Man’s Land: the only remnants of a war taking place on this lonely plane are craters from cannons and two hastily made trenches opposite of one another. This place is perfect for an intense brawl of epic proportions because unlike domes, gyms, or protected forests this place is dying to be torn apart again. There are no trees or grass, just mounds of dirt and dust, with some puddles here and there from past storms. The air is stale, and you can feel the tension that was strained here years ago. Yes, this already forgotten area is perfect for rough housing and playing dirty. Summary: Dig/earthquake is allowed. Weather is allowed.

Field Type- Water/Fighting/Rock
Complexity- Moderate
Format- All
Restrictions- Except Sandstorm all weather is banned, No digging

Rage Beach: Many brawlers and karate enthusiasts enjoy this secluded cove. The rough waves that come in are enjoyed by many physically fit pokemon, and the coarse red sand gives the beachgoers a feeling of inner strength. All along the beach there are medium sized boulders (Three feet tall and wide, pretty heavy) and although most are crushed by the Mankeys and Primapes that live in the mountain above there are still some that battlers can use to their advantage. Speaking of the mountain and it’s residents, most of the brawlers don’t venture up Rage Mountain, because even though there’s an excellent battling area on one of the lower peaks the Primapes are very territorial. The area between the beach and mountain is very rocky and slopes ever so slightly. If a battling pokemon even comes near the mountain’s edge you can be sure they will soon be confronted by a Mankey scout, or even rarer, the Primeape Chieftain. Because of this threat most battles stay on the shoreline and waterfront. Since the sand is so coarse and rocky digging around here is a no-go, but the fighters love a good earthquake to shake up the field. Also the temperature here is sunny and hot, and it stays that way. Summary: No dig, Earthquake is okay though. Weather will always be sunny, though a sandstorm could be whipped up. Water can be used and the battle can be taken out into the bay (Not too far). If any pokemon gets near the mountain’s edge a wild pokemon will attack then flee (Mankey 80% Primeape 20%)​

Field Type- Water/Flying/Grass
Complexity- Moderate
Format- Singles, Doubles
Restrictions- No weather, Pokemon Over 110 pounds cannot battle here

Lily Pad Lake: Deep in the Eterna Forest lies a serene lake topped with larger than life lily pads. If trainers aren’t battling you can see many different kinds of wild pokemon jumping and playing on the lily pads. All of the pads are roughly the same size (three feet long and wide) and are anchored to their spot. They also hold an incredible amount of weight; up to two hundred pounds! If anything heavier hits the lily pads they will sink. The pond itself is very shallow at the edges, but it gets as deep as thirty feet when you reach the center. For the battle all pokemon must be either in, on, or above the lake; a pokemon cannot walk around the lake or stay at its shore. The weather is lovely this time of year, but the tall canopy covers most sunlight, bathing the lake in cool shadows and trapping the mist. Summary: all pokemon must stay above, on, or in the lake. Lily pads will collapse if there is more than 110 pounds on it. Weather moves will fail. Dig/Earthquake is alright​

Field Type- Rock/Ground
Complexity- Simple/Moderate
Format- All
Restrictions- All weather can be used except Sunny Day, No water source

Obsidian Badlands: One of the harshest places out there, the Obsidian Badlands used to be a chain of volcanoes. One day a Heatran erupted from its slumber underneath the volcanoes. Enraged for some unknown reason, the Heatran released an explosive amount of power. The beast channeled the power through its home, and without warning all of the Volcanoes burst open, lava and flames searing the surface. Water types from near and far quickly extinguished the lava, hardening it to the point of transformation. Because of the rapid cooling the lava became obsidian, a black glassy rock. Also the lava went everywhere, so area is coated here and there with thick plates or spikes of obsidian. The black rock gives the already daunting place a dark demeanor, and only the most fearless of trainers train and battle here. In the center of this craggy place is Obsidian Pillar, the only remains of the largest volcano. Its sheer size disheartens the bravest pokemon, and its sharp edges and spikes could fall onto unsuspecting victims at anytime. The weather here is always stormy, though it only rains once every few months. Because of this the place is always in a severe drought. The ground is able to be dug up, but you must be careful; the obsidian is unsteady in some places. Summary: Weather is always stormy, though it rarely rains. Rain, sandstorms, and hail can be summoned. Digging and using earthquake is ok, but at your own risk.

Field Type- Electric
Complexity- Moderate
Format- Singles, Doubles
Restrictions- No digging, No seismic activity, No weather, No water source

Ref Instructions: Ref will decide if a tile will release eletrical energy or not, and roll to see what happens to the pokemon who is on said tile

Shock Arena: the arena is composed of twenty-five tiles, each 2 feet long and wide. At any given time any one of the tiles will give off an electrical shock ranging from weak (gives 2 damage) to harsh (gives 10 damage). Trainers will be able to tell what level of shock is coming by the color of the tiles (tiles can and will change colors every round). Blue- 2 damage, green- 4 damage, yellow- 6 damage, orange- 8 damage, and red- 10 damage. Also there are black tiles that will paralyze the pokemon if it makes contact. The arena is open to air, but because of the electricity running the arena it there are only battles on nice, sunny days. The arena will not run if it is raining, snowing, or such. There is also no digging because under the tiles there are many electronic devices enabling the tiles to be electrified. Summary: no digging or earthquake. No weather. Every round a random number of tiles will produce electricity, shocking anyone on the tile. The color of the tile that round determines how powerful the shock is. Blue-2 damage, green- 4 damage, yellow- 6 damage, orange- 8 damage, red- 10 damage, and black tiles give pokemon a 15% paralysis. (The ref decides what tiles set off and what color they are, obviously)​

Field Type- Water/Grass/Neutral
Complexity- Moderate
Format- Singles, Doubles,Triples
Restrictions- No digging, No seismic activity

Millionaire’s Playground: Every rich socialite isn’t complete without some extravagant object or thing that makes them different from the others. For one wealthy fellow, what makes him different is that his unique purchase is a gift for everyone. You see, Mr. Stone, the owner of Devon corporate, knows the passion of some trainers out there. To broadcast this passion he used a generous amount of money to construct a marvelous battle arena on top of the Battle Company, and ever since it was built it has been an icon of not just stone’s generosity, but the love of battling and the cooperation between trainer and pokemon. The area is rectangular (fifty feet wide and one hundred feet long), and has three floors, though it has no roof. The ground floor slopes down slightly, and the indent is filled with water (only about seven inches high). The ground floor also has water squirters splashing colorful streams of water here and there. The second floor was made to portray nature, and is covered with very large mushrooms, big enough to hide behind, jump on, and such. There is also a fine mist on this level, as well as vines hanging from the ceiling. The final floor is open to the sky, and is only decorated with colorful tiles. Mr. Stone wanted the highest floor to be an area where pokemon could battle without any distractions. The way pokemon get around from floor to floor is simple; on each floor there are two teleporters, one on the north side and one on the south. They simply step into the device and they will be teleported to the floor their Trainer wants them to be on. Summary: no dig/ earthquake, weather moves are allowed. There are three floors of the arena and to get to each floor simply step into a teleporter and choose which floor. Flying and Psychic pokemon are exceptions, as flying pokemon can simply fly to a level and Psychics and teleport themselves.​

Field Type- Fire/Rock
Complexity- Moderate
Format- Singles, Doubles
Restrictions- No Digging, No seismic activity, No weather, Limited Ceiling, No water source

Ref Instructions: Roll to see if steam bursts hit or effect pokemon, also roll to see if lights go out temporarily

Hot Spring Caverns: After you relax in a soothing natural hot spring for a while, wouldn’t you feel energized and ready for a battle? Well the owner of the Lavaridge hot springs thought so too, so over the years he invested in creating a battle area into the side of Mt. chimney. It took years, but finally his dream has come true, and now you can experience a battle in the Hot Spring Caverns, a perfect battling area for fire types, but all other types enjoy. Located deep in Mt. chimney, the Battle arena is circular, with rocky walls surrounding the entire arena except for one entrance. The ceiling is very high, allowing flying types to spread their wings (from floor to highest point of ceiling is forty feet). The cave walls have channels of water and steam inside them, and sometime they bust through. That means that at any point of the battle steam and hot water could burst like jets and slam into pokemon. Also, the owner of the hot springs has pleaded that no one digs or summons an earthquake or fissure, as this would not only ruin the arena but probably activate Mt. Chimney itself. The interior of the cave is well lit, but sometimes the lights short-circuit. Summary: No dig/earthquake/fissure. Weather moves will not work inside the cave. At any time steam and hot water can burst out and hit pokemon. The arena allows pokemon with wings to fly (though not very high). There are lights but sometimes they might fail, putting the pokemon in complete blackness. Fire type pokemon will have a permanent +1 attack and +1 speed stat boost on them.​

Field Type- Ice/Water
Complexity- Moderate
Format- All
Restrictions- No digging, No weather

Glacier Knight’s Icy Arena: The large arena is three hundred feet long and wide, square shaped, and perfect for pokemon of the chilled variety. The first five feet of the north and south sides aren’t covered in ice, but the rest of the arena is. Twenty feet from the east and west sides of the arena and in middle are two large glaciers (One hundred feet long, twenty feet wide, both have increasing slopes of 80 degrees and are fifty feet tall. They have plateaus, peaks, and spikes). Cutting through the east and west side of the arena (Also going under the two glaciers) there is a large stream, fifteen feet wide. In the center it makes a large circle of icy water, and in the center rests a large ice floe making a small arena (it is twenty five feet long and wide). Also in the stream there are small and medium sized ice floes, enabling pokemon to cross the freezing cold water (water is 36 degrees Fahrenheit). Scattered around the arena are small rocks stuck to the icy floor, and they can be used to stop a pokemon from sliding or give a small pokemon a platform to stand on. The ice coating the arena floor is too thick to be dig into, and an earthquake or any other large attack will cause ice floes and glaciers to break. The arena is open to the sky, but it only snows or hails. Summary: ice covers the floor besides five feet strips on the north and south side. No dig but earthquake and other stuff is okay. No weather moves can be used. The weather is 100% snowy, but the end of every round there is a 33% chance it will start to hail. Water is accessible but is extremely cold. Ice types gain +2 speed and ice moves gain +2 to their BP.​


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Installment #2

Field Type- Fire/Flying/Rock
Complexity- Intense
Format- Singles
Restrictions- No digging, Flying pokemon cannot fly over one hudred feet above the lava, No water source

Ref Instructions: Lava rises one hundred feet as the pokemon are battling. The lava pauses as Trainers call orders

Lava Hole: Opponents battle inside an incredibly huge pit (one hundred feet long and wide, but one thousand feet tall). Players start at ground level of the pit, and at the end of round one magma bursts through the ground, coating the floor in the hot lava. Every round as the pokemon battle the lava rises one hundred feet (Trainers will have to make sure they add in commands to jump and evade the lava as it reaches higher and higher). Luckily there are rocky ledges big enough to hold pokemon, so unless they can fly (also flying pokemon cannot be one hundred feet higher than the lava at all times) they will use these to climb up as the lava increases. When the lava reaches the top of the hole it will stop, and it the battle is still going on the pokemon will battle on the surface. The area is flat and rocky, with the floor being pure stone (no digging). Summary: the first round no lava will appear, but the second round and continuing lava will burst out and rise one hundred feet as the pokemon are battling. The lava will stop while the Trainers are giving out commands. Flying pokemon cannot fly over one hundred feet above the lava. No digging. Weather moves allowed. Lava will burn pokemon when touched (if the pokemon is not fire type it will receive a 2nd Degree Burn - reduces the Base Attack Power of a Pokemon's physical attacks using an affected body part by three (3). In addition, the Pokemon suffers two (2) HP of damage per action).​

Field Type- Ice/Ghost
Complexity- Simple-Moderate
Format- All
Restrictions- No water source, No weather

Siberian wilderness: A blizzard-ridden place in the northern hemisphere, where the temperature never exceeds twenty degrees Fahrenheit. The area is covered in one foot of snow and it is snowing ever so slightly at the beginning of the battle. There are few objects on the battlefield, with only twenty pine trees dotting the map (the trees are twenty five feet tall and their branches extend out five feet all around). There is no water, no there will be if the snow is heated and melted. Below the snow is soft ground, which can be dug into. At the end of each round there is a 60% chance it will start blizzarding. Summary: Large area with little protection. Moving around is slow due to high snow levels (though ice and ghost pokemon move smoothly) and the ground can be dug into. Weather moves will fail, and at end of round a blizzard might start (60% chance).​

Field Type- Ground/Water
Complexity- Simple-Moderate
Format- All
Restrictions- No digging

Muddy Plains: a simple yet challenging place to battle on. A large area filled with thick and slippery mud. In most places the mud is shallow, only going 7 inches. However, the center of the plains is deeper, with the mud going down one foot. The mud makes pokemon unable to dig, but earthquake is usable. The sky is cloudy and will stay that way unless a pokemon tampers with the weather. Summary: large area with mud, the center has deeper mud. No digging, but earthquake and weather moves are allowed. Mud slows down all pokemon in it (as if they had a -1 speed stat drop on them)​

Field Type- Neutral/Ground/Water
Complexity- Moderate
Format- All
Restrictions- No digging, No seismic activity, No weather, Pokemon over 70 pounds will fall into the mud

Mushroom wetlands: this odd area was discovered when some Trainers explored the western parts of petalburg woods. Right before the forest hits the ocean huge mushrooms took root and the section between the sea and woods is crowded with them. The ground is water, but it only comes up eight inches (the water floor is muddy and sinks another four inches). The mushrooms vary in size and height, but all have caps big and strong enough to hold medium sized pokemon and are around four feet tall (Pokemon over seventy pounds will crush the mushrooms and fall into the shallow muddy water). Since this is where the petalburg woods ends, there are a couple of trees in the battle, rising about forty or so feet high (they are also three feet wide). The weather is sunny here and because there is no other place in the world with species of mushrooms like this (and no other place is like this) the pokemon league has banned all weather moves, saying they will disturb the fungi’s natural habitat. Summary: muddy water for floor, pokemon over seventy pounds will crush the mushrooms, no digging earthquake or weather moves.​

Field Type- Neutral
Complexity- Intense
Format- Singles, Doubles
Restrictions- Artificial Arena, Low Ceiling, No digging, No seismic activity, No weather

Ref Instructions: Ref decides the pattern of the Tiles, if they rise or fall, etc.

Rise and Fall Arena: The inside arena is one hundred feet wide and long, creating a square. Inside the arena are 200 little squares, each five feet wide and long. While battle ensues random little squares will rise and fall in a random pattern, creating distractions, walls, holes, and so on. The squares cannot be destroyed, however if they are hit too much their mechanics will break and they won’t be able to move any more. Summary: no digging earthquake. no weather. Squares will rise and fall at random (ref will decide the patterns) and when attacked too much they will stop moving.​

Field Type- Ghost/Dark
Complexity- Moderate
Format- All
Restrictions- No weather, Dark conditions, Digging might result in ghost attack

Mamoswine Graveyard: a dark, somber place that is home to dozens of skeletons and spirits. This place has been forgotten and dull for centuries, so the ghosts here are actually happy you’ve dropped by to battle (they’ve longed for someone to mess with). The field is medium sized and the ground is lumpy and soft. The conditions are good for dig but you wouldn’t want to do that unless you don’t mind getting on a Mamoswine spirit’s mad side. Also on the field (obviously) are large skeletons sticking out of the ground, some creating spiky barriers and some making tunnels of bones (if you want a good visual imagine the elephant graveyard from the lion king, minus the green gas vents). It’s always dusk here, so pokemon used to dark or have night vision excel here. Summary: if you dig there is a 60% chance when you come back up you will be attacked by the spirit of a Mamoswine (the pokemon hit will take 15 damage). Weather moves will fail and it is dark out (unless pokemon is used to dark conditions they get a -1 accuracy counter). Also ghost pokemon might interrupt the match at any time, messing up a pokemon’s moves or just getting in the way (I’ll leave that part up to the ref).​

Field Type- Neutral
Complexity- Intense
Format- All
Restrictions- Artificial arena, Low Ceiling, No weather, No seismic activity, No water source

Willy Wonka’s Chocolate Factory- The Battle Room: A massive fighting space, Mister Wonka has taken interest in pokemon battles so much that he spent an enormous amount of money to create an amazing battle arena. It is situated in the back of his factory, and it is set arena style, so that when on break his numerous oompa loompa workers can enjoy an exhilarating match. The arena is shaped like the circus maximus, and although it is the same width (387 feet) Mr. Wonka had to shorten the arena to fit, making it 1,018 feet long (the arena is also covered by the thick metal walls covering all the other Willy Wonka Chocolate Factory facilities). Surrounding the arena is bleachers, able to contain over 50,000 oompa loompas. The interior of is the arena matches Mr. Wonka: creative and extraordinary, yet crazy and chaotic all in one masterpiece. He designed the field to remind him of the chocolate waterfall room: everything in the arena is edible (even the pokemon, but my dear children that is called cannibalism and is frowned upon in today’s society), but pokemon will hardly have enough to eat here. The floor of the arena is mint grass, trimmed so that all around it is four inches tall. Many different kinds of plants grow in the arena, and here is a list of most of them:​

  • Gummy bear Willows: eight foot tall trees, with a trunk width of eight inches. Resembles a weeping willow, though instead of green leaves they are purple and at the ends are one foot tall gummy bears, dangling above the ground
  • Pumpkin Oozers: short but large plants that are filled with sweet but sticky goo. The pumpkins are three sizes (three feet tall and three feet wide, two feet tall and two feet wide, or one foot tall and one foot wide), and if cracked goo will attach to the pokemon, making it’s speed drop
  • Candy Cane Lumber: this candy-tree hybrid gives off no limbs, and is pole-like, standing straight up. There are three varieties- four foot, six foot, and eight foot. All sizes though are nine inches thick all the way around. They can be broken, and when so all the oompa loompas in the crowd will shout “TIMBERRRRR!’
  • Candy Apple Willows: another willow-candy hybrid, this one is shorter (six feet tall), yellow with no leaves, and is only found near the chocolate pond’s edge. Most are covered in candy apples, which are the size of ordinary granny smiths (though they are red and full of sugar)
  • Candy cane Twisters: unlike their relative, the C.C Lumber, the C.C twisters twist and curve like an oak or maple tree would. They are one foot thick, and their branches extend seven feet outwards in many different directions. This plant breaks easily, as it’s structure and composition is brittle
  • Mushroom Juicies: A large candy-tree that resembles a mushroom. They are usually nine foot, but they all droop, making the highest part of their cap fall to seven feet. They are all red with white spots, and their caps are made of small circular candies. The candies can be removed and eaten or used (they are big enough to fit in a human’s hand snugly)
  • Truffle Bush: a large bush-like candy plant, they are four feet tall, and rounded so that they resemble halves of spheres. They are five feet wide and long, and have orange leaves. On each branch there is a cluster of truffles, each a different color and flavor. There are so many truffles on the bushes you cannot see the leaves (they basically look like big mounds of multi-colored chocolate)
  • Squigilly Goos: One of the stranger candy-plant hybrids, it looks like a sea anemone out of water. They all stand three feet tall, with a chunky stump of ten inches. They look like thick cylinder blocks, except for at the top all around its top perimeter large tentacle like tendrils extend. On top also it caves in slightly, and a mound of fluffy goo resides. The delicious gunk can be eaten or flung
  • Bubble ballooners: made entirely from scratch and not combined with a plant or tree, the Bubble ballooner is made up of three components: the “anchor”, the “chain”, and the ballooner. The anchor is a sturdy, heavy biological piece of genius, keeping the special “plant” from floating away. It’s roots are dug deep into the tasty ground so it can’t be uprooted. The chain connects the anchor and ballooner, and like the anchor it is very tough, though it will eventually crumble(it is only a plant, kinda). The Ballooner is the most special part. There are two sizes of ballooners, six feet tall and six feet wide, or three feet tall and three feet wide (they come in pink purple yellow red blue green and multicolor). When you break the chain the ballooner will drift away, and a pokemon can grab onto the chain and take flight! The smaller ballooner can hold pokemon up to one hundred pounds, and the six foot can hold pokemon up to two hundred fifty pounds! When they pop large globs of sticky gum will fly everywhere, gluing wings to backs, trapping limbs, etc.

Mr. Wonka comes up with different candy plants all the time, so the arena gets more exciting every day! Besides plants there are chocolate ponds dotting the arena. None get larger than thirty feet by thirty feet, but some are kind of large. Liquid chocolate is the only “water” here, so pokemon will have to provide or make their own water. The ground can be dug into, but the chocolate dirt only goes fifteen feet deep. Mr. Wonka does not tolerate earthquake generating moves, for it scares his workers. Since the arena is covered, no weather moves can be used. However, Mr. Wonka keeps the place brightly lit, so there are no dark places in the arena.​

Field Type- Neutral
Complexity- Intense
Format- Singles, Doubles, Triples
Restrictions- Artificial arena, Low ceiling, No digging, No seismic activity, No weather

Arena of Fear: Pokemon and Trainers beware; you’re in for a scare! This daunting place will leave even the most demented beasts shaken and startled. When you first begin your match here it looks like a normal, though dark looking, covered arena (circular shape, one hundred fifty feet long and wide, rounded dome that at its peak is one hundred fifty feet above the dome. The arena’s floor is cobblestone and is dimly lit). After each round fear is instilled! This arena is based on phobias, and the dome will alter itself to accommodate a random phobia. The dome is being worked on to have more phobias, but for now here are the possible outcomes:​

  • Apiphobia- Fear of bees: the arena’s lights will become much brighter, but compartments in the inner dome will release hundreds of annoying and frightening bees. Bug types will have no problem with this, but all other pokemon will be attacked for 4 damage and receive a -1 evasion and -1 accuracy stat drop
  • Arsonphobia- Fear of fire: the lights will turn off, but don’t worry about light, tiny holes in the cobblestones will release huge torches of flames, and hit pokemon will lose 5 damage (pkmn weak to fire will take 6, pkmn with two weaknesses to fire will take 8, pkmn with resistance to fire take 4 damage, and pkmn with two resistances to fire will take 2 damage. Fire types take none). The fire will jet out of the holes at random throughout the turn they have been summoned
  • Aviatophobia- Fear of flying: holes in the cobblestone will spit out large gusts of wind, sending all pokemon flying into the air. They will not fall splat however. The gusts of air will keep them floating, though most pokemon will have a hard time aiming or attacking (all non-flying types receive a -2 evasion and accuracy stat drop). Flying types will not be effected, as the air only helps them.
  • Myctophobia- Fear of darkness: the dim lights will shut off completely, leaving you and your precious pokemon In the dark for a round. Pokemon that cannot see in darkness (or doesn’t have a glowing body) receives a -3 accuracy stat drop. Dark types receive a +1 evasion and +2 accuracy stat gain.
  • Hydrophobia- Fear of water: the holes in the cobblestone will release water at a startling rate, and holes in the dome will help quicken the process. The water will rise to thirty feet, and any pokemon who cannot swim or create something to stay on the surface with is doomed. Water pokemon receive a +1 attack +1 evasion +1 speed stat boost, and fire pokemon receive a -1 attack -1 defense stat drop.
  • Pagophobia- Fear of ice or frost: the holes in the cobblestone and inner dome will emit an icy spray, turning the arena into a chilly torture room. Also the holes will spit out deadly icicles, hitting all non ice types for 6 damage. The ice spray will also freeze parts of the pokemon if they make direct contact.
  • Traumatophobia- Fear of injury: the dome opens up to reveal little imps! These mischievous devils will start chucking hurtful objects at your poor pokemon, not only causing damage but inflicting other pains too. (if hit this is what the objects do: wooden chair- 3 damage, dresser- 5 damage, lamp- 3 damage, hot sauce- -1 accuracy stat drop, bag of lit charcoal- 6 damage to all non fire types, snakes- stay on the floor and will bite for 2 damage, skulls- 1 damage and 40% chance of being too scared to move or attack)
  • Nebulaphobia- Fear of fog: the holes of the inner dome release a hazy fog, removing all stat enhancements, reflect, light screen, and etc. also all pokemon not accustomed to fighting in fog receive a -2 accuracy and -1 speed stat drop.
  • Daemonophobia- fear of demons: when battlers come to duel in the arena of fear, they pray they never see this fear pop up! When activated a large trap door will open up form the floor, releasing a terrible demon that will prey on its victims! The demon will leave at the end of the round, but that doesn’t mean it’ll just sit there and look pretty! (its hp is 150, and it will use shadow claw, flamethrower, shadow punch, snarl, screech, shadow ball, crunch, hypnosis, dream eater, nightmare, or ominous wind)
Remember, no dig, earthquake, or weather! Be ready for the scare of your life!

Field Type- area 1-Neutral
Complexity- area 1-Intense
Format- area 1- Singles, Doubles
Restrictions- area 1-Artificial arena, Low ceiling, No digging, No earthquake, No water source

Techno Factory: Scientists in Johto wished to have a facility where they could observe and study pokemon battling, but they did not want to leave their labs. Solution? The creation of the magnificent Techno Factory, where technology, science, and pokemon combine to make a wonderful blend of battling and studying. This peculiar Factory has three sections where pokemon can battle, and it is suggested when people use the Factory that they specify which area they shall battle in. The first area is the largest, located in the center of the Factory, and is the most challenging section to battle in. The room is two hundred fifty feet wide and long (square shaped), and is thirty feet tall. The floor is covered in five by five squares that are either purple, yellow, red, light blue, gray, pink, and black. The name of this area is called the Status Testing Chamber, and depending on the color of the tiles they will inflict a specific status to your pokemon if the scientists watching activate the tiles.
Purple- Poison- A disgusting chemical spurts out of the tile’s tubes, and seeps into the pokemon’s skin, poisoning the pokemon. (regular poison)
Yellow- Paralysis- An electric force is generated from the tile’s power source and is then released into the pokemon, causing them to be paralyzed (20%)
Red- Burn- The tile opens up tubes and releases blue flames, causing the pokemon to be burned badly (2nd degree)
Light Blue- Freeze- The tile opens its tubes and releases a chemical compound that attaches to the skin or fur of a pokemon and then freezes the air around it, causing the pokemon to be incased in ice (bottom half of the body is completely frozen, of if it is a small pokemon it is completely frozen)
Gray- Sleep- The tile emits a combination of hormones that when breathed in causes the pokemon to fall asleep. (Deep Sleep)
Pink- Infatuation- apheromone combination is released from the tile, and the pokemon suddenly becomes in love with his opponent or partner.
Black- Confusion- The tile suddenly emits a bright light, dazing the pokemon into confusion. (Severe confusion)
The tiles are activated when stepped on, but they only inflict status at the beginning of the round (action one). Because the factory is not fully earthquake proof, and digging would break the ever so expensive tiles, earthquake and dig are banned from this area. Weather moves will fail and flying pokemon can fly, but the ceiling is only thirty feet high.

Field Type- Neutral/Dark
Complexity- Simple-Moderate
Format- Singles, Doubles
Restrictions- No digging, No seismic activity, Dark conditions, No weather, Low ceiling

Moss Cave: After being discovered by an avid pokemon ranger in the Eterna Forest, Moss Cave has become a very popular tourist site. The interior of its tunnels and cavern walls is completely covered in a special moss that does not need sunlight, and deep within the bowels of the cave system lies a wondrous site; a large enough cavern for pokemon battles! Like the rest of the cavern, this area is covered in that special moss. The moss dampens the effects of electrical attacks and also softens the impact of if or when a pokemon is sent into the floor or wall. The cave is lit up by the aura of litwicks that live in the cave system, and they provide enough light so that pokemon can see with no problem. Now, the detail of this mystical cavern is much like most other caves. There are cave formations such as stalactites and stalagmites, and the ground is unleveled. There are shallow pools of water here and there, and really the big difference from other caves is that everything is covered in moss. Seismic activity is banned, and dig is also not allowed in this serene habitat. Weather moves will fail, and flying pokemon have ample room, though there are air hazards (cave formations)

Field Type- Neutral
Complexity- Intense
Format- All
Restrictions- No digging, No seismic activity, Steel types will be affected by the field

Magnetic Bay: A surreal place that was found by accident, Magnetic Bay “attracts” the most adventurous Trainers out there. Think of a nice, relaxing beach by the bay, with tall mountains at the tips where the land separates the bay from the sea. Magnetic Bay is like that, but it gives the beach scene a whole new twist. The sand is fine lodestone, and it gives the beach a dark feel to it. On the sand there are also scraps of iron, though most are covered in the sand, as they are magnetic. As you make your way to the water, you will see it’s not actually water, but Mercury! How on earth can trainers be around such a deadly element, and how can pokemon battle around and in it? Who knows, but that’s the way it is. The mercury seems not to kill the pokemon, though if in contact they will receive mercury poisoning (like toxic). At the tips of the Magnetic bay are two large mountains, which almost completely block off the bay from the sea. They are composed mostly of lodestone as well, creating more magnetic fields, and these two masses of magnetic rock probably explain how there are floating rocks! Yes, the most interesting thing about Magnetic Bay is that over the Mercury lies (well floats) large chunks of rock, and because of certain magnetic fields (I won’t get into the scientific details and whatnot) the rocks float precariously over the bay! Most of the chunks are big enough for even the largest and heaviest of pokemon, though there are some smaller ones. The position of the floating rocks are not in a pattern: some are really high up above the bay, some are only ten feet above the liquid metal, and so on. The weather here is always cloudy, though it rarely precipitates. Summary: no dig/EQ, weather moves can be used. There are many magnetic objects here, so steel types will be affected accordingly. If a pokemon makes contact with the mercury they will not die or burn or whatever they would do if it was real life, instead they receive mercury poisoning (like toxic). There are floating chunks of rock where pokemon can battle, and there are pieces of iron in the sand.

Field Type- Grass/Bug
Complexity- Simple-Moderate
Format- All
Restrictions- No seismic activity, No surf

Autumn Woods: A lush, serene forest found up north of Mt. Moon. The trees and plant life always have their fall colors, which is why Autumn Woods is named so. There are two water sources in Autumn Woods, one small pond to the south near the entrance, and a decent sized lake in the north-west pocket (pond is twenty five feet wide and long and five feet deep, lake is sixty feet wide by fifty feet long and is thirty feet deep at the middle). From a bird’s eye view is seems the whole forest is swamped with trees, and it looks as if there would be no room for a battle. However, walk inside and you will see that the forest is mostly composed of larges trees with huge canopies. Because so the interior is very spacey, and the grass never gets taller than 6 inches so no need to worry about tall grass. Since the large trees create a canopy very little light leaks into the forest, so there is less light than usual. However, pokemon used to regular will still have decent vision. Digging is allowing since the soil is soft, but using Earthquake and Surf will destroy the beauty of this quiet forest.

Field Type- Water
Complexity- Moderate
Format- All
Restrictions- Only pokemon used to the ocean may battle here, No seismic activity, No weather

Abyssal Trench: A mysterious new world awaits all aquatic pokemon and their Trainers that venture to this hidden world. Trainers that warily peek out of their submarines will see pitch black nothingness, but go down deeper into the dark and you discover an unexplored land. The Trench’s bottom is littered with junk that has been tossed into the sea years ago, and hiding in their empty spaces are tiny Chinchou and Clampearls, who merely want to watch you and your pokemon do battle. the trench is a half mile long and one hundred feet wide at the bottom, though as you go towards the surface the steep underwater cliffs go out. Because this area is so deep underwater, only pokemon that can handle such pressure and circumstances can do battle. Earthquakes will upset the tectonic plates, but digging should be ok, as long as it is not too deep. Weather moves will obviously fail.​

Field Type- Water/Fighting
Complexity- Moderate
Format- Singles, Doubles
Restrictions- No seismic activity, No digging, No weather, Low ceiling, Artificial arena

Dojo of the Puddles: to train his apprentices further, the grandmaster decided to have this special Dojo built, in hopes of teaching his students the ability to stand your ground (literally). In the heart of the new building lies the Arena of the Puddles, and although it sounds self-explanatory, there’s more to it. The battling area is two hundred feet wide and long and is square shaped, with the ceiling twenty feet above. The floor is pale brown tile, and the walls are wooden. To make the area fir its name the floor has a five inch layer of water covering it, making the whole arena a huge puddle. Also to add to the strain and to make the battlers concentrate the Grandmaster added water sprayers to add more water and soak the pokemon as the match goes on. The water level will never exceed one foot though. Summary: No earthquake or dig, no weather moves. Flying will not work very well because the ceiling only goes up twenty feet. There is water on the ground at all times, so water attacks gain 2BP and fire attack lose 2BP. Also since this is a dojo fighting pokemon feel at home and their attack gain 2BP as well. Water will be spraying at all times, though the water level will never exceed one foot.​

Field Type- Grass/Bug/Electric
Complexity- Simple-Moderate
Format- All
Restrictions- No water source

Charge Forest: A wooded area that gives off a slight Electrical power. No one really knows how, but it is noted that electric types are slightly stronger when in the vicinity of this forest. Scientists believe the explanation is that the forest is right on top of a electrically charge bed of rock, and power from the stone is released into the trees when they rooted into the rock. But anyway, the Forest is usually buzzing with activity, and it is composed of a few large trees and many small. The sunlight easily slips through the big holes in the canopy, so it is only shady in some places. Because of the variety of trees all Grass pokemon feel at home, and they have their power increased. Electric types also feel more powerful with the charge, so their power also increases. There is no water in the forest, except for a rare puddle after the rainy season. Summary: Grass and electric types gain 2BP when they use grass and electric moves, respectively. There is no water source, light leaks easily onto the forest floor, earthquake and dig are ok, and weather moves are allowed.​



Special Installment #1

The Temple of Crypt-Myth-Zoo:


As if Pokemon weren’t magical enough, this Temple-like arena warps pokemon and transforms them into creatures of Mythology, Cryptology, and the supernatural world!!​


Field Type- Neutral
Complexity- Intense
Format- All
Restrictions- No water source


The Temple is open and stretches across the side of a mountain. Four hundred feet below, down an 80 degree slope, lies a forest and a large lake, making around the Temple very peaceful. The area itself looks like an ancient Temple-yard, with the floor and everything standing being built of a worn yellow-brown stone.

On the ground there are also worn out pictures of mythical and supernatural beasts that glow dimly at night time. At night, the cracks and lines that separate and run through the stones glow bright green, giving the area a mystical (and TRON-like) feel. The battle area is two hundred feet long and one hundred feet wide, making a rectangle. The left side of the arena is facing the forest and lake, making that side dangerous. Pokemon can fall off the side, even though there is a two foot ancient guard rail. The right side of the arena meets the side of the mountain, and the mountain doesn’t slope, it juts upward at a 90 degree angle.

Also in the Temple there are large totem pole- like columns that rise from the ground in ten different places. Each one is three feet thick and twenty feet tall. Each column has a mythical/supernatural creature on it (e.g one has only pegasi on it, one has only minotaurs on it, etc).

As soon as a pokemon enters this arena, the powers of the gods alter the pokemon randomly. There are ten ways the Pokemon could be altered, either making your partner a terrifying beast or a bad excuse for a sci-fi monster. (when a dual-typed pokemon is transformed and it gains a type (e.g Aggron with Pegasus transformation), the pokemon loses its second type and gets the type said in the description of the transformation)

Descriptive list of creatures

· Pegasus: A Mythical Beast originating from Greek culture, the Pegasus stood for beauty and grace, And with the gods crafting its wings onto your pokemon, surely it will be graceful too! The wings will spurt from the back of the pokemon, and grow proportional to the pokemon (12 feet long wings won’t be crafted onto a Pikachu). The pokemon will gain the flying type, and learns the moves whirlwind, wing attack, and aerial ace. The pokemon’s speed will increase by 20 (e.g a Mamoswine with 80 speed would become a ground/flying with 100 speed). The pokemon gains the ability Serene grace.

· Zombie: If you enter the battlefield and find your prized pokemon is now moldy and green, you sir have been the victim of a horrible prank played by the gods. Actually the zombification process does not hurt the pokemon, but it leaves the poor beast looking disgusting and hideous. Because of its vile look (and smell), the accuracy of all moves launched at the pokemon is decreased by 25% (if sleep powder was used on a pokemon that was zombified, the base accuracy would be 50% instead of 75%).The pokemon’s speed will decrease by 20 (a Mamoswine with 80 speed would become a zombie Mamoswine with 60 speed). The pokemon also gains the poison type (if it doesn’t already have it), and learns the moves toxic, sludge bomb, and screech. The pokemon gains the ability Poison touch.

· Abominable Snowman: When the gods mix part of this dangerous beast into your pokemon’s configuration, they will grow four feet taller and gain immense strength. They will have a pale blue coloration, and will emit a chilling aura from their body, and the chilly atmosphere will make a hailstorm appear for the whole battle! If the pokemon has no fur they will find themselves coated in a small layer of the wooly substance; If they do then the fur will lengthen until the pokemon looks shaggy. The Pokemon gains the ice type, and learns blizzard, rock climb, and ice fang. The pokemon gains the ability snow warning. The pokemon’s attack becomes rank 4.

· Squonk: a most ugly and depressing creature, when parts of the squonk enter your pokemon, it will turn a most unnerving shade of gray and green, and boils and warts of all sizes will grow on every inch of its body. This drastic change will sadden said pokemon, and make it very conscious about itself. In fact, it will not want to battle at all! Your pokemon will try to avoid all attacks and avoid battling itself (all opponents attacks have a fifty-fifty chance they will hit, and there is a fifty-fifty chance that your pokemon will not use a move when you command it to). Also if your pokemon’s health gets lower than 20 HP, The squonk inside will activate its last form of escape; melting. Before your eyes, your pokemon will melt and form a large puddle on the battle field! It is not gone however, it can still use water moves! The pokemon gains the water type when it becomes part Squonk, and learns the moves surf, muddy water, and aqua ring. The pokemon will gain the ability Storm drain and gain 30 speed.

· Chupacabra: The goat sucker’s viciousness and bizarre appearance has been merged with your pokemon! The partner you own loses all its hair and fur (if it had any), and turned a deep mottled grey, with blood red claws protruding from its hands (if the pokemon has hands). Also spikes jut from the pokemon’s back, the same blood-red color. Finally if the pokemon had fangs they turn the same dreaded color, but if not two large canine teeth burst from the mouth. Primed up and ready for battle, the chupacabra like pokemon can now jump, climb, and move very agilely, with its speed and evasiveness increasing. The pokemon gains the dark type, and learns crunch, leech life, and night slash. The pokemon’s speed will be increased by 25, and gain 15% evasion. The pokemon gains the ability intimidate

· Minotaur: The beast from Crete flows within your pokemon and transforms it into a wild and raging monster! Its head becomes bull-like, spurting horns, growing thick black fur all around the neck and face, and even a ring through the bottom of the nose forms! The pokemon gets the trait of the minotaur most feared; its anger. Fury courses through your Pokemon’s body, strengthening all its attacks. However, the rage makes the minotaurish pokemon only use attacks. The pokemon gains the fight type and learns brick break, head smash, and Head charge. The pokemon’s attack will become rank 5. The pokemon gains the ability sheer force.

· Mongolian Death Worm: The pokemon resembles the most feared in-vertebrate in Asia! Your pokemon will turn bright red, and lose its appendages (and grow slightly chubby). It will also gain amazing stamina! However it will get amazing digging powers, able to tunnel faster than dugtrios and excadrills. The pokemon will gain the type ground and learn the moves dig, gunk shot, and earthquake. Speed increases by 20 underground. The pokemon’s health will become 120. The pokemon gains the ability Arena trap.

· Chimera: An ancient beast from Greek and middle eastern mythology, your pokemon will gain fire breath, and grow a long scorpion tail that can poison your enemies! The pokemon’s face will also grow lionish, and if the pokemon has multi heads they will take the shape of a goat. The pokemon will gain the fire type and learn the moves flamethrower, poison fang, and roar. pokemon gains the ability flame body. The chimera is very skilled at fighting, so the pokemon gets rank 3 attack and rank 4 special attack.

· Gargoyle: Your pokemon will become like the stone beasts of the city that watch the helpless humans down below. The pokemon affected will become stone, literally! And they will not be able to speak or use any moves dealing with sound! Its defenses will increases greatly, but it will move very little whatsoever! The pokemon will gain the type rock and learn the moves rock throw, glare, and rock wrecker. Its defense will become rank 6, and special defense rank 4, but it will gain the ability Truant.

· Wyvern: A medium sized breed of dragon, The blood of the royal heir of dragons will be placed inside your pokemon! It will turn pale blue-green, and grow scales. Wings will spurt from the back, and it will be able to breath out dragon fire, more potent and deadly than regular fire. The pokemon will gain the dragon type and learn the moves dragon breath, dragon claw, and hone claws. The pokemon will also gain the ability cursed body. The pokemon will also be able to fly.

Summary for Mythical/Supernatural beasts:

Pegasus:
able to fly​
flying type​
Whirlwind, wing attack, and aerial ace​
+20 speed​
Serene Grace

Zombie:
Opponent’s accuracy -25%​
-20 Speed​
Poison type​
Toxic, sludge bomb, and screech​
Poison Hand

Abominable Snowman:
Rank 4 attack​
Ice type​
Blizzard, Rock climb, and ice fang​
Snow warning

Squonk:
Opponent’s attacks have a 50/50 chance to hit​
There is a 50/50 chance your pokemon will not attack​
Melts into water when HP is lower than 20​
+30 speed​
Water type​
Surf, Muddy water, and Aqua ring​
Storm drain

Chupacabra:
+25 Speed​
+15% evasion​
Dark type​
Night slash, Crunch, Leech life​
Intimidate

Minotaur:
Can only use attacks​
Rank 5 Attack​
Fight type​
Brick break, Head smash, and head charge​
Sheer force

Mongolian Death Worm:
No appendages​
120 HP​
+20 speed when in the ground​
Ground type​
Dig, gunk shot, and Earthquake​
Arena Trap

Chimera:
Grow a snake for a tail​
Fire type​
Flamethrower, Poison fang, and Roar​
Flame Body​
Rank 3 attack and rank 4 special attack

Gargoyle:
Cannot use moves dealing with sound​
Rock type​
Rock Throw, Glare, Rock Wrecker​
Truant​
Rank 6 defense and rank 4 special defense

Wyvern:
Able to fly​
Dragon type​
Dragon Breath, Dragon Claw, Hone Claws
Cursed body

The Ref will Roll the RNG to decide what mythical creature is mixed with the battling pokemon. Pokemon are morphed as soon as they enter the battlefield and cannot be changed for the rest of the battle, even if they switch out and come back in.


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Installment 3 (finally! :D)


Field Type- Neutral
Complexity- Moderate
Format- Single
Restrictions- water source, no seismic activity, indoor arena, no weather, low light

sidenote:
this and its two counterpart arenas, barrenquil and desoleace, are products of a few dreams i had. yay for unconscious imagination :D

Solrenity: This arena consists of a single platform in an octangonal shaped room. the arena is 80 feet tall and 40 feet wide. the platform is situated around 40 feet above the room's floor. from the floor to the platform is water, and odd pale but bright green luminescent water. the ater stops five inches below the platform. the platform is like a chain link fence, except durable and sturdy. this allows the pokemon to see the water below. dangling form the ceiling are ropes of chain, some so long they almost touch the platform. the lighting is semi dark, and the main source of light the is glowing water below the platform.

Field Type- Neutral
Complexity- moderate
Format- single
Restrictions- No water source, No weather

Desoleace:
the arena is 180 feet wide and long, in the shape of a circle. inside the arena is a smaller circle, 100 feet long and wide, that slopes down at a 60 degree angle. the indent is 9 feet deep, and the bottom 3 feet of the indent is filled with water that is clear but tinged bright red. the ground, earth, and dirt is a deep, dark orange, with small patches of navy blue grass on the higher floor. in the center of the indent, 2 feet thick, is what looks like a metal tree. it is a silvery dark blue, like the grass, and it branches out into hundreds of little branches, the highest ones reaching 25 feet. the sun bakes this area, and no wind blows.

Field Type- Neutral
Complexity- Moderate
Format- single
Restrictions- No seismic activity, no weather, no water source

Barrenquil:
the arena is shaped like a circle, 150 feet wide and long. it is perched high in the sky, though on what or where you cannot tell. beyond the platform is nothing but a pale yellow mist, and if you fall off the platform you fall into nothingness. the sky is coated with clouds, also pale yellow, and they release silver snow, or what seems to be snow. the platform itself is a metallic silver, and near the center, making a 120 feet by 1200 feet circle are 8 jet black talons sprouting from the platform, standing 6 feet tall and curving inward, towards the center.

Field Type- Water/Ghost
Complexity- Simple
Format- All
Restrictions- Water source, no seismic activity, No weather

Spirit Lake:
A solemn ground where you can pay your respects to those who have passed away. and what better way to do that than to battle! The water is an eerie black. the beach is coarse with dark brown sand. covering the large expanse of water are prayer lilies, items left by mourners to light up the dark memorial. they are small candles placed on lily pad, and many coat the dark surface. around the far edges of the arena (1300ft wide and long) dark green spruces decorate, creating a somber but nice scene. the lake is 1000 feet deep with a decline at 60 degrees. the lake is 1000ft wide and long, shaped in a circle. the battle is set at night, so the only light is the faint candles on the lake surface. strangely no matter what hits or goes through the water the surface stays untouched and unmoving. no ripples can be formed on this permanently smooth lake, giving the place a mirror effect.


Field Type- Neutral
Complexity- Moderate
Format- All
Restrictions- No seismic activity, No weather

Plaza of Verona:
After here is like a blast back to the (far) past, for the arena is set back in Shakespearean times! the people speak like they did in shakepeare's plays, and the two clans of his classical tale romeo and juliet, the Montagues and Capulets, are out and ready to fight! the scene is the plaza of the city, which is 800 feet wide and long. int he center is a beautiful and intricate water fountain (20 feet tall, 50 feet wide and long). Now imagine the fountain is in the center of a 300 by 300 foot cobblestone circle. surrounding that circle are stairs that lead up to the rest of the arena, for the fountain and its circle are three feet lower. the whole arena is flat and even, dwarfed by the tall, ancient buildings of old italy. No weather can be induced and no seismic activity can be triggered. (this next part is up to teh ref) If the players join in with the theme and post commands like he or she is in romeo and Juliet times their Pokemon will get bonuses. (e.g Thoust raticate! thy fury pour down bladed fang with agile wit! Hyper be so for devilish fiend to vanquish!)

Field Type: Bug
Complexity: Intense
Format: Singles
Restriction: No water source, No seismic activity, Artificial arena

Vespiqueen Throne Room:
The central hive of the combee race is massive, nearly half a mile long and wide, and stretching up to the height of a 30 story building. Deep within lies the supreme Vespiqueen/s Throne room, where she waits for entertainment, which you much provide! how? battling of course! (duh this is asb) Her room is 400 feet long and 200 feet wide, with a height of 800 feet. the walls for the first hundred feet are honeycombs, filled with hard centers. as the walls rise however the combs are empty, allowing combee from different parts of the hive to enter the arena and buzz freely above. the entrance to the throne room opens into a rectangular platform made of hardened honey, 25 feet long and 55 feet wide. on the opposite side of the room lies the throne and a larger area to battle, but the two areas are separated by a large pool of honey, which makes up almost the whole front of the throne room. the pool bottom is tiled like honey combs. what connects the two area is a thin platform of hardened honey that is 175 feet long and 5 feet wide. after entering and crossing the honey pools, there lies the largest platform in the back, 200 feet wide and long. there are a series of steps that lead to the throne, where the supreme vespiqueen sits. she will watch your battle! if the battle is not satisfactory, or is boring, she will activate a special surprise! with a cry of command the platform of stairs her throne sits on will rise, but thats not the surprise. the lady Vespiqueen doesnt want to get sticky! remember the walls of honeycombs with hard centers? well actually they are plugged, well, were plugged! when the queen gives the call they will burst out, flooding the whole arena in the sweet sticky honey! be careful! its super sticky, and it will mess with your speed, agility, and such! (Ref gets to choose when or if this is used, and how the honey affects the pokemon)


Field Type- Neutral/Fire
Complexity- Moderate
Format- All
Restrictions- No water source, No weather

The Black Sands:
Who would want to battle here? a most horrid of places, it is devoid of anything living. the sun creates a 140 degree Fahrenheit wasteland, and the ground is hotter, due to the sand being black, which in turn absorbs heat easily. unless you have heat resistance or are fire typed, you'll be burned just by standing in the arena! the sand forms dunes over the arena, some reaching 20 feet and others making 20 foot declines. Also pokemon will become dehydrated as the battle prolonges if they are not fire type. dehydrated pokemon will get a -1 attack stat and -15 speed every two rounds. Non-fire types will receive second degree burns if they make contact with the ground. the weather here cannot be changed, not even sandstorms can be triggered.

Field Type- Varies
Complexity- Simple-Super Intense
Format- Varies
Restrictions- Varies

The Ref's Mind:
The mind is a powerful thing, so its time we used it to maximize the opportunity to have interesting battles! The battlers have somehow found themselves inside the creativity center of the referee, and they are at his mercy! the ref can make anything happen, and controls all aspects! from the arena setting to the accuracy of moves to the color of the pokemon! for example, the first round might be in an volcano, and if a player uses a bug type move twice his opponent will lose 10 energy! the match can be as simple or as intense as the ref wishes. Battlers have fun coping and adapting to what the refs throw at you!

Field Type- Neutral
Complexity- Moderate
Format- Single/Double
Restrictions- Low ceiling, artificial arena, no seismic activity, no water source, No weather

The Hall of the Mountain King:
The Mountain King is filthy rich. How so? he invested in stocks. duh. The battle takes place in his fabulous mansion, which is built in, can you guess, a mountain. The area that you battle in is in one of the halls. more duh. The hall is 300 feet long, and 10 feet wide. the ceiling is 20 feet up, and the hall is rectangular. the east side of the hall is all glass, for its basically one giant window. it shows all of the land surrounding the Mountain King's beautiful mountain, and the splendor. The West side of the hall is decorated with fancy side tables, vases, pictures, and other fancy things you would expect in a fancy mansion. The feel of the hall is 17th century british, so think that era of fancy. And finally the most intersting aspect of the battle is that the hall is rigged to play this song non stop (The mountain King loves techno)


Field Type- Ice
Complexity- Intense
Format- All


Restrictions and important notes:
Algorstorms can be generated by using hail
Algorstorms last three rounds
A-storms deal 4HP to all non ice types, give 30% freeze chance to ice attacks with freeze chance and 10% freeze chance to ice types originally without a freeze chance, and can the attack sheer cold
in an a-storm sheer cold becomes a 15BP ice move with 60 accuracy and a 75% chance to freeze foe completely
at the end of round one all non ice pokemon contract weak hypothermia
at the end of round three all non ice pokemon, non fire pokemon, and pokemon without thick fat contract moderate Hypothermia
at the end of round five all non ice/fire/thick fat pokemon contract extreme hypothermia
non ice pokemon use three more energy to dig
if non ice/fire/thick fat pokemon touch the water or make contact with the water, they go up one grade of hypothermia and ice attacks gain 5% more freeze chance when directed towards them

Algorstorm: A harsh and extreme enviroment, Algorstorm is a chilly paradise to ice types and a frozen hell for others. This arena resembles the taiga of Siberian Russia, and the area available to battle on is 1500 feet wide and long, circular shaped. for a description of the terrain, imagine the arena is a bullseye. the white outer ring consists of mountains, all snowy and treacherous (ring is 200 feet thick). the white and blue rings are merged together and form a large forest (300 feet thick). the forest's trees are tall and skinny, due to the massive snow storms packing the needles together. the forest is a large clump of frozen life. The red ring of the bullseye is plains, thick with snow (400 feet thick). in the center of the arena area lies a huge frozen lake (400 feet long and 200 feet wide). the water is 30 degrees, but surprisingly it isnt all ice. you dont want to touch the water though, unless you're part ice or have some thick fat. The area's temperature never reaches above -20 degrees fahrenheit, and it is always either snowing, hailing, blizzarding, or even worse, Algorstorming. named after the area in which it resides, Algorstorms are blizzards bigger and meaner old brothers. if one whips up, beware! it will release destructive hail, worse than regular, so non ice types will lose 4HP per action. The sub zero power of the storm, as well as the arena, boosts ice moves, so their ability to freeze is increased! (ice moves that give a chance to freeze now have a 30% freeze chance. ice moves that do not give a chance to freeze now have a 10% freeze chance. also ice move combonations have a 100% chance to freeze target.) and if that weren't enough, the trump move of all ice types changes drastically! Sheer cold gets more accuracy and will almost surely freeze you! (though it powers down oddly enough).

so, think you can handle algorstorms? sadly, the area does not produce these wonders naturally anymore. you'll have to trigger one yourself! if a pokemon uses the move hail, their icy powers to react with the already stormy ice weather can create, can you guess, an algorstorm! algorstorms last 3 round.

as if the storms weren't enough, another factor plays into this arena drastically. Due to the hellish climate of the area (remember, -20 fahrenheit!), your pokemon may succumb to Hypothermia. now, ice pokemon will never be affected by hypothermia, and fire types (and pokemon with the ability thick fat in play) can only contract weak hypothermia. but everyone else, beware! there are three stages of Hypothermia:

Weak Hypothermia: The battler loses 10 base speed (e.g a pokemon with originally 80 speed gets weak hypothermia and now has 70 speed)

Moderate Hypothermia: battler loses 20 base speed (e.g pokemon with 80 now has 60 base) and loses 1BP to all non ice attacks

Extreme Hypothermia: Battler loses 30 base speed (e.g pokemon with 80 speed now has 50 base speed), loses 2BP to all non ice attacks, and loses 2HP per action

Ways you contract Hypothermia:

1) battling in the Algorstorm arena: the climate and weather is too harsh! Hypothermia is always prone here! At the end of round one all non ice pokemon get weak hypothermia. after round three it goes up to moderate hypothermia (fire types and thick fat users do not get moderate or extreme). at the end of round five a pokemon with moderate hypothermia now has extreme hypothermia.

2) getting hit by ice moves: if a pokemon has weak hypothermia and loses 25 or more HP from ice attacks, they will get Moderate Hypothermia. if a pokemon has Moderate hypothermia and loses 45 or more HP form ice attacks, they will get extreme Hypothermia.

Other things to be wary of:

Due to the frozen ground, only ice types can use dig with ease. dig used by non ice types cost 3 more ener.

If a pokemon comes in contact with the water in the center of the arena and is not ice type or have thick fat, they get weak hypothermia (or hypothermia boosts up a grade if already present), and ice attacks against them will have a 5% more chance of freezing.

The weather cannot be changed, unless to induce a algorstorm. at the beginning of the match there is a 30% for snow, 30% for hail, 40% chance for blizzarding.


Field Type- Bug/water
Complexity- Moderate
Format- All
Restrictions- No earthquakes, No weather

Jamestown, 1607:
The first permanent English settlement in america, and whose colonization eventually led to the birth of america, you will be fighting back when the fort was still young, in 1607! You will be fighting out side the great fort, which at the time stood 18 feet all around. the southern wall that bordered the river was 420 feet long, while the other two sides were 300 feet long. surrounding the fort for about 20 feet all around there is tall, wild grass (no lawnmowers in the 17th century). the southern area of the arena is beach, with fine sand and the shoreline coated in cattails and other plants. the water is very warm, and brackish, so its not super fresh. to the north, east, and west of the fort lies the dense woods of virginia, which are inhabited with Powhatan Indians and other dangers. the forest is very thick due to no tampering with the vegetation (yay for no pollution and negative human interaction!), and the grass is still thick. the setting is in the beginning of fall, but it was still very hot, and if you dont know anything about virginia weather, its that if you are near water and its hot, it will be very very humid. the humidity leaves the air everywhere thick and steamy, which makes battling very uncomfortable. however bug pokemon will have no problem with this. the conditions that jamestown provide are perfect for them to thrive and battle, as the settlers experience that all too well (k.o by malaria!). Bug pokemon gain 30 base speed (e.g bug mon with 70 base speed now has 100) and 2BP to bug moves. ice pokemon will abhor the climate here, so their speed loses a flat 20 and their ice attacks lose 2BP. the weather cannot be changed, for that would surely affect the settlers (which in turn would cause an alternate dimension, yadda yadda yadda), and earthquakes cannot be generated. Also during every even round indians will dart of the woods and try to attack jamestown, but the settlers are prepared! at the points of the triangular fort lie a single but powerful cannon, that will blast the pesky native americans! sadly the settlers arent bright, so they might hit your pokemon! watch out! if your pokemon gets hit they lose 20 damage. (rng for getting hit by cannon is 20% out of 100%)

Field Type- Rock/Ground
Complexity- Moderate
Format- Single/Double
Restrictions- No water source

Stony Pass:
A simple yet strategic arena found in a area of many canyons and rocky structures. imagine two 100 feet long and wide arenas, circular shaped and steep cliffs raising 80 feet above the ground all around them. that is where the battlers begin! to get to each other is a simple task; just walk through the narrow chasm crevice that connects the two! it is 100 feet long , but only 4 feet wide! once inside, it seems as if you are trapped, but just keep going! and watch out if you opponent gets above you!

Field Type- Ice/Grass/Water
Complexity- Simple
Format- All
Restrictions- No sandstorm

Cascadia: Glacier discovered this beautiful north-western paradise while on one of his many expeditions to locate new areas for asbers to battle. the area is huge, encompassing a 2000ft by 2000ft area. the seeker of the battle will be positioned in the north, while the acceptor will start in the south. to the west is a sharp incline, where a combination of a glacier and cliffside reside. the glacier sits in an indent near the center of the cliffside and due to slight melting pure water cascades down gracefully below, creating a chilly but serene lake. the waterfall is quite high, about 250 feet, so the water flies down in such a way the surrounding area is heavily but majestically misted. the mountain/glacier is climbable, and the top is surprisingly flat, with a few peaks. if battling up on the glacier be careful; it is fragile and might break, sending you down the waterfall! to the east lies an equally massive coniferous forest. pinetrees are the main composition, and though very big (40 feet to 70 feet tall), their width is small so climbing is only for the most nimble and agile pokemon. the forest is pretty dense, with a few spaces big enough for sparring. from the lake to the forest is about 200 feet. between the two arenas and every other open area is composed of short but thick canadian grass, rich with the glacier water minerals. also there are patches of dirt scattered here and there. there is a 15 mph wind blowing south, and it is very cool wind. the temperature here is a nice 55 degrees fahrenheit, and the wind chill makes it feel colder. the sun is in the middle of the sky, and the sky is clear besides for a few small clouds.


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Installment #4!

Field Type- Ice
Complexity- Moderate
Format- Singles/Doubles
Restrictions- No Water, only snowy weather

A frosty location situated on the outskirts of the frozen wastelands. The Glacial Heights arena is 500ftx500ft, and the southern half is flat, covered by snow and ice. the northern half is the Glacial Heights. 400 feet in height and with an unclimbable slope of 75 degrees, Glacial Heights has a small top that is flat and 50ft by 75ft wide. the location of the battling pokemon is decided upon the trainer's battling party. whoever has the most ice types on their team start on top of the Glacial heights, and the opponent with the least ice types start at the bottom. if both teams have equal number of ice types, then the ref RNGs.

Field Type- Dark/Ice
Complexity- Intense
Format- Singles/Doubles
Restrictions- No Light, No weather, No seismic activity, Low ceiling

Palace of the Weavile King:
You have been summoned deep within Weavile Country, trekked through dense woods and blizzards galore, all to find your way to Weavile Palace. The entrance makes it look like just another cave, but inside lies a dizzying labyrinth, carved by the Weavile's slave labor. After navigating through the tunnels you enter a large chamber, a throne room of some sorts. But the Weavile do royalty a little differently. The king's prized room is a private arena, and you have been summoned to entertain him!

The battling area is squareish, 200 feet by 200 feet, with a 100 foot by 100 foot circle in the center. The whole area is pitch black, so beware! around the circle is a ten foot long pit all around, 30 feet deep. the circle is about 4 feet higher than the rest of the arena. Whats so special about the circle platform in the center? its ice! Pure ice, carved by the most elite sneasal. Before every battle, using primitive but effective technology, the weavile clean this ice, making sure it is always very slick. the rest of the arena is stone and rock, though some parts are covered in thick ice.

The weavile king sits on the most intricate and mysterious "throne" the world has ever seen. Basically it is a large cave formation, borne eons ago and grown to epic proportions. it is located in the center of the northern most point of the arena, 60 feet tall. about 100 feet long, it stretches across the whole northern center border of the arena. It has twists, spears, pillars, and more, creating a dazzling display of rock. What makes it unique is that there are two large 20 by 20 feet holes that open near the base of the cave formation. Carved by a gripping wind, they spew frosty gales that hit the whole arena, affecting battlers. Ice pokemon are not hurt at all, but everyone else can and will be damaged!

And if that weren't enough, you must be warned. Do not anger the Weavile King! How do you do that? Send a fighting pokemon to battle! That is an insult to all weavile/sneasal kind; the king will think you are attempting assasination! He will roar in a mighty blaze, and will summon his minions to attack all battlers on the field!

about this arena (important stuff if you were too lazy to read the description)

1. The center of the arena is made of ice, and is very slick. Ice pokemon can navigate on it easily and gain 20 speed. Other pokemon must be careful, becuase they could slip and miss there attack! (All non ice pokemon attacking on the ice lose 20% accuracy). Also levitating/flying pokemon are not affected by the ice

2. The ice in the center of the arena cannot be melted or dug into

3. the cave formation throne will release chilling winds and frost. Every action there is a 40% chance that winds will be emitted from the holes, and release either an icy wind (60%), powder snow (30%) or blizzard (10%). refs will calc the attack without stab, and rank 3 special attack

4. If a fighting type pokemon is in battle, there is a 30% chance at the end of each round the Weavile King will summon sneasals to attack all battlers. the sneasals can do the following attacks (ref rng to see which battler gets hit with which move): Screech (40%), Ice Punch (20%), Ice Shard (20%), or Faint attack (20%). when refs calc, the sneasals have rank 4 attack and stab on ice punch, ice shard, and faint attack.

5. The Palace room is pitch black, due to the Weavile King's preference (he can see just fine). All non dark pokemon or pokemon without night vision (or even nocturnal pokemon) lose 30% flat accuracy.

6. weather cannot be induced here. not even hail. the stone and rock cannot be dug in either, unless the pokemon is pure ground.

Field Type- Neutral
Complexity- Moderate
Format- Singles/Doubles/Triples
Restrictions- Artificial arena, low ceiling, no seismic acitivity, always all abilities

Library of Abilites:
Somewhere deep in the empirical city (no not the famous one, the lesser known empirical city), lies a forgotten place of magical literature, The Etheral Libraries. This majestic palace of a place is getting older due to no one taking care of it, but it still holds a pwerful secret; The books! they hold descriptive passages of every known ability of man and pokemon. and since this place is magic, when you battle here the books come alive! they miss being used (refer to the kitchen ware fom beauty and the beast), and they will willignly let you use their power! As you send a pokemon in, two random books will soar straight into your pokemon, and with a flash of power, they will be incapable of using their original abilites! but fret not, they will have two new abilites! weather its for good or worse, we know not, but it sure does make for an intersting battle!

Ref RNGs two abilites for each pokemon. If a pokemon is FE then they get 3 RNG'd abilities.

The arena is 200 feet by 200 feet, square shaped. the walls of this arena are tall and dusty book shelves, and the floor is covered in a deep pruple and gold carpet, giving the place an old but magical feel. there are some lights, not too much though. every pokemon can see just fine though

Field Type- Neutral
Complexity- Simple
Format- Singles
Restrictions- No water source

Leroy's TM shop:
Ever since he was a little kid, Leroy has been amazed by the moves of pokemon. From the dazzling Flamethrowers to even the simplest Tackle, Leroy was quite fond of their displays of talent. As he grew older he started to collect moves, in the form of TMs, hoarding hundreds of TMs and HMs, keeping them secure for a special occasion. When his Father died and left him a large sum of money, he was distraught. Leroy spent most of the inheritance on more TM's drowning his sorry in possessions. After wallowing in greif several months later, Leroy finally recovered, and realized his true potential! He had all these dazzling moves, why not give all the greatest trainers acess to them? Spending the remainig inheritence on an old pokemart, Leroy renovated the store and created the one and only Move Emporium!

Leroy's collection of TMs and HMs has reached over 2,000, and he is proud to day that he has collected every single TM and Hm known to man kind! and it gets even better hwn you learn the price of his wares are FREE! But theres more to it. Leroy loves seeing moves in action, so he allows you to grab some TMs and them first hand! He has a small arena behind his shop, and you and a buddy will duke it out! of course only the winner gets to keep the TM moves. Leroy is also a certified move deleter, and will take the wonderful moves away from the user.

The arena is 100 feet by 100 feet, square shaped. the ground is soft grass, and small rocks. There are a few trees, and the weather is cloudy but sunny. No water!

Each person sends the ref 4 TM/HMs or any generation with their battling pokemon (be sure to highlight them or add them seperatly). in the battle all pokemon can use the moves their trainer has selected. The winning team gets to keep their TM/HM moves, but they do not get the 2MC from a regular battle. The loser does not get to keep the 4 TM/HM per pokemon, but still gets the 2MC per pokemon.

Field Type- Nuetral
Complexity- Intense
Format- Singles
Restrictions- No Water source

Summoning Grounds:
In this strategic arena, you have the opportunity to turn the tides and strengthen your side with more numbers! The Battle always starts one vs one, but it can easily turn into 2vs1, then 2vs2, and even 3vs3! if you're lucky you could go 3vs1, and if you are not you might experience a dreadful 1vs3. Anything is possible in this voodoo/tiki themed arena!

The grass is short, spiky and yellow due to little rain. The sun is setting so the sky is a dazzling spectrum of pink, yellow, orange, and purple. Even though night is approaching the climate here is hot, and the temperature during the battle is a blistering 88 degrees Fahrenheit. The area is shaped like a star of david (300 feet by 300 feet), with african decoartions such as tiki torches, tribal masks, and skeletons on the borders.

Scattered around the field lie several "prizes"; and Absol Pelt, Seviper Fang, Lopunny Foot, Snover Bark, and more! Parts of pokemon captured and used by the tribes in the area! The tribe where you battle hunted these pokemon decades ago, and now only certain peices of them remain. in the center of the arena is where the maic happens, literally!

There lies the Cauldron of Animilistic Revival (or C.A.R, though it isnt related). Made of tempered steel, the thing is massive for a cauldron, 10 feet wide and long, 7 feet tall, and an opening of four feet wide/long. A larfe fire burns underneath, cooking a mysterious potion that makes the C.A.R billow out green, purple, and orange smoke. With this couldron you can conquer!

The concept is simple; Find a trophy part of a deceased pokemon (e.g absol pelt), toss it into the C.A.R, and viola! With the eerie powers of the tribal magic that pokemon will be revived and will fight for you during the match!

Notes/Rules
1. It takes one action to pick up a Trophy Item, and it takes another action to Throw it into the Cauldron

2.You can use a move or pokemon to block the opponent from getting a trophy item into the Cauldron (e.g rattata used quick attack to catch the Tangrowth vine that was about to be put into the C.A.R)

3.If a trophy pokemon faints, the battle continues. If you take down a Trophy pokemon then your pokemon that made it faint gains 1KOC (e.g if you team takes down the enemy's pokemon and 2 trophy pokemon, the pokemon that killed them gains 1KOC from the original, and 2KOC from the trophy mons)

4.The battle ends when one of the Players has no usable pokemon left, whether it be original or trophy.

5. Trophy Pokemon Know all level up moves and egg moves

6. The ref decides what trophy pokemon peices are available. There can be any # of trophy pieces, but players can only have 2 Trophy pokemon on their team at a time.

i have made a list of possible trophy pieces, and refs can use any form here. however, you can make your own as you see fir (e.g Bellossom skirt, Slowpoke tail)

List of possible Trophy Pieces
Mamoswine Tusk
Forretress Husk
Absol Pelt
Spiritomb Keystone
Skarmory Feather
Braviary Talon
Shiftry Leaf
Sharpedo Fin
Lopunny Foot
Escavalier Helmet
Torkoal Shell
Marowak Club
Magneton Magnet
Machoke Belt
Onix Piece
Tangrowth Vine
Skunktank Pelt
Snover Bark
Druddigon Scale
Shedinja Carapace
Farfetch'd Leek
Golduck Beak
Alakazam Tuning Spoon
Lanturn Antenne
Seviper Fang
Ludicolo Sombrero
Flaffy Wool
Cloyster Shell
Sandslash Claw
Arcanine Pelt


Field Type- Neutral
Complexity- Moderate
Format- All
Restrictions- No Weather

Isle Of Toast:
Somewhere deep in the watery concious of some fat kid's hungry mind lies a bizarre yet tasty battle location! Welcome to ToastTyrant's domain, the Islse of Toast! The island is 1000 feet by 1000 feet wide and long, in the shape of a delicious breakfast goody (toast). in center lies a large volcano (200 feet by 200 feet) that constantly oozes hot butter yellow lava! Dont be be fooled by its savory aroma and look, it is still lava!

The rest of the island is coated in brown palm trees (no green leaves here!) and gritty brown sand that smells of burnt, you guessed it, toast. Also, if you battle here with a pokemon sprited by toasttyrant, that pokemon gains either +1 rank in attack and special attack, or +1 rank in defense and special defense (This is RNG'd). Also all fighting pokemon gain 25 speed, due to Toast's love of the type.

If ToastTyrant is battling here, then the Volcano Explodes with happiness! Butter lava goes everywhere, and you gotta be careful! Also if toast is battling here his Fighting pokemon gain the ability Iron Fist.

Field Type- Neutral/Fire
Complexity- Intense
Format- All
Restrictions- None

Flaming Strike Zone:
Welcome to Brandon's personal training grounds! Using a small percentage of his large wealth, Brandon was able to transform a seemingly normal 300 foot by 300 foot square field into a puzzling and peculiar arena. In each corner of the Field is a 20x20 foot machine standing ten feet tall. they all buzz and whir mechanically. These machines have roots that tap into and underground lava pit, and collect molten magma!

Then on command, the magma turns into lava as it is spouted all over the feild, causing pokemon to act accordingly! Each round 2 machines spurt out enough lava to cover a 40X40 foot block (either NW, NE, SW, or SE machine).

In addition, the machines are programmed to shout, "Strike Zone Activated!" randomly during the round. if you attack during strike zone, then your attack does not use up any energy! However, if you attack and the machines did not commence strike zone, the attack costs double the original energy! (Players give the ref their commands, then once the ref has all commands he rngs each action whether strike zone is activated or not)

If Flamestrike battles here, the Machines respond to their master! Before each round Flamestrike can either activate or Deactivate the machines, either letting them continue their task or shutting them down completely! If the machines are deactivated, then there is no strike zone (attacks will cost reg. energy), and lava will not be spewed. Also, pokemon that have the word "strike" in their nick name gain 3 BAP to non STAB attacks.

Remember, if a non-fire pokemon makes contact with the lava (or they dont have thick fat), they receive a third-degree burn!

Field Type- Dark
Complexity- Intense
Format- All
Restrictions- Dim Lighting, No Weather

Lair of the Troll King:
Beware the Troll King! He is quite intimidating, and his cave arena will have you frustrated! First off, when you enter you might not think it to be a bad place to fight. Just a simple 250 feet by 250 feet circular cavern, with bumpy walls and random cave formations. Also, since this is a cave, there isnt much light, and Non-Dark/Non-Nocturnal/Non-Night vision pokemon lose a flat 30% accuracy in their moves.

Now, this all seems ok, but there are some twists! For one, the Troll King is always watching......always. you cannot see him, but his aura affects your pokemon! All non-attacking moves are easier to use, and their energy cost is lowered! all Non-damaging/attacking moves cost 4 energy. Also, they are 100% accurate, even if the pokemon isnt dark typed or nocturnal.

Also, the Troll King loves trickery and shenanigans. If you don't use a non-attacking/non-damaging move, at the end of the round the Troll King will attack with rage! (Rank 5 attack STAB Sucker Punch or Rank 5 Sp. attack STAB Dark Pulse).

Now, if Lou is battling here, the secret is revealed! He is the Troll King! If his opponent doesn't use a non-attacking/non-damaging move, then Lou will summon his minions to attack! (Rank 3 Attack STAB Faint Attack). Also, if Lou's pokemon use a non-attacking/non-damaging move, there is a 30% chance it will have +2 priority! Gotta be that Trolling aura.

Field Type- Water
Complexity- Intense
Format- singles/doubles
Restrictions- Only Rain Weather, No Electric Pokemon or moves

Athenoworld! Lapras Splash Zone:
Welcome to Athenoworld! The most extraordinary water park/ Pokemon Reserve in all of ASB! The founder, Athenodoros, spent all his effort and money into creating a fantastic haven for water pokemon. Now it is open for public!

By Far the most popular area is the Lapras Splash Zone, for not only can you see dazzling stunts and tricks, but also Battles take place here!Thousands will watch in the stands as you battle on this watery turf!

The battle zone is shaped like a baseball field, with the long curved side 700 feet long (the crowd and bleachers are also positioned here), and the 2 other sides 600 feet long. The tank is a flat 60 feet deep, and the contents are made to be similar to a lapras's living grounds. The water resembles the warm south ocean, with coral and little subtropical fish coating the bottom and sides of the tank. Also exotic pokemon found in the same area as Lapras dwell here as well. The water is a bright light crystal blue, magnifying all the underwater colors.

The arena also consists of two oval shaped islands, both 50 feet long and 25 feet wide. they are situated randomly in the splash zone. The islands have soft white sand and scattered palm trees.

When you battle here, you have access to any of the south sea' pokemon, and they will join you in the battle!

(ref rng's which pokemon each trainer gets. they only get one. RNG 1-100)
Lapras: 100-96
Clampearl: 65-95
Corsola: 44-64
Mantine: 30-43
Staryu: 20-29
Wailmer: 11-19
Gorebyss: 1-10

The pokemon you get knows all level up, egg, and tutor moves. They get a serious nature (no stat change)

Also, no electric pokemon or electric type moves can be used, for this will damage the water pokemon's natural habitat. they are protected for a reason! If Rain dance is used, then instead of regular rain the weather becomes a "Tropical Storm". Winds whip furiously, and rain is massive! water types gain +2BAP on moves due to the torrent, and fire types lose -2BAP on moves due to being drenched. Rain dishes and Dry Skins healing ability is doubled due to extreme deluge. Also Hurricane becomes 100% accurate.

If athenodoros battles here, the pokemon hail him! He is the master of the ocean and creator of this paradise! Since he has such a close bond with water pokemon, instead of getting a random one to help him with the match, he can pick!. Also the rarer pokemon aren't afraid of athenodoros, so they come out and atheno can pick them!

Atheno's choices:
Lapras
Gorebyss
Huntail
Clampearl
Mantine
Corsola
Staryu
Starmie
Wailmer
Wailord
Tentacruel
Seaking

These pokemon also get all their level up, egg, and tutor moves
They get a serious nature (no stat change)


Field Type- Water/Ice
Complexity- Intense
Format- All
Restrictions- Hypothermia is contraactable, No seismic activity, No sandstorm or bright sun

Arctic Waters:
The season? Winter. The Location? Middle of the ocean near the North Pole. The ocean is in the middle of a wonderful process; Freezing over. Ice is appearing everywhere, and forming into large plates. The arena is very simple itself. a huge body of water decorated with ice floes of varying sizes (2000 feet by 2000 feet arena). The Catch? Hypothermia! The area is so cold you pokemon could catch Hypothermia.

Weak Hypothermia: The battler loses 10 base speed (e.g a pokemon with originally 80 speed gets weak hypothermia and now has 70 speed)

Moderate Hypothermia: battler loses 20 base speed (e.g pokemon with 80 now has 60 base) and loses 1BP to all non ice attacks, and loses 2HP per action

Extreme Hypothermia: Battler loses 30 base speed (e.g pokemon with 80 speed now has 50 base speed), loses 2BP to all non ice attacks, and loses 4HP per action

Ways you contract Hypothermia:

1) touching the water/getting hit by water moves: The temperature of the water is 33 degrees! Humans would die in this water, but luckily pokemon are sturdier. if you make contact with the water here, such as fall in or get hit with the water, your pokemon's hypothermia stage will go up one!

2) getting hit by ice moves: if a pokemon has weak hypothermia and loses 20 or more HP from ice attacks during a round, they will get Moderate Hypothermia. if a pokemon has Moderate hypothermia and loses 35 or more HP from ice attacks during a round, they will get extreme Hypothermia.


Hypothermia can only go up a stage once per round, it can go up a stage during any action of the round.


Pokemon that are ice type or part ice cannot contract hypothermia. Pokemon with thick fat are also unaffected by Hypothermia.

Fire pokemon can only get hypothermia from water moves or making contact with the water. They cannot contract or go up a stage in Hypothermia by being hit with ice moves.

Also in the arena no sandstorms or sunny days can be generated. the sky is a gloomy dark gray and can spew only hail and rain.


________________________________________

Fifth Installment, i have decided, will be in another post. check page 2. this post is so big, it takes forever to load and edit D:




 
Field Type: Steel, would also be good for Rock/Ground
Complexity: Moderate
Format: All
Restrictions: Always Sandstorm unless a weather move is used, but other weather only lasts 3 rounds; Digging is difficult for not particularly strong Pokemon or non-Ground Pokemon; no water source

It is a field that is about 300 feet (or something like 100 meters for people from various parts of the world) by about 200 feet. The floor is aluminum (aluminum is soft for a metal, so some Pokemon can dig: very strong Pokemon or ground-types, otherwise digging will cost extra energy; Earthquake and other seismic activity may take place). There is a bit of a magnetic push from the floor, providing a Magnet Rise effect for any Steel or Electric type Pokemon. All Steel-type moves inflict 1 extra damage (after types factor in), and cost 1 less energy. Steel-type Pokemon have enhanced senses here, and the dodge command has an extra 10 flat percent chance to make the attack miss. Since it is a gym, it is indoors; however, a Sandstorm is being simulated. However, other weather will be simulated when a Pokemon uses the appropriate weather move (if a Pokemon uses Sunny Day, intense sunlight is simulated). These weather effects only last three rounds though, and when that weather wears off, Sandstorm goes back into effect.


Field Type: Electric/Rock
Complexity: Simple/Moderate
Restrictions: Water source far below (costing extra energy to use), seismic activity will cause crystals to drop, electric and rock moves get +2 BAP, no weather.

This is a colosseum from Pokemon Battle Revolution. It is an underground cave with crystals glowing with electricity (or at least that is how I perceive it). There is a nicely painted arena-rectangle for battling, but that certainly doesn't define any boundaries. This cave is just charged with electricity and full of rock. All electric or rock moves get +3 to their base attack power. There is no water supply except for down below, so it takes extra energy (3 energy) to summon it up for moves like Surf. If any seismic activity should take place, all Pokemon are hit will crystals (a 4 BAP physical electric attack with 3 Attack). Since it is an underground cave, no weather can reach the arena. It should make for interesting battles - it could potentially even be a gym if someone wanted to use it for that!


Field Type: Fire
Complexity: Moderate
Restrictions: No water source, water moves have -3 BAP, fire moves get +3 BAP, no hail or rain, seismic activity results in lava flooding the field, Eruption mega-boosted, Digging is an idiotic thing to do.

Sorry for the small picture, it was all I could find. Anyway, the Magma Colosseum is an arena bulit in the middle of a volcano, floating on lava. It has a nice arena painted on it. Due to the extreme heat, all water moves are less powerful (three less base attack power), and fire moves are much more powerful (three more base attack power). If any Pokemon summons an Eruption, it will hit all Pokemon except the user with 20 base attack power, no matter the user's health. No precipitation (hail or rain) can reach the arena, but they can block out the sunny weather if there is any. If there is any seismic activity, it will cause surrounding lava to splash onto Pokemon. This lava will hit all Pokemon on the field as a special attack with 4 base attack power and 3 special attack, and will leave all Pokemon (except fire-types) with a third degree burn. If a Pokemon tries to Dig, they will experience the same lava-attack for each action the Pokemon is underground. This is seriously a very good arena for a Fire gym!


Field Type: Dragon/Psychic
Complexity: Moderate
Restrictions: Psychic and Dragon moves get +2 BAP, all legendaries and pseudo-legendaries get +1 to their SpA and Atk, no Digging.

This colosseum is the real deal. If you have reached this point, you know you're good. You can even feel the legend in the air. This arena is a dome with stars projected on it to make it look like a night sky. There is a circular arena designed in the titanium in the floor. This arena is too intense for any Pokemon that can still evolve. Any weather the Pokemon try to make will be simulated through certain resources to not be unfair to Pokemon with certain strategies. For the same reason, a pool of water is next to the arena and will be refilled instantly after water is taken from it. Seismic activity is allowed, but the crowd has heavily padded seats in case an Earthquake takes place. The one thing not allowed is digging, because the floor is solid titanium. All pseudo-legendaries and real legendaries get one extra rank added to their Attack and Special Attack stats (this is not a "boost" like Work Up, but like actually increasing their stats). Psychic and Dragon type moves get two added to their base attack power because of the legend in the air.

List of pseudo-legendaries and legendaries that get a boost (PM/VM me if this list should be changed at all)[Pokemon currently available in ASB bolded]: Articuno, Moltres, Zapdos, Dragonite, Mewtwo, Raikou, Entei, Suicune, Tyranitar, Lugia, Ho-oh, Celebi, Salamence, Metagross, Regirock, Regice, Registeel, Latias, Latios, Kyogre, Groudon, Rayquaza, Jirachi, Deoxys, Garchomp, Uxie, Mesprit, Azelf, Dialga, Palkia, Heatran, Regigigas, Giratina (both forms), Cresselia, Phione, Manaphy, Darkrai, Shaymin (both forms), Arceus (all forms), Victini, Hydreigon, Cobalion, Terrakion, Virizion, Tornadus, Thundurus, Reshiram, Zekrom, Landorus, Kyurem, Keldeo, Meloetta (both forms), Genesect


Field Type: Neutral
Complexity: Simple
Restrictions: Only fully unevolved Pokemon and no single-stage Pokemon, no leaving the 30 feet diameter circle

This arena is a public park. A circular arena (about 30 feet in diameter) is painted on the field, with some bushes over to the side, and a fountain. The main theme to this place is that only Pokemon that are fully unevolved are allowed (no single-stages), as this is the place where Little battles and the Little Cup take place. The fountain surprisingly is enough of a water source for all attacks involving water to be used. The ground is nice and fresh and can be dug through. All of the structures in the park were built to withstand earthquakes, so seismic activity may occur. The park rules state that no battles may go beyond the 30 feet wide circular arena. After all, this is a public park, for everyone who wishes to enjoy its beauty. We're lucky enough that we are allowed to cause earthquakes.


Field Type: Water
Complexity: Moderate
Restrictions: Team Battles only, no digging

This arena is specifically made for a "Team Battle". Here is an example of a Team Battle for a 3v3 Singles: each trainer brings 4 Pokemon. Once they see each other's teams, they PM the ref the order they want their Pokemon to battle. Then, a series of 1v1's take place, Trainer 1's first Pokemon against Trainer 2's first Pokemon, etc. Best out of 3 is the victor (if there is an even amount of battles, like an 8v8 Doubles, the winning Pokemon from each match will be fully healed and the trainers will reorder their Pokemon via PMing the ref). For the actual arena, it is on the side of a mountain on an island. There is a platform built with an arena painted on the stone floor. There is a waterfall flowing down the mountain and into the arena. There are stone pillars just outside of a moat created by the water coming in. Otherwise, the only specific restriction is that there is no digging, because it is a stone floor. There is enough water for continuous use, any weather can take place, the whole structure can endure seismic activity. Enjoy Team Battling!


Field Type:
Complexity:
Restrictions:

Flavah


Field Type:
Complexity:
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Flavah


Field Type: Neutral
Complexity: Moderate
Restrictions: No digging, no water source, no seismic activity.

This arena is meant for (but not exclusively used for) Fortune Battles. These battles are not about who has better Pokemon, it is more of a combination of skill and luck. All of the Pokemon brought to the match are put together, and randomly given out to each trainer. The trainers battle normally from there with the Pokemon they are given. Any KO counters a trainer earns for a Pokemon that is not theirs can be given to any of the Pokemon that trainer brought to the match. Other counters are given normally. Now, for the arena itself. It is a sphere hanging off the side of a building, open on the side facing outward. There is no water source, and the floor is too hard for digging. Any seismic activity would be incredibly disastrous, and is therefore forbidden.


Field Type:
Complexity:
Restrictions:

Flavah


Field Type:
Complexity:
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Flavah


Field Type:
Complexity:
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Flavah

Field Type: All
Complexity: Simple
Restrictions: All NFE's get the effect of a boosted Eviolite (*2 Def and SpA) without holding one.

This stadium is like the tournament arena. However, there is a break in the bleachers, where there is a large, enclosed white room with a door for employee access. Inside, scientists have built a machine that emits special invisible light rays, that weaker Pokemon (NFE's) absorb in their bone marrow (or something in their body if they have no bones). This increases thier body's stability, in effect giving a boosted Eviolite effect (boosting Def. and SpD by *2). This allows NFE Pokemon to be competitive with FE Pokemon.

Field Type: Steel as hell
Complexity: Moderate
Restrictions: Umm... just read the description.

As you enter this arena, it looks like a 100'x300' metal box with walls that keeps rising until you can't really see anything besides a lot of foggy grayness. Thanks to the goggles you were given before coming in, the shrapnel raining down didn't gouge your eyes while you were looking up. This shrapnel deals 2 DPA to any Pokemon that isn't part Steel-type or is wearing a Metal Coat (although a Metal Coat won't be much good for the challenger otherwise). Other weather can be used, but the shrapnel will always also be raining. If a Pokemon moves upwards enough (Fly, Sky Drop, whatever), they will take 6 damage when they do so (in addition to the 2 DPA), due to the increased (relative) velocity of the shrapnel. However, if the Pokemon is a Steel-type, they are still immune to the shrapnel. Also, all weather besides sandstorm will only last for 3 rounds. You probably already noticed another strange aspect of this arena when you stepped in wearing metal boots and you started floating. The floor is magnetic! All Steel-type Pokemon automatically have a Magnet Rise effect throughout the entire match, unless something holds the Pokemon to the ground. Oh, I almost forgot about digging! The floor is made from nice, soft aluminum. It's a metal, but soft for one. So, for any Pokemon that isn't Steel or Ground type, Dig costs an extra 5 energy to use. Despite the fact that they are floating, Steel Pokemon are still able to touch the ground to Dig or for any other reason. One last thing, there is a tiny pool off to the side for water moves. It doesn't help much, since it takes either 5 extra energy or 4 less BAP (not both, user's choice) for moves that need water from an outside source.
 

Acklow

I am always tired. Don't bother me.
I will update this post later with some arenas. I got quite a few in my repertoire.


Arena: Wasabe Desert (Yes, I do like the taste of wasabe, don't hate)
Field Type: Ground/Rock
Complexity: Moderate
Format: Singles, Doubles

It's a desert. There are cactuses (or is it cacti?), plenty of soil to dig into and Sunny Day is always in effect. There is a slight chance that a Sandstorm will occur (40% chance), and when it does, it lasts for a furious 5 Rounds. Water Types do not thrive in these conditions, thus have a 5% chance that their attacks fail (Water type moves, that is). Ice Types are even less suited, so they have a 10% that their attacks fail (Ice type moves, that is). Water and Ice type attacks are nerfed by 1 Damage in this arena as well. Grass and Fire types thrive, so they get a 1 Damage boost to each of their respective attacks (which does not stack). Ground and Rock types receive 1 less Damage (this does not stack) in these conditions.
Cacneas, Cacturnes, and Maractus's all live in this arena. Each time a battling Pokemon get's hit, they may have a random chance encounter with one of each of these Pokemon (10% Cacnea, 5% Maractus, and 3% Cacturne). These Desert Pokemon will use, Absorb, Giga Drain, and Mega Drain, respectively.


Field Type: Neutral
Complexity: Intense
Format: All

Arena: The Courtroom-
Code:
[IMG]http://images.wikia.com/aceattorney/images/1/1e/Courtroom_3.gif[/IMG]
The Courtroom is a rather large room inside the San Fransisco Court Offices. It is famous for having battles of the mind between attorneys like Phoenix Wright and Miles Edgeworth. Due to it being a courtroom, while battling, either trainer get's a chance to use each of the various commands once.

To use the OBJECTION!!! command each trainer must post


If they do so, they will prevent one round's worth of actions for their opponent, at the cost of 10 Health and 15 Energy.

They can also yell the NOT SO FAST!!! command by posting

If they do so, they will deal 10 damage at the cost of 10 Energy, regardless of what condition their Pokemon is in (so if the 'mon is statused, the command takes precedence).

Finally, a trainer can use the HOLD IT!!! command by posting

In doing so, they will regenerate whatever Health and Energy they lost that round at the cost of not being able to use a round's worth of actions (so the opposite of the OBJECTION!!! command).

Be advised though, that this a match of wits, not brawn. Try to use Pokemon who can take advantage of this or else the Judge won't be happy!!

NOPE


Arena: Oasis and Pyramid
Field Type: Ground, Fire, Water, Grass
Complexity: Moderate
Format: All

Arena: A pyramid that is right next to an oasis (about 10 feet away, the oasis is about 200 sq feet in the shape of a circle), which is filled with lush growth and plenty of desert plants. There is a pool that sits next to the pyramid and it is about 15 feet deep. Battlers begin midway between the top of the pyramid and the bottom and can either climb or descend the pyramid. A Revenankh (of life) sits at the top of the pyramid, meditating and it will reward them with 30 Health. Desukan may appear randomly if the sandstorm is damaged too much (as well as Desumasu). They will Curse any Pokemon that get in their way. Sunny Day is always in effect here, with a 10% chance of a Sandstorm occurring. Although the weather is warm here, there is a decent amount of humidity in the air as well. This means that there is a 1% chance of Rain Dance of occurring on its own. And if we want to go into any deeper details, there is only a 0.0000000001% chance of Hail occurring around here. Anyways, this image sort of gives us a feeling of what the arena should look like:
 
I'm hoping there's nothing that says I can't do a many-stages-in-one-type deal. =w=


Arena: Pokemon Stadium
Base Field Type: Neutral
Complexity: Intense
Format: Singles/Doubles/Melee (4 Pokemon on the field max)
Restrictions: The starting field is a floor of linoleum and sod. It cannot be dug through and provides no rocky materials for rock-based field attacks, nor any external supply of water for water-based field attacks. Camouflage and Nature Power treat the base field as Normal-type or neutral.

Description: At the end of every round, the arena changes to one of 8 elemental fields (non-repeating). This type-based field lasts for two full rounds before returning to normal. The field will always remain in the normal state for one full round (including the beginning of the match) before changing again. The field is scaled to about double the size of the stage in Super Smash Bros Brawl/Melee. Layout of the fields is identical to what's shown in the pictures for each stage, however, any floating platforms not attached to part of the stage should be treated as nonexistent. Additionally, the stage is treated as a flat floor that is contiguous with the ground, rather than an elevated platform; any Pokemon knocked out of the arena can return without further penalty. The elemental fields featured in this stage do not repeat until all 8 have been brought up. Each trainer will be given the option to switch Pokemon when the stage shifts; this will proceed in the same turn order as it would if the trainers were attacking, and it does NOT take up a turn in the round. After both trainers decide whether or not to switch, attack orders proceed normally.
Each elemental field brought up in this stage has its own layout that's separate from the base field, which are as follows:


Field Type: Rock
Description: Easily enables the use of Rock-based moves such as Rock Slide and Rock Tomb, reducing the energy cost of all Rock-type moves by one (1). The movement and maneuverability of Flying or airborne Pokemon is greatly reduced by the towering rock masses, lowering their evasion by 50% and adding three (3) extra energy for any flying-related commands. The cacti around the outside of the arena mimic the effects of Spikes, causing damage to any Pokemon that comes in contact with them (acts as a field/movement hazard, NOT an entry hazard).


Field Type: Grass
Description: Grass-type and Bug-type Pokemon feel very at home in this forested environment. Grass-type attacks have their base damage boosted by two (2) and their energy cost reduced by two (2), while Bug-type Pokemon have the energy cost of all commands reduced by one (1).


Field Type: Water
Description: Allows unlimited use of all Water-moves. Environmental moves such as Surf are enabled, and the energy cost of Water-type moves is reduced by two (2). Swift Swim is active for all Pokemon that reside in the pond at one end of the stage. Electric-type attacks aimed at Pokemon in the water have perfect accuracy (akin to Aura Sphere or Swift). Any interaction with the water or the fountains causes a great deal of splashiness to take place, causing the effects of Water Sport to come into effect for as long as this field is up.


Field Type: Fire
Description: The arena blazes with intense heat; If a Pokemon uses a Fire-type attack in this arena it will pick up additional heat, increasing its Base Attack Power by two (2). Pokemon cannot be frozen while this field is active. If a Pokemon uses a Water-type attack in this field some of it will evaporate, reducing its Base Attack Power by two (2). The increase in Firepower and the decrease in effectiveness of Water moves does NOT stack with the effects of Sunny Day. Attacking moves that inflict burns have their chance of doing so raised by 10% (flat).


Field Type: Electric
Description: The spinning turbines in the arena cause a lot of static electricity buildup in the area, boosting the damage output of all Electric-type moves by two (2) damage flat. Additionally, any Pokemon attempting to remain on the treadmill running laterally across the stage must spend three (3) energy per turn to stay in place or to move across the stage, but being on the treadmill doubles the static electricity buildup, boosting the chance of paralysis for all Electricity-based paralyzing moves by 10% flat. Furthermore, the ground is made of Metal and cannot be dug through with an attack stat lower than rank five (5).


Field Type: Flying
Description: Fans blow upward from underneath the stage, reducing gravity for all Pokemon present. The energy penalty for remaining airborne with Fly is eliminated altogether, and the Jump command can be used to avoid Ground-based attacks like Earthquake and Magnitude (effectiveness depends on the user's weight). The energy cost of all wind-based attacks is reduced by one (1). Digging restrictions apply here same as they do on the Electric stage.


Field Type: Ground
Description: The ground is extremely soft and malleable here, reducing Ground-type attacks' energy cost by one (1), and lowering the energy cost for consecutive Digging by two (2). Electric-type attacks have their power greatly reduced here, as if Mud Sport were in effect. The bones and fossils littered throughout the stage can be used as weapons by the Pokemon, supplying them with objects that can be picked up or used with Fling-- including items such as Rare Bones, Thick Clubs, Hard Stones, and more.


Field Type: Ice
Description: Ice-type moves become more powerful due to the frosty air. All Ice-type moves have their base damage boosted by two (2), and the Freeze chance of all moves is boosted by a flat 5%. All effects of burns are neutralized, though not eliminated, while this stage is in effect, though the burn will flame up again when this stage is no longer active. (In other words, the Pokemon is still afflicted with a burn, but it is temporarily treated as if it is not. This also applies to the effects of Facade, etc.) Additionally, the ground is very slippery, and any commands that require dodging or traveling will have a 30% chance of resulting in the Pokemon slipping and falling on the icy floor. Ice-type Pokemon can travel more easily on the ground and are exempt from slipping.

NOTE: Format and Complexity are the same for all fields featured in this Arena, so these sections are left off of the 8 elemental fields.

This is a doozy of a Stage as it's essentially 9-in-1. I'm thinking of making it so that the players can mutually choose somewhere between 2-4 fields minimum to pop up, so it's easier on the ref.

Also feel free to make suggestions on what I can do to balance out each of the stages; I think I've done a pretty good job of making them relatively balanced with each other, but suggestions are welcome.
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
WHEEEEEEEEE

Gym Arena:
Arena: Hiroshima, August 1945
Arena Type: Urban
Field Type: Poison
Complexity: Moderate
Formats: All Formats

Restrictions: OHKO moves are banned.

Description:
The clinic and all its wards explode, sending debris and waves of heated air emanating through the city and beyond its borders. Nurses, doctors, and even the little boys within are blown to infinitesimal pieces, and the resulting damage collapses the majority of the housing complexes, trapping some sixty percent of the population underneath mountains of rubble. Ominously, it is silent; everybody is too far buried to be audible. That, or dead. Overcome, those still standing fling themselves to the ground, ratcheting up jet after jet of bile, finally accepting reality. The air itself is heavy, laden with sadness and the numerous particles decimated into bits too small for the human eye to recognize. A dense mist fills the sky above the destruction around you, perhaps from tears.

Yet the most destructive force is still to come. In the days that follow, those who were lucky enough to escape their tombs fall to the ground, no longer breathing. The radiation is pervasive. It passes over nobody, leaves not one unscathed. It augments the toxins already in the air, turning small poisons lethal, small wounds fatal. The sky is inappropriately clear, though from below it's hard to see the sun shining through at all; in fact, it's hard to see anything. Is this reality...?

Today, this simulation room is designed to give each person an accurate impression as to the setting immediately in the aftermath of the Hiroshima bombing. As you know, this bombing injured over 150,000 citizens of the city, as well as over 90% of the nurses and doctors present in Hiroshima. We ask that you respect the simulation room and what is stands for by refraining from using overly powerful attacks as well as attack-enhancing items. Thank you.

Summary:

  • +1 flat Speed for Pokemon adapted to the environment.
  • The strength of toxins is increased.
    • BPSN starts at 2 DPA instead of the normal 1 DPA.
    • If a Pokemon that is afflicted with PSN would get poisoned again, it instead turns into BPSN, which escalates to 3 DPA at the end of the round.
  • Poison Mist is active, dealing 0.6 DPA to all Pokemon without a Poison or non-corroded Steel typing, and causes them to count as being PSNed for the purposes of moves, but not abilities. It will cause the corrosion of Steel-types after one round of exposure. A Pokemon can be PSNed in addition to the Mist. Poison Mist increases the BAP of Water-type attacks by 1.5, decreases the BAP of Fire-type attacks by 1.5, activates Rain Dish and Dry Skin, and increases the accuracy of Thunder to 85%. Weather Ball is Water-type.
    • If Rain is brought to the field, the DPA of the Mist will double. All other effects of Rain will override those of Poison Mist. However, Hydration will only work if the Pokemon is Poison-type. Rain Dance lasts 1 more round.
    • Sunny Day, Hail, and Sandstorm last for 1 less round, while their respective abilities will bring the weather in for 4 rounds. Sun, Hail, and Sand will double the DPA of the Mist. Sun will increase the BAP of Fire-types by 1.5, decrease the BAP of Water-types by 1.5, cause Chlorophyll to only increase Speed by 50% unless the Pokemon is Poison-type, and override Poison Mist with its remaining effects. Hail will increase Blizzard's accuracy to 85% and halve healing from Ice Body. Sand will activate Sand Rush, Sand Veil, and Sand Force at half value.
    • Air Lock and Cloud Nine if activated will cancel all effects except for the DPA and, for standard Poison Mist, activation of Dry Skin and Rain Dish due to the humidity being a non-conditional aspect.
  • All Pokemon that are Poison-type, have the ability Liquid Ooze, or have either Acid or Acid Spray learn Gastro Acid.
  • The items Choice Band, Choice Specs, Life Orb, Expert Belt, Muscle Band, Wise Glasses, as well as Evolutionary Stones, Elemental Gems, and +4 DMG items (e.g. Silk Scarf) have no effect. Black Sludge's effect is doubled if it would not be increased already by ability.
RULESETS
Format:
3v3 Singles / 4v4 Singles / 4v4 Doubles
DQ: 48 Hours
Abilities: ONE / ALL
Switch: OK
Items: ON
Substitutions: TWO / THREE
Infinite chills / Recovers
Arena: Erlenmeyer Flask
Arena Type: Urban
Field Type: Poison, Water
Complexity: Intense
Formats: All Formats

Restrictions: OHKO moves are banned.

Description:
In the beautiful world of PYREX™ lies a gigantic titration flask, half-full with some ungodly acid; the opening is barely large enough for daring trainers to slip through, and so, of course, that's where the gym battles always take place.

Anything poisonous is powered up in this flask, especially slow-acting toxins. Acid constantly eats away at those affected by it, taking its toll over long periods of time—not even pressure equalization can stop the acid from doing its deed. Yet, the water content is enough those who need it to draw their power from.

Despite borosilicate's resistance to thermal expansion and network solid configuration, it's still quite fragile and vulnerable to a Pokemon's attacks. As such, all of the highly powerful attacks are outright banned, as are items whose sole purpose are to increase damage. That's all there is to it.

Summary:
Effects

  • BPSN starts at 2 DPA instead of the normal 1 DPA.
  • Pokemon without a Poison or non-corroded Steel typing take 1/3 DPA.
  • Rain Dish and Dry Skin are activated at half value in clear weather.
  • Choice Band, Choice Specs, Life Orb, Expert Belt, Muscle Band, Wise Glasses, Evolutionary Stones, Elemental Gems, and +4 DMG items (e.g. Silk Scarf) have no effect.
  • Black Sludge has its effect increased by 50% if it is not boosted by the holder's ability.
Codifications

  • A Pokemon afflicted with PSN that would be PSNed again by an attack will have PSN replaced with BPSN which starts at 2 DPA.
  • Weather Ball is Water-type.
  • Camouflage replaces the user's typing with a Poison typing.
  • Air Lock and Cloud Nine have no effect on acid DMG.
Format: 3v3 Singles / 4v4 Singles / 4v4 Doubles
DQ: 48 Hours / 72 Hours
Abilities: ONE / ALL
Switch: OK
Items: ON
Substitutions: TWO / THREE
Infinite chills / Recovers

Miscellaneous:
Arena: Type Changing Arena
Field Type: All Types
Complexity: Simple
Formats: All Formats

Restrictions: All moves are allowed.

Description:
It's the standard arena, except somebody has implanted a strange device in the middle of the field! For the duration of the first round, this device is off. After the end of each round, though, it beeps and suddenly alters the elemental makeup of the arena, giving certain benefits to certain types and detriments to some other ones. Each time the makeup is altered, a random type is chosen. All attacking moves whose types hit the chosen type for super-effective damage have 2 more BAP, while all attacking moves whose types hit the chosen type for not very effective or zero damage have 2 less BAP. There is one exception to this rule; all attacking moves whose type matches that of the gem receive +3 BAP, disregarding the weakness bonuses and the resistance nerfs.

Summary: Certain types get buffed every round.
Arena: Weather Island
Field Type: All Types
Complexity: Moderate
Formats: All Formats

Restrictions: None.

Description:
Weather Island is a small island off in the middle of the sea, its location unknown to many trainers. It's roughly a disk of sand with a radius of five meters, although there are trees and a small patch of grass in the center. The only notable thing about Weather Island is that in order to make this location interesting, four small habitats were erected around the island, housing a Politoed, Ninetales, Abomasnow, and Hippowdon.

During the first round of combat, the weather is clear. At the end of every round afterwards, there is a 30% chance that a habitat will activate, causing the Pokemon inside to use its weather ability. An activation on a habitat whose Pokemon's weather is not in effect will cause the weather to go into effect, and an activation on a habitat whose Pokemon's weather is in effect will cause it to go out of effect. This island is surprisingly resistant to the variety of weathers, so multiple weathers can be going on at the same time.

If this were not enough, combatants on this island can also choose to manually activate these habitats. Any single-target move that has at least 8 BAP (after weather and ability effects) that is aimed at a habitat will cause its activation chance for this round to skyrocket to 100%, and the activation chance for that habitat will be reduced to 0% for the next two rounds.

There is also one more effect that may happen: Acid Rain. After one round in which all four weathers run simultaneously, Acid Rain begins falling for two rounds; after the period of Acid Rain, the weather turns to clear skies, exactly like the first round of the battle. Acid Rain deals four damage per action, corrodes Steel-types, and cannot be altered until the two rounds are over. In addition, Thunder, Blizzard, and Hurricane have their accuracies reduced to 50%, Rock-type Pokemon suffer a negative sandstorm SpD boost (+2 BAP from special attacks used on them as opposed to -2), and Fire- and Water-type moves have -3 BAP.

Summary: Simultaneous Weather
Arena: Room of Inversion [Source]
Field Type: All Types
Complexity: Simple
Format: All Formats

Restrictions: None.

Description:
Built as a mirror to the more popular "ASB Arena," the Room of Inversion was eventually covered by a dome for trainers in the rainy season who did not want to fight under the rain. However, as battling while taking the elements in stride became more and more common, the Room of Inversion became increasingly desolate and out of use. Then, one day, the Room went through massive renovation; when it was finished, a strange device had been placed in the center of the arena—nobody knew what it did, until the first battle there was fought.

The strange device, known as the "Inverter," transforms all of the Pokemon's weaknesses into resistances and resistances into weaknesses. That is, 4x weaknesses become 4x resistances, 2x resistances become 2x weaknesses, etc.; however, immunities, for some strange reason, remain immunities. Resistances and weaknesses gained or exacerbated through abilities are not affected by the Inverter; their effects apply after the Pokemon's natural resistances are swapped.

However, the Inverter is not indestructible... during the battle, it may be attacked as part of a multi-target attack or as the target of a single-target attack; all attacks that "hit all adjacent Pokemon" will automatically hit the Inverter. The Inverter has 50 HP, 4 Def, and 4 SpD, as well as a 2x resistance (not inverted) to all types of attacks. Once the Inverter is destroyed, the inversion effect will immediately disappear.

Summary: Weaknesses swapped with resistances.

Arena: The Energy Core
Field Type: All Types
Complexity: Moderate
Format: All Formats

Restrictions: All attacks are allowed.

Description:
Located deep in the basement of an unnamed research facility, a medium-sized cube-shaped room perfect for battling has been set aside for... special experimentation. A strange spherical device has been placed in the exact center of the room, known to the researches and scientists of the facility as "the Energy Core," or more colloquially, "the Core." It is said to absorb energy and expel it once its capacity has been reached, although so far it has proven to be not only temperamental and volatile but also quite dangerous to be around; both the energy it has absorbed and the energy it has expelled have been potentially fatal. As battlers, you have decided that there's nowhere better to fight than in a room with a Core that absorbs energy from every living being; the researchers hope that you'll get out alive.

In this arena, all attacking moves receive a penalty of -1 BP, as the Core absorbs some of the energy used from the attack; multi-target attacks are more prone to this absorption, and as such suffer -2 total BAP, which is then divided to account for the multi-target penalty. For each attacking move used, the Core absorbs energy equal to the energy cost of the attacking move; multi-target attacks cause the Core to absorb 150% of the energy cost of the attack, rounded normally, instead of the normal 100%. Non-attacking moves do not receive a penalty, although energy equal to 50% of the energy cost of the move, rounded normally, is still absorbed by the Core. Global effects that are not weather effects, such as Wonder Room, Light Screen, and Safeguard give the Core 1 EN at the end of each action, while global weather effects give the Core 3 EN at the end of each action.

At the end of each round, the Core will do something with the energy it has stored, the probabilities of which are based upon how much energy the Core has already stored. In the table below, the probabilities are given, along with an energy cost for each; once the event has occurred, that amount of energy is to be deducted from the Core. If the Core would use an event that it does not have the energy for, roll again for the event selected, within the tree that has been selected. Once the event has been chosen, if the Core has enough energy to select the Empowered version of the event, roll the RNG again; there will be a 70% chance that the Core uses the Empowered version, and a 30% that the Core will use the Standard version. If the Core has enough to select the Hyper version, if applicable, then the chances are 10%, 30%, and 60% for Normal, Empowered, and Hyper. The Core has 8 Atk, 5 SpA, cannot miss with its attacks, has a permanent +1 critical rate, and cannot be destroyed by any means.

  • [05%] [00 EN] Anticlimax - Nothing happens.
  • [05%] [00 EN] Supercharge - The Core gains 50% of its current energy.
  • [15%] [10 EN] Elemental Ray - Targets 1 random Pokemon.
    • [10 EN] Ray of Fire - 8 BAP Special Fire, 30% BRN
      • [25 EN] Empowered - 15 BAP Special Fire, 100% BRN
    • [10 EN] Ray of Frost - 8 BAP Special Ice, 30% FRZ
      • [25 EN] Empowered - 15 BAP Special Ice, 100% FRZ [2a]
    • [10 EN] Ray of Electricity - 8 BAP Special Electric, 30% PRZ [20]
      • [25 EN] Empowered - 15 BAP Special Electric, 100% PRZ [25]
    • [10 EN] Ray of Poison - 8 BAP Special Poison, 30% BPSN
      • [25 EN] Empowered - 15 BAP Special Poison, 100% BPSN [Initial 2 DPA]
    • [10 EN] Ray of Might - 10 BAP Physical ???
      • [25 EN] Empowered - 20 BAP Physical ???, 100% Critical
  • [10%] [15 EN] Dimension Warp - A room effect becomes active. These effects cannot be reversed by normal moves. They do not reverse the effect of an already present room; they merely prolong it.
    • [15 EN] Trick Room - Unalterable Trick Room for 3 rounds.
      • [35 EN] Empowered - Unalterable Trick Room.
    • [15 EN] Wonder Room - Unalterable Wonder Room for 3 rounds.
      • [35 EN] Empowered - Unalterable Wonder Room.
    • [15 EN] Magic Room - Unalterable Magic Room for 3 rounds.
      • [35 EN] Empowered - Unalterable Magic Room.
    • [15 EN] Gravity - Unalterable Gravity for 3 rounds.
      • [35 EN] Empowered - Unalterable Gravity.
  • [10%] [15 EN] Weather Warp - A weather becomes active. Weather cannot be altered until another weather effect is chosen.
    • [15 EN] Drizzle - Unalterable rain for 3 rounds.
      • [35 EN] Empowered - Unalterable rain.
    • [15 EN] Drought - Unalterable sun for 3 rounds.
      • [35 EN] Empowered - Unalterable sun.
    • [15 EN] Sand Stream - Unalterable sandstorm for 3 rounds.
      • [35 EN] Empowered - Unalterable sandstorm.
    • [15 EN] Snow Warning - Unalterable hail for 3 rounds.
      • [35 EN] Empowered - Unalterable hail.
    • [25 EN] Gale - Simultaneous and unalterable rain, sun, sandstorm, and rain for 2 rounds.
      • [35 EN] Empowered - Unalterable gale.
  • [15%] [20 EN] Elemental Storm - Targets three random active Pokemon, BAP adjusted for spread.
    • [20 EN] Night Shroud - 8 BAP Special Dark, 30% Acc Dec (2r)
      • [50 EN] Empowered - 15 BAP Special Dark, 75% Acc Dec (2r)
    • [20 EN] Flash Flood - 8 BAP Special Water, 50% Douse (1r)
      • [50 EN] Empowered - 15 BAP Special Water, 100% Douse (1r)
    • [20 EN] Thorn Swipe - 8 BAP Physical Grass, 30% Flinch (1a)
      • [50 EN] Empowered - 15 BAP Physical Grass, 75% Flinch (1a)
    • [20 EN] Force Field - 10 BAP Special ???, targets take and deal 50% more DMG for one round.
      • [50 EN] Empowered - 20 BAP Special ???, targets take and deal 100% more DMG for two rounds.
  • [10%] [25 EN] Molecular Warp - Weaknesses and resistances are swapped for the next two rounds. Immunities become 4x weaknesses.
    • [25 EN] Standard Molecular Warp
      • [60 EN] Empowered - Unalterable Molecular Warp.
  • [10%] [30 EN] Entropy - Pokemon are afflicted with statuses.
    • [30 EN] Chaos - Three random Pokemon are afflicted with CNF (2a)
      • [60 EN] Empowered - All Pokemon are afflicted with CNF (4a)
    • [30 EN] Cripple - Three random Pokemon are afflicted with BRN and BPSN.
      • [65 EN] Empowered - All Pokemon are afflicted with BRN and BPSN.
      • [120 EN] Hyper - All Pokemon are afflicted with Scorch (BRN with 3 DPA) and BPSN [3 DPA]
    • [30 EN] Calm - Three random Pokemon are afflicted with FRZ and PRZ [15]
      • [65 EN] Empowered - Three random Pokemon are afflicted with FRZ and all Pokemon are afflicted with PRZ [20]
      • [120 EN] Hyper - All Pokemon are afflicted with FRZ and PRZ [25]
  • [10%] [40 EN] Elemental Explosion - Targets all active Pokemon, BAP adjusted for spread.
    • [40 EN] Mind Assault - 10 BAP Special Psychic, 30% -4 SpD (1r).
      • [100 EN] Empowered - 17 BAP Special Psychic, 60% -5 SpD (1r).
      • [160 EN] Hyper - 25 BAP Special Psychic, 100% -6 SpD (1r).
    • [40 EN] Quake - 10 BAP Physical Rock, 30% -4 Def (1r).
      • [100 EN] Empowered - 17 BAP Physical Rock, 60% -5 Def (1r).
      • [160 EN] Hyper - 25 BAP Physical Rock, 100% -6 Def (1r).
    • [40 EN] Air Shear - 12 BAP Special Flying
      • [100 EN] Empowered - 20 BAP Special Flying
      • [160 EN] Hyper - 30 BAP Special Flying
  • [10%] [50 EN] Energy Pulse - Something EN- or HP-related happens.
    • [50 EN] Each Pokemon receives 50 EN; once the Pokemon's EN hits 100, the rest is applied as DMG.
      • [100 EN] Empowered - Same as above, except with 100 EN.
    • [75 EN] Each Pokemon's HP is halved.
    • [75 EN] Each Pokemon's EN is halved.
    • [175 EN] Each Pokemon's HP and EN are halved.
Summary: Crazy effects.
Arena: Spike Pit
Field Type: All Types
Complexity: Simple
Format: All Formats

Restrictions: None.

Description:
A commodious chamber probably intended for large-scale torture, the Spike Pit has now been transformed into a battling arena for sadistic trainers and masochistic Pokemon. Trainers stand on a walkway that hugs the edge of the circular chamber, while their Pokemon battle it out on a circular, medium-sized metal platform below. The platform does not reach the edges of the chamber; there exists a space large enough between the edge of the platform and the closest point of the wall of the chamber such that Pokemon of all sizes could easily fall off the platform. Below and to the sides of the platform is a layer of dense spikes. The room is constructed such that Flying-type Pokemon cannot fly to the level of the trainers or above, and Ghost-type Pokemon are unable to pass through the spikes or the platform. Inexplicably, all moves are able to be used without harm to the chamber, even those that would require sources.

The platform itself has a few interesting facets. There are metal rungs evenly spaced, near the edge of the platform, that smaller Pokemon with dexterous digits or appendages could possibly hold onto to avoid getting struck into the pit or other purposes. In addition, the the platform also has large circular pillars—also made of metal—closer to the center of the platform that larger Pokemon could hold onto; the circumference of the pillar is so large, however, that smaller Pokemon may find it difficult to hold on. Every so often, a warning will sound at the end of the round stating an exact action; at the end of that action the next round, the platform will spin rapidly, spinning all Pokemon that are not successfully anchored to the platform in some way into the pit below.

For each action a given Pokemon is in contact with the spikes, it takes 10 DMG, not affected by weakness, resistance, or stat ranks. Should a Pokemon fall into the pit, its subsequent actions will be replaced with "Climb out of Pit" until successful, costing 3 EN every time. This action is subject to neither the consecutive move penalty nor the effects of any other attack. The nature and damage of the spikes may be changed by means of attacks.

Summary:
Don't fall into spikes. Things not codified are referee discretion.

Arena: Chaos Zone
Field Type: All Types
Complexity: Moderate
Format: Doubles+

Restrictions: None.

Description:
An artificial room whisked away into another dimension, the Chaos Zone inexplicably emulates all aspects of real natural life, acting as if it were a natural environment and had resources for any facets of battling. There is nothing very interesting about the room - it looks very much like a larger interrogation room, except without furniture - except for a holographic counter that is projected onto one of the walls. It reads zero, but seems to go up after either a duration of time or an attack; it seems as if the very makeup of the room is dramatically altered as the counter hits certain numbers, but what numbers could those be...?

The counter increases by one at the end of each round, and also increases by one with each offensive attack that deals damage. If the count is a multiple of four on an attack, the entire effect of the move will be reversed, and if the count is a multiple of seven the entire effect will be doubled. Moreover, if the count is an even number at the end of a round, the arena will enter a state of Pure Chaos, which is unalterable for the round, doubles the effect of any other existing effect, has -7 priority, costs 10 EN, places everything under the effect of Trick Room, Wonder Room, Gravity, and Power Trick, and randomizes each Pokemon's abilities. Have fun ordering first.

Arena: Flip the Chimp
Field Type: All Types
Complexity: Moderate
Format: Doubles+

Restrictions: All moves are allowed.

Description:
The most hated game of Mario Party makes another appearance, this time as an arena! Each active Pokemon acts as a participant of this horrible game, and thus has an additional statistic associated with it, namely Altitude (ALT), or simply how high the Pokemon has managed to get while attempting to avoid getting hit by coconuts with a lackluster control system.

By default, each Pokemon's ALT increases by 2 at the end of every action; however, a Pokemon at +1 Spe or higher will increase its ALT by 3/a, while a Pokemon at -1 Spe or lower or paralyzed will increase its ALT by 1/a; ALT is a statistic preserved upon switching out. Pokemon afflicted by FRZ and SLP will not change their ALT. At the end of each round, one action per action is randomized as the Coconut action, which means a Coconut will fall on top of that Pokemon in that action; when hit by a Coconut, a Pokemon's ALT will decrease by 5 and it will take 10 DMG. Coconuts can be deflected by attacking it with an attack with at least 8 BAP on that action which will cause it to hit to target a different Pokemon the next action; alternatively you can use the "Dodge Coconut" command which costs 5 EN and will always fail. If a Pokemon reaches 20 ALT, it will gain the attack Coconut Barrage, an attack that has the highest priority and will deal 5 DMG per hit and hit a random number of times from five to ten.

Occasionally monkeys may appear if you have cool actions. Do what you want with them; maybe they'll shield you from bananas?

Arena: Delibird's Christmas Bash
Field Type: All Types
Complexity: Intense
Format: Doubles, Triples

Restrictions: None.

Description:
As it is perpetually Christmas season in Delibird land, the Delibird have constructed an arena just to celebrate! The arena is in the outdoors, with a clear lake in the center and trees dotted all around. None of these features really affect battling, but it does suffice as a water source and natural grass, respectively. Of course, since the Delibird designed this arena, there are a few touches that truly make it unique. There are a startling amount of Presents in the arena, and it appears that not all of them are safe to open...

At the end of each round after presents are opened, a number of presents equal to the number of Pokemon active appears; there is a 60% and 40% for the present to be Red and Blue, respectively. The following commands whose effects should be obvious may be used: a) Pick Up and Throw <Color> Present (Target) [8 EN], b) Pick up <Color> Present [4 EN], c) Throw <Color> Present (Target) [6 EN]. In the event that the color Present that you choose is no longer available, the Pokemon will fail to act. A Pokemon can have an unlimited number of presents on them at one time. Presents act like items, except they will be opened even if Magic Room or Embargo is in effect.

At the end of each round, each Pokemon opens however many presents they have on them. The effects that are possible are as follows:

Red Present
- 10%: All Presents next round thrown by the Pokemon deal 10 DMG.
- 20%: All Presents next round thrown at the Pokemon deal 10 DMG.
- 30%: +10 HP
- 40%: 15 DMG

Blue Present
- 10%: 30 DMG
- 30%: Random effect from this list. [79]
- 60%: Random effect from this list. [172]

All unopened presents at the end of a round will disappear, but should all the Presents be opened in one round, the Delibird get very happy that people are "enjoying" their Presents, and thus drop even more special Presents for the next round! They will drop one Green Present, and their effects are as follows:

Green Present
- 10%: The effects of all Presents next round are reversed.
- 20%: Explosion [20 DMG and BRN to all allies]
- 30%: All Presents next round thrown at allied Pokemon deal 15 DMG.
- 40%: 20 DMG and -20 EN

Arena: Luigi Circuit
Field Type: All Types
Complexity: Intense
Formats: Singles, Doubles

Restrictions: No Water source.

Description:
The first course of Mushroom Cup, Luigi designed Luigi Circuit to be the perfect racetrack for beginners. Situated with large stands full of cheering crowds all around, the roughly oval-shaped racetrack is great for practice. While the shortcuts are too tricky for players to maneuver whilst battling, Luigi Circuit and its collection of item boxes are sure to give battlers a great time duking it out while racing towards the end of the course.

Combat behaves the same way as regular combat does while on Luigi Circuit. At the end of each round, however, each Pokemon runs into a set of item boxes and obtains one item. If the Pokemon already has an item at the end of a round, it does not pick up a second one; however, if the Pokemon has the ability Pick Up, it will be able to hold a second item, but not a third. Each item can be used either before the first action or at the end of a action without using up the action; the exception to this is the Thunder Cloud, which activates automatically. However, you may not use more than one item per interval between actions. The item that is obtained is decided through RNG, and their item is described below. All stage boosts and drops that occur from items decay at the end of the round that they are used.

15% - Green Shell: 5 DMG to target, 30% to Flinch.
15% - Banana Peel: -1 Spe to target, 50% to Flinch.
10% - Thunder Cloud: Transferred by contact attacks, activates a Lightning effect on the holder at the end of the round.
10% - Mushroom: +1 Spe, +1 Crit Rate, +5% Acc
10% - Fake Item Box: 100% to Flinch.
10% - Red Shell: 10 DMG to target, 60% to Flinch.
05% - Bob-omb: Deals 10 DMG to all enemies and 3 DMG to all allies.
05% - POW Block: -2 Spe to all Pokemon, -10% Eva to all Pokemon.
05% - Lightning: 5 DMG to all Pokemon, inflicts 25% PRZ to all enemies, reduces SC to 2.
05% - Blue Shell: 15 DMG to target, 3 DMG to other Pokemon, 100% to Flinch.
05% - Blooper: -20% Acc to all enemies, -20% Eva to all enemies, -1 Spe to all enemies.
02% - Golden Mushroom: +3 Spe, +2 Crit Rate, +20% Acc.
02% - Star: +5 DMG to all attacks, -5 DMG to all attacks aimed at you.
01% - Bullet Bill: 20 DMG to all enemies, +6 Spe, Flinches all Pokemon for 1 action.

It should be noted that getting hit by certain items will result in a loss of your item; these follow the rules of Mario Kart in-game. For example, getting hit by either a Bullet Bill or a Blue Shell will result in your item getting knocked out. Furthermore, a Pokemon can opt to discard an item instead of using it; a simple order such as "[Discard Lightning]" will do, but it will count as using an item between an action; however, the Lightning Cloud may not be discarded. Note that this does not take up an action, and since it is not an action, cannot be flinched by means of Mario Kart items or moves such as Fake Out. Items that are used by different Pokemon on the same interval are used in order of standard turn order; treat Bullet Bills as having 3 Priority, Stars and Golden Mushrooms as having 2 Priority, and Mushrooms as having 1 Priority.

Summary: Mario Kart items to be used.
Arena: Moo Moo Meadows
Field Type: Grass, Ground
Complexity: Moderate
Formats: All Formats

Restrictions: All moves are allowed.

Description:
Moo Moo Meadows, the second course of Mushroom Cup, is located by a farming plantation in the, well... meadows. A river winds its way lazily past the side of the farm, where Pokemon can draw upon it for their Water moves. With a large expanse of green grass and a number of trees dotted around the sides of the course, any racer that races here will get the impression that they're in lush farmland. Of course, farmland implies the existence of animals, and Moo Moo Meadows is no exception to this; while racing, it is imperative to avoid both the various cows that enjoy walking across the racetrack and the Monty Moles that enjoy popping up from the ground just as you drive over, knocking you sideways. Avoid these two obstacles, though, and you're well on your way to racing into first place!

Grazing Meadows Rounds
On all odd-numbered rounds, racers zoom past the starting line and make a slight left turn into a twisted path with abundant grass on the sides. Here, all Grass-type moves have +1 BAP. The path seems easy to traverse as first, but the grazing cows here seem to like dirt better than grass, so they often come into the middle, inadvertently blocking the way of racers and battlers alike; in fact, somebody has figured out that the number of cows on the road is always equal to (2R - 2), where R is the round number. The number of cows often makes it difficult for large Pokemon to navigate easily, so at the end of each round, Pokemon may end up crashing into these stolid cows; the chance is equal to the Size Class of the Pokemon multiplied by the number of cows, with a cap at fifty (50) percent. Crashing into a cow makes the Pokemon suffer 10 DMG, as well as a fifty (50) percent decrease in Speed and a ten (10) percent decrease in Evasion, both of which wear off after one round.

Molehill Rounds
On all even-numbered rounds, racers exit the grazing meadows and make another left turn into a bumpy hill riddled with holes dug by moles. These moles seem to have taken a leaf from Excadrill's book, as they have suddenly become much more aggressive and destructive, despite their small size. In fact, they have become so aggressive that they will attack racers that are simply crossing through their territory. Every action, before a Pokemon moves, there is an X% chance that a mole will dig underneath them, then suddenly pop up, dealing five (5) DMG and making both attacks used by the Pokemon and attacks aimed at the Pokemon miss entirely, where X is equal to the round number multiplied by five (5) and has a cap of 30%. Due to the quantity of freshly turned soil in this area, all Ground-type moves have their BAP increased by one (1); however, each seismic attack used angers the moles, increasing X by one hundred (100) percent for that round and disregarding the standard cap.

Summary:
Grazing Meadows Rounds: Grass moves have +1 BAP, chance to crash into cows.
Molehill Rounds: Ground moves have +1 BAP, chance to get rammed into by Monty moles.
Arena: Mushroom Gorge
Field Type: All Types
Complexity: Intense
Formats: Singles, Doubles

Restrictions: No Water source.

Description:
Mushroom Gorge is the third racetrack of the prestigious Mushroom Cup. Located in the mountains, Mushroom Gorge is home to what appear to be oversized mushrooms that enjoy bouncing prospective racers off the racetrack and into the expansive gorge below. Most of this arena is on the edge of the mountain, but part of it is located inside one of the caves of Mushroom Gorge, which happens to have numerous bouncy mushrooms that battlers and racers alike can have fun bouncing on. In this arena, battlers will fight each other on sturdy karts as they progress through the course in a linear fashion.

Cliffside Rounds
While the karts are over land, which is every round with exceptions noted later, the battling takes place while the karts are traversing the cliffs of the mountainous gorge. Natural grass is abundant in this area, although no water is present. Combat occurring in this part of the course behaves like standard combat for the most part. However, any attack that deals more than twenty-two (22) damage to a target will knock the target out of its kart and into the gorge; this will force the target to be dragged back onto its kart by a Lakitu at the expense of ten (10) Energy and its next action (not applicable on action three). Each Pokemon may only be knocked into the gorge once each round.

Cave Rounds
On rounds three (3), six (6), nine (9), and so on, the karts enter the cave where the multitude of brightly-colored bouncy mushrooms are. There is no water to be found in this cave, but the natural grass is still present, allowing the use of moves that require natural grass without penalties. Furthermore, the large quantities of rocks in this cave gives allows all Rock-type attacking moves to deal two (2) more damage. At the end of each actions, each Pokemon's kart will bounce on a mushroom; the type of mushroom that the kart bounces on is chosen at random according to the following table:

60%: Green Mushroom
30%: Red Mushroom
10%: Blue Mushroom

The Green Mushroom does not affect the match is any way, shape, or form. Bouncing on a Red Mushroom will add a burst of speed to the kart, increasing the Pokemon's speed by fifty (50) percent for the next six actions; moreover, the momentum gained by bouncing on a Red Mushroom will increase the damage dealt by all moves by one (1). However, all moves will suffer a flat 10% drop in accuracy due to the aiming problems while moving at high speeds. Bouncing on a Blue Mushroom will add an even bigger boost of speed than a Red Mushroom, increasing the Pokemon's speed by one hundred and fifty (150) percent for the next three actions; in addition, the momentum that comes from the Blue Mushroom will increase the damage dealt by all contact moves by three (3) and other attacking moves by two (2). All moves will suffer a flat 15% drop in accuracy, however. Bouncing successive times on the same mushroom will reset the decay timer; however, the Red and Blue Mushrooms have different timers, meaning that one Pokemon can be under the effects of both at once.

Summary:
Cliffside Rounds: Standard combat, high-damage moves cause target to get knocked into the gorge.
Cave Rounds: Standard combat, +2 DMG to Rock-type moves, mushroom bouncing effects.
Arena: Toad's Factory
Field Type: All Types
Complexity: Intense
Formats: All Formats

Restrictions: Artificial Environment, no Water source.

Description:
Toad's Factory is the fourth and last course in the Mushroom Cup. Situated in a rather isolated location, Toad's Factory covers a sprawl of land and seems to be in charge of manufacturing item boxes. As such, item boxes are dotted around this racetrack, but the more exotic ones have been shipped to more beginner racetracks, such as Luigi's Circuit. The course leads you through the factory, from the item-manufacturing conveyor belts to the distribution belts to other conveyor belts for seemingly unknown purposes; of course, Toad has been gracious and allowed racing on these conveyor belts, so make sure that you use these to your advantage! After you pass all the conveyor belts, a boost pad leads to to the tractor zone, where Toad's employees seem to be mucking about with the tractors; nobody knows what they are doing, but they do reveal boosting pads, so zoom on by if you have the skill to do so!

Conveyor Belt Rounds
On the first round and every third round after that, karts enter what is known by Toad's employees as the "conveyor belt room." Here, there seem to be three belts, two of which head backwards and carry manufactured items, and one of which heads forwards and has hydraulic machines that stamp the item boxes with Toad's insignia. It seems that the movement of these belts can alter the speed of your kart... when you issue actions to your Pokemon, you must specify if you want them to go on the Backwards Belt, the Forwards Belt, or neither. If a Pokemon goes on the Backwards Belt, then its speed will be reduced by fifty (50) percent for that round, but all attacks aimed at it will have two (2) less BAP. If a Pokemon goes on the Forwards Belt, then its speed will be increased by fifty (50) percent attacks that round, and all attacks used by the Pokemon will have one (1) more BAP. If the Pokemon chooses to go on one of these two belts, there is a 30% chance that it will get smashed by the hydraulic machine at the end of the round; getting smashed will result in a flat 5 DMG and -10% Evasion for the next round. If the Pokemon declines to go on either Belt, then nothing interesting happens.

Distribution Belt Rounds
On the second round and every third round afterwards, racers exit the conveyor belt room and make a right turn, heading into the distribution belts. The distribution belts are situated on platforms that are floating on water, so moves that require a water source can be used while in the distribution belt area. Combat here behaves like normal, except that moves that have more than twelve (12) BAP and deal more than twenty-two (22) damage to a target knocks the target off the belt and into the water, forcing them to lose 10 HP and 10 Energy in addition to foregoing their next action, if applicable; each Pokemon may only be knocked into the water once per round. When ordering actions, you must also choose one of the following options: "Skip the item boxes" or "Grab an item box." If a Pokemon chooses to skip the item boxes, nothing interesting will happen. However, if a Pokemon chooses to grab in item box, they will enter a certain area of the distribution belt where plain wooden crates and item boxes are gathered. At the end of the round, the Pokemon will run into a random box and hope to grab an item; there is a 40% chance for the Pokemon to crash into a wooden box, dealing five (5) DMG and a 60% chance for the Pokemon to grab an item box; the possible items and their probabilities are listed below.

50% - Green Shell: 5 DMG to target, 30% to Flinch.
35% - Banana Peel: -1 Spe to target, 50% to Flinch.
15% - Mushroom: +1 Spe, +1 Crit Rate, +5% Acc

A Pokemon can only hold up to one item at a time (Pokemon with Pick Up can hold up to two), and they may be used without an action either before the first action, after the third action, or between any two actions; however, you may not use more than one item between each action. Items are thrown in standard Speed order, and as throwing an item does not count as an action, the use of these items cannot be prevented by means of Mario Kart items or moves such as Fake Out. You may also discard an item with a command such as "Discard Green Shell," but it will count as using an item between an action interval. Stage drops and boosts decay at the end of the round that the item was thrown.

Tractor Area Rounds
On the third round and every third round after that, all racers will exit the Distribution Belt area and turn once again into what is known as the Tractor Area. Here, oversize tractors push mud back and forth with no apparent reason whatsoever besides blocking launch pads that are near impossible to get onto anyways. The mud is quite slippery here, so Pokemon will have more trouble controlling their karts. As such, all Pokemon will suffer a flat ten (10) percent loss in Evasion and a flat twenty-five (25) percent loss in Speed; both of these effects can be negated by use of a Mushroom, however. After sliding along the mud, Pokemon encounter a wooden ramp with a boost pad attached to the top of it. At the end of the round, each Pokemon takes their turn to sidle up to the wooden ramp and perform a stunt after zooming into the air, hopefully gaining certain effects. The stunt has a 25% chance to do nothing, a 50% chance to increase the Pokemon's speed by one stage (this is a normal stage boost), or a 25% chance to increase all of the Pokemon's stats by one stage (a la AncientPower) for the next round.

Summary:
Conveyor Belt Rounds: Optional Belts for effects.
Distribution Belt Rounds: High-power moves knock target into the water, item boxes to be gained.
Tractor Area Rounds: -10% Eva, -25% Spe, stunts that can give effects.
Arena: Daisy Circuit
Field Type: All Types
Complexity: Intense
Formats: All Formats

Restrictions: All moves are allowed.

Description:
Daisy Circuit is the first course of the Star Cup, situated in a coastal town, near the beach. For some reason, the sun is always setting, creating an orange-streaked sky that is reflected by the windows of the tall lighthouse. The racetrack is rather straightforward, and the only things to watch out for are pesky cones. Despite its appearance in what seems to be an advanced Grand Prix, Daisy Circuit is in fact about as interesting as watching grass grow. To help alleviate this issue, Toad's Factory has sent a shipment of item boxes to Daisy Circuit so as to liven this coastal course up.

Combat behaves the same way as regular combat does while on Daisy Circuit. At the end of each round, however, each Pokemon runs into a set of item boxes and obtains one item. If the Pokemon already has an item at the end of a round, it does not pick up a second one; however, if the Pokemon has the ability Pick Up, it will be able to hold a second item, but not a third. Each item can be used either before the first action or at the end of a action without using up the action; the exception to this is the Thunder Cloud, which activates automatically. However, you may not use more than one item per interval between actions. The item that is obtained is decided through RNG, and their item is described below. All stage boosts and drops that occur from items decay at the end of the round that they are used.

15% - Green Shell: 5 DMG to target, 30% to Flinch.
15% - Banana Peel: -1 Spe to target, 50% to Flinch.
10% - Thunder Cloud: Transferred by contact attacks, activates a Lightning effect on the holder at the end of the round.
10% - Mushroom: +1 Spe, +1 Crit Rate, +5% Acc
10% - Fake Item Box: 100% to Flinch.
10% - Red Shell: 10 DMG to target, 60% to Flinch.
05% - Bob-omb: Deals 10 DMG to all enemies and 3 DMG to all allies.
05% - POW Block: -2 Spe to all Pokemon, -10% Eva to all Pokemon.
05% - Lightning: 5 DMG to all Pokemon, inflicts 25% PRZ to all enemies, reduces SC to 2.
05% - Blue Shell: 15 DMG to target, 3 DMG to other Pokemon, 100% to Flinch.
05% - Blooper: -20% Acc to all enemies, -20% Eva to all enemies, -1 Spe to all enemies.
02% - Golden Mushroom: +3 Spe, +2 Crit Rate, +20% Acc.
02% - Star: +5 DMG to all attacks, -5 DMG to all attacks aimed at you.
01% - Bullet Bill: 20 DMG to all enemies, +6 Spe, Flinches all Pokemon for 1 action.

It should be noted that getting hit by certain items will result in a loss of your item; these follow the rules of Mario Kart in-game. For example, getting hit by either a Bullet Bill or a Blue Shell will result in your item getting knocked out. Furthermore, a Pokemon can opt to discard an item instead of using it; a simple order such as "[Discard Lightning]" will do, but it will count as using an item between an action; however, the Lightning Cloud may not be discarded. Note that this does not take up an action, and since it is not an action, cannot be flinched by means of Mario Kart items or moves such as Fake Out. Items that are used by different Pokemon on the same interval are used in order of standard turn order; treat Bullet Bills as having 3 Priority, Stars and Golden Mushrooms as having 2 Priority, and Mushrooms as having 1 Priority.

At the end of each action, there is a chance for a Pokemon to run into a cone. Because the longer the Pokemon has been out in the battle, the more monotonous Daisy Circuit gets, Pokemon that have been active for a longer duration of time tend to bump into cones more. Thus, the chance of bumping into a cone at the end of an action is equal to the number of rounds that the Pokemon has been active multiplied by ten (10), with a cap of fifty (50) percent. Bumping into a cone deals 1 DMG to the Pokemon, in addition to lowering their Speed by fifty (50) percent for the next three actions; this effect cannot stack but will restart the timer.

Summary: Mario Kart items to be used, chance to bump into cones.
Arena: Koopa Cape
Field Type: Water, Electric
Complexity: Intense
Formats: Singles, Doubles

Restrictions: All moves are allowed.

Description:
Koopa Cape is the second stage in the Star Cup. Located on what appears to be a small island of sorts, the racetrack leads racers through a small forest, as well as an underwater glass tunnel that showcases the aquatic life around the isle. The course begins on a cliffside of the isle, then curves around into the middle. There, a small river provides a current for racers to drive faster, in addition to waterless paths on the side. Afterwards, racers dive straight down into an underwater glass tunnel where they can see the local Cheep Cheep and Unagi Eel populations while attempting to avoid rotating beams of electricity.

Cliffside Rounds
On the first round and every third round after that, racers race by the cliffside, either just beginning the race or coming out of the glass tunnel. After a large jump off of the boosting pad, the battlers encounter a curved path where a number of Goomba reside. Combat here is just like standard combat, with the exception that attacking moves with at least one (1) priority have their energy cost increased by three (3) due to avoiding the Goombas. However, at the end of each round, there is a 30% chance for each kart to crash into a Goomba; this deals 5 DMG to the Pokemon, lowering its Evasion by a flat fifteen (15) percent and its speed by fifty (50) percent for the next round. Due to the unsteadiness of acceleration after crashing into the Goomba, high-impact moves used on a Pokemon hit by a Goomba for the round after will have two (2) more BAP.

Forest Rounds
On the second round and every third round after that, racers turn out of the cliffside and into a small forest. There seem to be two paths here: one path that is comprised of a gravel road where racers can perform a stunt, and another one that is literally in a river current. When battlers issue their actions on the Forest rounds, they first determine which path they will travel and then their actions; actions that target Pokemon on the same path as the user will have a flat five (5) percent increase in accuracy and deal one (1) more damage.

Should a Pokemon choose to take the gravel road, they will amble down the path with only one effect, namely the stunt off of a wooden ramp. The stunt has a 25% chance to do nothing, a 50% chance to increase the Pokemon's speed by one stage (this is a normal stage boost), or a 25% chance to increase all of the Pokemon's stats by one stage (a la AncientPower) for the next round.

If a Pokemon opts to take the river current, however, several things happen. Firstly, the Pokemon's Speed is increased by fifty (50) percent for the duration of the round; this boost is amplified to one hundred (100) percent for Water-type Pokemon. Second, all Water-type moves have two (2) more BAP due to the abundance of water in the river; all Fire-type moves have two (2) less BAP for the same reason. Moreover, the constant maneuvering that the Pokemon must do in order to remain on the river current is both confusing to other racers and exhausting for the Pokemon, resulting in a flat ten (10) percent increase in Evasion and a loss of five (5) Energy at the end of the round.

Glass Tunnel Rounds
On the third round and every third round after that, the racers exit the forest and fall into the underwater glass tunnel. When not being distracted by the Unagi Eels and Cheep Cheeps, battlers race through this narrow tunnel while avoiding the rotating beams of electricity. Because of the electrical sources from the lights around the tunnel and the beams, all Electric-type moves deal two (2) more damage while in the glass tunnel. Due to the narrowness of the tunnel, all Pokemon have a flat X% decrease in Evasion, where X is the Size Class of the Pokemon multiplied by three (3). Moreover, at the end of the round, when the Pokemon exit the tunnel, there is a Y% chance for the Pokemon to get struck by one of the beams of electricity, where Y is equal to the Size Class of the Pokemon multiplied by five (5). Getting struck by the beam will result in 25% Paralysis; in addition, the Pokemon's Size Class will be reduced by one-half until the Paralysis wears off.

Summary:
Cliffside Rounds: Priority moves cost 3 more Energy, a chance to crash into Goombas.
Forest Rounds: Two different paths with different effects, targeting a Pokemon on the same path has 5 more Acc and 1 more DMG; Water moves have 2 more BAP.
Glass Tunnel Rounds: Electric moves deal 2 more DMG, Pokemon have reduced Evasion, chance to get struck by beams of electricity.
 
1. Olivine Lighthouse

Arena: Olivine Lighthouse
Field Type: Electric
Complexity: Moderate
Format: All

Restrictions: Too high up for Dig, Earthquake, etc.
Lighthouse light doubles Thunders power but draws in Thunder Wave and Thundershock as they have too low a voltage.

Description:
Thunder's Power is doubled however thundershock and thunder wave are drawn towards the light. We are too high up for surf and Dig, Earthquake and magnitude will fail. Time of day is dusk so you can still see clearly but the light in the lighthouse isn't bright enough yet to blind you, after 8 rounds it will be completely dark and lighthouses light will lower Pokemon's accuracy by one stage.




PS: I don't care if it actually isn't the Olivine Lighthouse so deal with it.


2. Sandy Island near Undella Town (Marketed by me as Metal Bagon's Island).

Arena: Sandy Island Near Undella Town
Field Type: Neutral
Complexity: Simple
Format: Anything but melee

Restrictions: Can't venture outside of Arena

Descpition:
The Arena is an island of sand just off the coast of Undella. It's about 70 metres squared (aprox 84 square yards for Americans) surounding it the sea however it is fenced off so no Pokemon can swim in or out of an area of 70 metres (84 square yards)swimming straight off the island in a line. Their is solid ground not far under the sand so earthquake and magnitude will still do full damage. Despite that Dig is still fully functional. Finnally if a Flying Pokemon attempts to fly outside of the perimeter of the arena a Lanturn will shoot it down with a Thunder so powerful that it automatically knocks out all pokemon that attempt to get outside the net, so NO ESCAPING FROM THE ARENA AT ALL.


3. Cloud City
Field Type: Flying
Complexity: Moderate
Format: Anything
Restrictions:
1. Only the following Pokemon lines can use Rock Type moves: Regirock, the Gigalith line, the Golem line, the Steelix Line, the Aggron Line, the Rhyperior line, Terrakion and Arceus. Also if the rock type move is 4x SE STAB is removed.
2. Electric Type moves don't hit SE unless it would originally have hit 4x SE, in which case it will only hit 2x SE. All paralyzing effects of Electric type moves is removed
3. Ice type moves won't get STAB and all pokemon that don't gain STAB from Ice type moves will not be able to use special type Ice type Attacks. Hail has no effect on this rule.
4. Ice Type moves also can't hit for 4x SE, if they do ice moves will only do neutrul damage.
5. No Sandstorms.
6. Special Type flying type moves have a 10/100 chance to crit. Refs should use that on the RNG instead of standard.

Aaah Cloud City, or rather a perfect replica of it built in the middle of Route 129, Hoenn Region close to Ever Grande City. Made by the stinking gazillioaire from a foreign region and run by MB. MB runs the city not only as life-mayor, but is also Head of the Police force and is often called upon for detective work and is the gym leader. This city heavily favours Flying Type Pokemon due to sereval instalments ment for comfort but also cancels out Flying Type pokemon's weakness'. For example there are no rocks in the city, meaning only a handful of pokemon can use rock moves, these pokemon usally have rocks as part of there body. Lightninng rods are used to store electricity but they alo draw a lot of power away from powerful electric type moves. There is also a temperature leveling system (TLS) which keeps the tempature at a certain level. This however, nerfs the ice type attacks as residents like tropic temperatures all day all night (apart from on ski day but MB takes a day off on that day as well!). The person in control of the TLS is also bias towards MB (MB doesn't know of this), so 4x SE ice type attacks will do neatrul damage because the person will turn up the arena's tempurature! Also Sandstorm may not come into effect as the gym arena isn't near the beach which unlike other aspects of the city, is natural. There is also an active oxygen machine which keeps the air fresh. This also (unintentionally of course) give special based flying type moves a 10/100 chance to crit.
And as a final statement, Cloud City is the ultimate flying type battling field.

4. White Island
Arena: White Island
Field Type: Dragon/Fire
Complexity: Moderate
Format: All

Restrictions:
1. No Hail
2. Flying types can choose to avoid 1 rock type attack per round for 10 energy (but this is canceled out in sunny weather).
3. Pokemon with the ability Dry Skin will have it's negative active throughout the entire match no matter what. In the rain it's positive only cancels out the negative effect and it won't restore HP with the ability. In the sun it loses double the HP.


Description:
White Island is actually a Volcano off the coast of New Zealand. The air here is very humid as this is an ACTIVE volcano so you better watch out around here. Metal Bagon has made this his gym and has a building on an island close to White Island (but far away enough for it to not be hit by any eruption the volcano can muster) trainers go to this island first and are then taken out to the island by boat by Metal Bagon for the battle.

The volcano of course is active, so at the end of every round there is a 20% that an eruption will happen. An eruption is a 10 BAP fire type move with rank 4 Sp.Attack (obviously the attack is special).

There is a dragon-like aura around this arena as well so dragon types get STAB on all fire types with 7 BAP and over, and fire types get STAB on all dragon type moves 6 BAP and under.

The island is too humid for hail and because of the humidity it takes pokemon not used to these conditions a while to get used to. As such, any pokemon using a rock type move for the first time in a round will have difficulty hitting flying types. If the flying type chooses it can avoid that rock move by flying beyond reach for 10 energy. It must be stated when the trainers orders whether in the case of a rock move it wants to avoid that move (note that if nothing is put then the ref should assume that the pokemon doesn't want avoid the attack).

Also, because of humidity, pokemon that don't receive STAB on heat wave get STAB and Heat Wave has perfect accuracy for that pokemon.

Finally, because this is a flippin' volcano, ice type moves won't be doing much. They will the moved down 1 effectiveness stage (ex: 4x SE = 2x SE, 2x SE = Neutral).




My Favourites (For my Personal benefit only) ;<l
1. It's A Random's Landslide Cave
2. Shiny Skarmory's Nuclear Missile Silo
3. Deck Knight's Bosses Way
4. Objection's Deathtrap Dugeon.
5. Objection's Protegas Sanxtuary
6. Glacier Knight's, Willy Wonka's Chocolate Factory, The Battle Room
7. Smashllyod20's Factory
8-19: All of C$FP's colluseums

PS: The above are in no order.

If anyone wants me to create an arena PM me.
 
Arena: Mauville Game Corner
Field Type: Neutral
Complexity: Moderate
Format: All
Restrictions: No Seismic Moves, No Weather, No Water Source

Being an indoors arena, weather moves/abilities cannot be used. There is no external water swource for moves like Surf, and seismic moves like Earthquake and Earth Power would do too much structural damage and are also banned. Dig is OK though.

All pokemon have the option of playing roulette once each round except on round 1. This does not take up an action but it does cost 10% of the pokemon's max HP and 5 energy. All betting, the spin of the wheel and any effects caused by the wheel all happen at the start of the round before any actions are executed. Here is a crude illustration of the roulette wheel:

(yeah they're meant to be equally sized spaces but I couldn't get them equally sized so this'll have to do)
Trainers may bet on a particular space (eg, orange makuhita), a particular colour (eg, green) or a particular pokemon (eg, azurill). If there are any bets, the roulette wheel will be spun and it has an equal chance of landing on each space (1/12). A pokemon can win different prizes depending on how it bet:
  • If a pokemon bets on a particular colour and wins, it regains 25% of its max HP and 10 energy
  • If a pokemon bets on a particular pokemon and wins, it regains 25% of its max HP and 15 energy and its most recently acquired status effect (including temporary status like Leech Seed and Taunt) is removed
  • If a pokemon bets on a particular space and wins, it regains 50% of its max HP and 25 energy and all status effects on it are removed
The stake of 10% max HP and 5 energy is not returned under any circumstances.


Arena: Protegas' Sanctuary
Field Type: Neutral
Complexity: Moderate
Format: Multiples, Melee (does not work in singles at all)
Restrictions: None
A 50ft-by-50ft stone temple for the relatively unknown deity Protegas that provides protection to those who seek it. The room is lit by torches that provide ample light. There is a fountain in one of the walls that provides a water source for moves like Surf. Although the arena is set indoors, the roof is ruined enough to allow weather moves to work. Despite being ancient, the temple still has a relatively strong structure that allows seismic moves like Earthquake to be used. The floor can be dug through as well and, over the centuries, some plant life has broken through the floor, allowing non-grass-types to use moves like Grass Knot.

At the beginning of every round, Protegas will protect any pokemon he feels is being ganged up on. A pokemon is considered to be ganged up on if it is targeted by:
  • At least four enemy single-target moves
  • Three enemy single-target moves and at least two enemy multi-target moves
  • Two enemy single-target moves and four enemy multi-target moves
  • Six enemy moves, whether they are single-target, multi-target or a combination of the two
Note: this is done by the commands issued and stuff like Encore and Disable changing a pokemon's moves will not affect this, but substitutions will. Substitutions cannot be made based on whether or not an opponent's pokemon gets the barrier.

Any pokemon that meets any of those criteria will be given a protective barrier for that round. The barrier is treated as a 20 HP typeless pokemon with the same rank defences as the pokemon it is protecting. The barrier protects the pokemon from all effects of enemy attacks and will disappear once it runs out of HP, is hit by two enemy non-damaging moves or at the end of the round, whichever comes first. The barrier will not protect from any spillover damage (so an attack that does 25 damage will destroy the barrier and do 5 damage to the target). The barrier will not protect a pokemon from allied attacks that hit it, nor will it be affected by allied attacks. In battles with more than one active pokemon per team, a last pokemon standing will always receive Protegas' barrier at the start of a round unless every team is down to its last pokemon.


Arena: Park of Imagination
Field Type: Neutral
Complexity: Intense
Format: Multiples, Melee
Restrictions: NO MOVES!
A grassy park with a pond in the middle. Pokemon cannot use any moves at all. Instead, before each round begins, several random objects will appear (the ref decides how many, what they are and their effects - they can be literally anything so go nuts) and pokemon must use these objects to do anything.

Here are some suggested rules regarding the use of items in this arena:
  • All objects are usable by all pokemon with roughly equal capability.
  • Picking up an object always takes an action and costs 3 energy unless specified otherwise.
    • If an object's description says you can pick two up in one action, you can do this and it will cost 6 energy.
    • An object that has been picked up can be dropped. This takes an action but has no energy cost.
    • An object that has been picked up can be given to an ally. This takes an action and costs 3 energy.
  • Throwing an object, swinging an object, equipping an object, shooting an object or using an object in any way always takes an action unless specified otherwise. The energy cost varies between items and commands.
    • If an object can be picked up, it needs to be picked up before it can be used. If not, it can be used immediately.
  • A pokemon may only hold up to two objects at once and may only equip one object at a time.
    • 2-handed objects (eg, a battleaxe) will take up both hold item slots.
    • Equipped objects do not take up a hold item slot.
  • Objects that do typed damage do not get a STAB bonus unless specified otherwise.

Arena: Weather Simulation Chamber
Field Type: Neutral
Complexity: Intense
Format: All
Restrictions: No Self-Induced Weather

A 100ft x 100ft x 100ft room made of a white metallic alloy. The east and west edges of the arena have 10-foot-wide rectangular pools of water that run the length of the arena. The floor can be dug through and seismic moves can be used without any problem. The floor also has artificial grass that can be used as an external grass source. Weather-inducing moves and abilities cannot be used.

In the middle of the arena is a machine that can generate weather upon being hit. Area of effect moves like Earthquake and Surf will always hit the machine, while other damaging moves that miss have a 50% chance of hitting the machine (multi-target moves that miss multiple targets only get this chance once). If the machine is hit by a damaging attack, it will change the weather at the end of the round. The weather will be chosen at random; each weather condition apart from the current one has an equal chance of being selected unless specified otherwise. All weather conditions will last until the machine is hit again. The possible weathers are as follows (note: Overcoat and Magic Guard always protect pokemon from damage dealt by any of these weathers):
  • Clear (default): No effect. This will not be chosen if the machine is hit more than once in the round.
  • Sun: Same effect as Sunny Day. This will not be chosen if the machine is hit more than once in the round.
  • Rain: Same effect as Rain Dance. This will not be chosen if the machine is hit more than once in the round.
  • Sandstorm: Same effect as Sandstorm. This will not be chosen if the machine is hit more than once in the round.
  • Hail: Same effect as Hail. This will not be chosen if the machine is hit more than once in the round.
  • Snow: Same effect as Hail except does not damage non-ice-types and does not heal pokemon with Ice Body. Also increases the base power of Powder Snow by 3. This will not be chosen if the machine is hit more than once in the round.
  • Fog: Reduces the accuracy of all pokemon by 1 stage as long as it is in effect. The move Defog will clear the fog, changing the weather to clear. This will not be chosen if the machine is hit more than twice in the round.
  • Acid Rain: Does 2 damage per action to all pokemon except poison-types. Weather Ball is poison-type.
  • Thunderstorm: Does 5 damage per action to all pokemon except electric- and ground-types and pokemon with Lightningrod, Volt Absorb and/or Motor Drive. Electric-type moves have their base power increased by 3. Thunder and Hurricane are 100% accurate. Weather Ball is electric-type.

Arena: WarioWare, Inc.
Field Type: Neutral
Complexity: Moderate
Format: All
Restrictions: No Water Source, No External Grass, No External Rocks
Ref instructions: The posting order for the first round is: challenger sends out, acceptor sends out, ref issues challenge, acceptor orders, challenger orders, ref refs. Also, 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


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.


Arena: Chrono Stadium
Field Type: Neutral
Complexity: Intense
Format: Singles (can work for multiples and melee but not recommended)
Restrictions: No External Grass, No External Rocks

Arena: Chrono Stadium

This arena resembles a giant version of the face of Prague’s Astronomical Clock. There is a moat around the edge of the arena but there are no natural elements such as grass nearby. The flow of time in this arena can change radically with the following effects:
  • Normal time flow
    • Nothing special.
  • Fast time flow
    • Every pokemon's attack and special attack ranks are multiplied by 1.5 with halves rounded up.
    • Every pokemon has +1 evasion.
  • Slow time flow
    • Every pokemon's defence and special defence ranks are multiplied by 1.5 with halves rounded up.
    • Every pokemon has +1 accuracy.
  • Reverse time flow
    • Turn order is completely reversed (ie, higher priority attacks happen after lower priority ones and a slower mon's attack happens before a faster mon's one of the same priority).
    • For attacks with a charge-up or evasive action (eg, Focus Punch, Sky Attack, Dig), swap the priorities of the charge-up/evasive action and attacking action before reversing the turn order.
    • The "cooldown" action for combos occurs on the action before the combo is executed rather than after.
  • Crazy time flow
    • Turn order for each action is randomised, disregarding priority and speed completely.
    • Attacks with a charge-up or evasive action still have that action occur before the attacking action.
Round 1 has normal time flow, then at the end of every round, each of the five time flows has an equal chance of being chosen for the next round. A time flow's effects remain until the time flow changes to something else.


Arena: Bubs' Concession Stand
Field Type: Neutral
Complexity: Moderate
Format: Singles, multiples
Restrictions: No Water Source, no External Rocks, restrictions may be added or removed during the course of the battle.
Ref instructions: When a pokemon is knocked out, the trainer whose pokemon gets the KOC must post to say whether or not they are buying new items before the trainer whose pokemon got knocked out sends in a replacement.



The battle takes place around Bubs’ Concession Stand where Bubs sells all types of crazy crap! At the start of the battle, there is no water source or rock source, but there is a grass source and weather, digging and seismic moves all work as normal. All of this can change as the battle goes on, but more on that later.

Players start with $50 per pokemon they battle with (ie, $50 for a 1v1, $100 for a 2v2, etc.) and, upon sending out their initial pokemon, can use this money to buy items for this battle from Bubs. Every time a pokemon gets a KOC, the owner gets another $50 and may buy more items from Bubs before the next pokemon is sent out. Once a player buys an item, he/she may equip it to any of his/her pokemon as long as the pokemon doesn't already have an item - a pokemon cannot hold more than one item at once in this way. Items bought in this battle cannot be taken out of the battle and items cannot be sold to Bubs.

Here are the available items and their prices. Items marked with a (*) are ones that affect the arena and are not held by pokemon, so when buying such items, the player does not need to specify a pokemon to hold the item.

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  • $20 items
    • Aspear Berry
    • Cheri Berry
    • Chesto Berry
    • Pecha Berry
    • Persim Berry
    • Rawst Berry
  • $30 items
    • Leppa Berry
    • Lum Berry
    • Mental Herb
    • Oran Berry
    • Power Herb
    • Razz Berry
    • Sitrus Berry
    • White Herb
    • Wonderland Biscuit - the holder can use an action and 4 energy (unless taunted) to increase its size class to 7 and its weight class to 12; one use
    • Wonderland Juice - the holder can use an action and 4 energy (unless taunted) to decrease its size class to 1 and its weight class to 1; one use
  • $50 items
    • Absorb Bulb
    • Air Balloon
    • Cell Battery
    • Muscle Band
    • Sand Pit (*) - removes any external grass from the arena
    • Grassy Field (*) - acts as an external grass source
    • Sticky Barb
    • WiseGlasses
  • $80 items
    • Damp Rock
    • Heat Rock
    • Icy Rock
    • Instant Pond (*) - acts as an external water source
    • Iron Ball
    • Light Clay
    • Pond Drainer 5000 (*) - removes any external water from the arena
    • Ring Target
    • Shoddy Decoy - the holder can use an action and 6 energy to gain a 1 HP Substitute without losing any HP (unless taunted); one use
    • Smooth Rock
  • $100 items
    • Binding Band
    • Destiny Knot
    • Flame Orb
    • Giant Parasol (*) - prevents all weather unless the weather-inducing Pokemon has the appropriate weather rock
    • Grip Claw
    • Metronome
    • Rock Crusher (*) - removes any external rocks from the arena
    • Rock Pile (*) - acts as an external rock source
    • Scope Lens
    • Tornado in a Can (*) - blows away pesky Giant Parasols, allowing all weather moves to be used
    • Toxic Orb
    • Wide Lens
    • Zoom Lens
  • $120 items
    • BrightPowder
    • Choice Band
    • Choice Scarf
    • Choice Specs
    • Engineer (*) - busts up Seismic Dampeners, allowing seismic moves to be used
    • King’s Rock
    • Rocky Helmet
    • Seismic Dampener (*) - prevents seismic moves
    • Supercharger - when the holder uses a combo, its energy cost is reduced to (EC + (EC+4))*1.25 for same-move combos or (EC 1 + EC 2) for different-move combos; three uses.
    • Titanium Softener (*) - softens Titanium Underlay and permits digging
    • Titanium Underlay (*) - prevents digging
  • $150 items
    • Big Root
    • Enigma Berry
    • Eviolite
    • Expert Belt
    • Focus Band
    • Focus Sash
    • Leftovers
    • Life Orb
    • Razor Claw
    • Razor Fang
    • Smoke Ball
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Arena: Monster House
Field Type: Neutral
Complexity: Moderate
Format: Singles, Multiples
Restrictions: No move restrictions, but this arena cannot be used unless all battlers have at least three pokemon suitable for the battle but not in the battle
Ref instructions: Battle music, and at the start of the match, choose randomly three pokemon from each trainer's profile that are suitable for the battle but not actually in the battle.

You were traversing the dungeon. You reached the last floor before the boss battle. You found the room with the stairs. Then suddenly ... IT'S A MONSTER HOUSE!

But not just any monster house, oh no. The monsters in this monster house are pokemon from the player's own ASB profiles (with the condition that only pokemon suitable for the battle can be chosen - no bringing a Tyranitar to a weakmons fight for example - and pokemon that have been sent in for the players' teams cannot be monsters as well).

At the start of the battle, three suitable pokemon will be chosen at random from each player's profile, and then in each action, one of the six monsters will use one of its moves at random. The monsters will not use moves that affect only themselves or their allies except for stat-boosting moves, and when they use moves that affect opponents, the moves will only affect the battling pokemon, with single-target moves choosing randomly from the active battling pokemon and multi-target moves hitting all active battling pokemon. The monsters will not get any counters from the battle, including KOC. The monsters cannot be affected in any way by the battling pokemon.

All moves are still usable in the monster house and, apart from the monsters' moves working slightly differently as described above, they work as normal.


Arena: Witches' Brew
Field Type: Variable (starts neutral)
Complexity: Intense
Format: Multiples
Restrictions: None initially

The trainers battle on a huge platform suspended over a relatively small cauldron. The base of the platform is an iron circle with a tall indestructible glass barrier around the edge. On top of this circle is some earth that, at the top, has been made into a dirt circle with small boulders and patches of grass dotted around and a small water hole in the center. Basically, all moves can be used as normal in this arena.

During battle, some of the elemental energy from the pokemon's attacks will be absorbed by a strange liquid that is brewing inside the cauldron. This liquid is known as the Witches' Brew and the elemental properties it has absorbed are denoted by the Witches' Brew's seventeen elemental strengths (one for each attacking type except typeless). Any time a direct damaging attack is used, the Brew's matching elemental strength is increased by the BAP* of the move (for example, Fire Blast increases the Brew's fire elemental strength by 12). If, however, the move has fixed damage instead of BAP, such as Super Fang or Dragon Rage, the elemental strength is increased by the move's energy cost (ignoring STAB) instead. The increase happens if the move is successfully performed, regardless of whether or not the move hits.

Should the total of the Witches' Brew's elemental strengths ever equal or exceed 50, the cauldron will erupt at the end of the round and the Brew will splash over the base of the platform, causing the arena to transform in some way for the duration of the following round. If there is one highest elemental strength for the Brew, the arena transforms into one of these depending on which elemental strength is the highest:

  • Normal
    The platform turns from an earth-covered iron circle into grey plastic, as do the rocks and grass, though they can still be used as normal. The blandness of the platform rubs off on the pokemon. All items and abilities (including traits) are disabled and all pokemon become typeless, meaning they do not get STAB, weaknesses, resistances or immunities (for example, a Steel-type is now vulnerable to Poison-type moves and can be poisoned). The attacks, however, retain their typing. If, at the end of the round, a pokemon is suffering from a status that it is normally immune to, the status is removed unless this arena effect is refreshed.​
  • Fire
    The ground turns into ash and volcanic rock with several fissures appearing in the rocky parts of the arena. Flames shoot out of these fissures at random. At the end of every action after other end-of-action effects have happened, there is a chance that a pokemon will get burned by the flames. This chance is equal to (size class) * 10%. In addition, the water in the water hole becomes much hotter, so Surf and Soak have a 10% burn chance in addition to their normal effects. Dive has a 10% chance of burning the user on the turn they go underwater and on every action they remain underwater.​
  • Water
    The ground becomes sandy and the water level rises until it reaches 1ft above ground level. The deep water slows down the smaller pokemon in the arena. Size class 1 pokemon have their current speed reduced to 33%, size class 2 pokemon have theirs reduced to 50%, size class 3 pokemon have theirs reduced to 67% and size class 4 pokemon have theirs reduced to 75%. Flying, levitating and Water-type pokemon are exempt from this. The ability Swift Swim is activated by this effect unless it is already active due to rain.​
  • Grass
    Writhing vines grow from the platform and cover the arena surface. These vines entangle all pokemon in the arena, keeping them in place. All speed boosts and drops are ignored for the round, moves that can't be used in Gravity will fail, and if a pokemon attempts to use a contact move, it pays the usual energy cost but the move fails as the vines prevent it from getting close enough to the opponent. Flying and levitating pokemon are vulnerable to all Ground-type moves while they are caught in the vines as though they were affected by Smack Down or Gravity.​
  • Electric
    The barrier around the platform and the ground near the edge are covered in electrically-charged iron mesh. If a pokemon is hit by an attack with 8 or more BAP*, there is a chance that the attack will knock the pokemon into the mesh. This chance is equal to (move BAP* - target weight class) * 5%. If the pokemon is knocked into the mesh, it is inflicted with 25% paralysis unless it is Ground-type or has the ability Limber. Lightningrod, Motor Drive and Volt Absorb do not provide immunity to this effect.​
  • Rock
    The ground becomes much more rocky and several huge stalagmites appear on the platform’s surface. These can be used to take cover behind as per the Take Cover command described in the DAT. The stalagmites are treated as having a size class of 6 for this purpose. If a seismic move is used and its BAP* is at least 3 more than the stalagmites’ size class, the stalagmites’ size class is lowered by 1 (to a minimum of 1) and any pokemon taking cover behind stalagmites take damage from a 6 BAP physical Rock-type attack from rank 5 attack.​
  • Ground
    The ground becomes much harder and very cracked and uneven. The platform vibrates violently, causing intense tremors that throw the pokemon off balance. By default, the pokemon will focus purely on the action they are taking; however, with each action, pokemon may choose to keep balance in addition to whatever they are doing. Keeping balance increases the energy cost of the action by 4, while if a pokemon does not keep balance, there is a 25% chance that the tremors throw it off and its action fails (though the energy cost is still paid). Flying and levitating pokemon are exempt from this. In addition, the move Dig causes 10 damage to the user plus 10 damage for every action they remain underground, and flying and levitating pokemon are not exempt from this.​
  • Flying
    A lot of fans appear in the barrier and blow strong gusts of wind in random directions. Every time a pokemon tries to act, there is a chance that the winds will blow it about so much that it cannot act. This chance is equal to (9 - weight class) * 5%, or * 10% if the pokemon is flying or levitating. If a pokemon cannot act for this reason, it does not use any energy.​
  • Ice
    The ground turns into ice, making the arena very slippery. Evading attacks by means of the Dodge command, evasive Agility and evasive Teleport is impossible as pokemon try to maintain their balance on the ice, while contact attacks have their base power reduced by 3 for the same reason. Flying, levitating and Ice-type pokemon as well as those with the ability Suction Cups are exempt from this.​
  • Fighting
    Some white markings are made in the ground to make the arena resemble a stadium of some kind, and a crowd appears around the edge of the arena and starts to call for a real fight. This results in all pokemon being unable to use non-damaging moves and commands as though they had been taunted. Any pokemon that are encored into a non-damaging move are no longer encored.​
  • Poison
    Toxic sludge geysers appear in the ground and erupt at random. At the end of every action after other end-of-action effects have happened, there is a chance that a pokemon will get badly poisoned by the geysers. This chance is equal to (size class) * 10%. If the pokemon is already badly poisoned, the sludge increases the DPA by 1. If the pokemon already has regular poison, the sludge replaces this with bad poison with an initial DPA of 3. In addition, the water in the water hole turns to acid, so Surf has its base power increased by 2 and corrodes Steel-type targets, while Soak does 10 damage in addition to its normal effect. Dive does 10 damage to the user plus 10 damage for every action they remain underwater and, if they are a Steel-type, it corrodes them.​
  • Psychic
    Shifting multi-coloured patterns appear on the barrier and the ground, making all pokemon think they’re tripping. This is reinforced by waves of psychic energy that are generated by the barrier and interfere with the pokemon’s minds. Every time a pokemon tries to act, there is a chance that the psychic energy will prevent it from performing its action. This chance is equal to (10 - special defence rank - special defence boosts) * 5%. Special defence drops count as negative special defence boosts and are added to the chance of failure. If a pokemon cannot act for this reason, it does not use any energy.​
  • Bug
    The ground is covered in abnormally large plants and flowers that emit a scent that attracts a swarm of bees. Every time a pokemon uses a direct damaging move, there is a 20% chance that it will disturb the bees. If it does, that pokemon takes 10 damage at the end of each action until the end of the round. In addition, the scent is so calming that the ability Anger Point is suppressed, any Taunt and Torment effects are removed and the moves Taunt, Torment, Rage and Rage Powder will fail if they are used (though the energy cost is still paid for each one).​
  • Ghost
    The arena takes on the appearance of a graveyard and frightening ghosts rise up from the graves, terrifying all pokemon. If a pokemon flinches, it must return to its pokeball at the end of the round and be replaced by another pokemon unless switching is not allowed or there are no available replacements. Ghost-type pokemon and pokemon with the ability Steadfast or Scrappy are exempt from this and pokemon with the ability Intimidate must flinch twice before being forced out. In addition, all actions have their energy cost increased by 2 and chilling restores no energy. Only Ghost-type pokemon and pokemon with the ability Scrappy are exempt from this.​
  • Dragon
    The ground changes to bloodstained ash and scorched grass and a glowing crystal appears in the air above the water hole. The crystal gives off an aura that makes all pokemon feel more powerful, causing the base power of all direct damaging moves to be increased by 5 and their energy costs to be reduced by 2 (to a minimum of 1). In addition, if a pokemon uses a move with 14 or more BAP*, that pokemon’s relevant attacking stat is boosted to +6 regardless of whether or not the move hit.​
  • Dark
    While the texture of the ground remains unchanged, the colour changes to pitch black and shadow duplicates of all pokemon emerge from the water hole. Every time a pokemon uses a direct damaging move, its shadow duplicate does damage to the target(s) of that move immediately after, even if the move failed to damage them. This damage is equal to the BAP* of the move used. If the move has fixed damage instead of BAP, the shadow duplicate's damage is equal to the energy cost of the move instead.​
  • Steel
    The ground turns into iron with small amounts of rocks and grass being available in large glass containers. The iron arena is so hard that any attempt at digging through it will fail (though the energy cost is still paid). The water hole is removed, meaning all moves that require an external water source will fail, and a cannon takes its place. Pokemon of size class 4 or less can fire themselves out of the cannon for (8 + (weight class / 2)) energy. Firing oneself out of the cannon is a physical typeless attack with a BAP equal to (12 + weight class), 75% accuracy and a charge-up priority of +1 and a hit priority of -1, but multi-hit moves like Fury Swipes do not disrupt it. Only one pokemon may use the cannon at a time, so if a second pokemon tries to get into the cannon, it fails and does not pay the energy cost.​

If, when the cauldron erupts, there is a tie for the highest elemental strength, then the arena will transform into an elemental amalgamation. Due to the conflicting elemental properties of the brew, the arena tries to transform in two or more very different ways. After some shaking, the arena transforms into an elemental amalgamation, meaning it is part bloodstained ash, part volcanic rock, part giant grass, part ice, part upward-flowing water, part toxic sludge, part dark matter, part electrically-charged iron and part patterned plastic. This doesn't cause the arena to have the properties of multiple typings though. Instead, injury and healing are swapped around, so any time a pokemon would normally take damage, it heals that amount of HP instead. Likewise, whenever a pokemon would normally restore HP, it loses that amount of HP instead.

* Here, BAP is used to refer to the base power of the move before all modifiers (including STAB and any arena modifiers) except the following: Technician, multi-target reduction and multi-hit hit roll.


Arena: Haunted Mansion
Field Type: Neutral
Complexity: Moderate
Format: All
Restrictions No Weather, No SolarBeam, No Water Source, No External Grass, No External Rocks

The pokemon will be battling inside a large hall in a haunted mansion at midnight. Because the battle takes place inside, no weather effects will work here and SolarBeam cannot be used either. There is also no external water source, external rocks or external grass. In addition, all of the Rotom appliances can be found in the mansion, although because they are not in the hall, the command to possess an appliance costs 12 energy.

At the end of each round, one of the following will happen at random, with a 20% chance for each event (note: all pokemon have neutral natures):
  • The bath in the upstairs bathroom will fall through the hall's ceiling and land in the middle of the hall. For the rest of the battle, there will be an external water source; however, a Frillish will use Scald on the first pokemon that uses a move that requires an external water source. This event cannot happen at the end of round 1 and it can only happen once in the entire battle. If this event is rolled at the end of round 1 or after it has already happened, nothing will happen.
  • A Chandelure floating close to the ceiling will use Will-O-Wisp on all active pokemon, even those that are already burned or immune to burn.
  • A Misdreavus will materialise behind one active pokemon (chosen at random with each active pokemon having an equal chance of being chosen) and shriek loudly before quickly floating away. That pokemon will be unable to do anything on its next action.
  • A Haunter will emerge from one of the walls, use Lick on one active pokemon (chosen at random with each active pokemon having an equal chance of being chosen), and then float through another wall.
  • One of the Rotom appliances (chosen at random with each appliance having an equal chance of being chosen) will be possessed by a Rotom, who will then enter the hall, use its new form's special move (Overheat, Hydro Pump, Leaf Storm, Air Slash or Blizzard) on all active pokemon, and then return the possessed appliance to its original location. If, when this event is rolled, the chosen appliance is already being possessed by a player-owned Rotom, nothing will happen.

Arena: Transformice Map 128
Field Type: Neutral
Complexity: Intense
Format: Singles, Multiples
Restrictions No External Rocks



This arena has no external rock source, but otherwise there are sufficient elements to make all other moves usable at their usual capacity. In addition, the pokemon have shaman powers that can be used to give them an edge using the Transformice objects. Summoning an object costs 5 energy. Each pokemon may only summon one object per round. Summoning has a charge-up priority of +1 and an execution priority of -1, and can be interrupted by multi-hit moves such as Fury Swipes. However, it is not subject to consecutive use energy penalty and cannot be Encored, Disabled or Imprisoned. Torment can prevent a pokemon from summoning the same object as it did last round, and Taunt can prevent a pokemon from summoning balls, boxes, planks and balloons. Here are the objects that can be summoned:

  • Ball
    • Summoning a ball is a team-wide effect. More than one ball may be in play at a time on each team's side.
    • Whenever any single-target move is used against a pokemon with at least one ball on its side, the attacking pokemon may be distracted by a ball and attack that instead. The chance of this happening is equal to (number of balls on the target's side) * 10%, capped at 50%. If a ball is attacked, it is removed from play immediately.
    • Multi-target moves will destroy all balls on the target's side and hit their intended target when used, but their BAP will be multiplied by 0.75 as per the usual rules of moves that hit more than one pokemon. Multi-target moves that would also hit allies (eg, Earthquake) destroy all balls in the arena.
    • Balls cannot be unwillingly attacked by a pokemon summoning a spirit or a cannonball, nor can they be selected as targets by an anvil god.
  • Box
    • Summoning a box is a team-wide effect. More than one box may be in play at a time on each team's side.
    • A box or group of boxes may be used as an object to Take Cover behind as per the Take Cover command's description in the DAT.
    • One box is treated as having a size class of 4 for this purpose, and subsequent boxes add 1 to the group's size class. A box cannot protect from spirits, cannonballs or anvil gods however.
  • Plank
    • Summoning a plank is an arena-wide effect. More than one plank may be in play at a time.
    • By itself, a plank does nothing. However, if at least 3 planks are in play, the external water source will be cut off.
    • If a pokemon is underwater at the time this happens, that pokemon comes up just before the last plank is placed and, if it was using Dive, its attack is cancelled.
  • Spirit
    • Summoning a spirit is a single-target effect. Once a spirit is summoned, its effect happens and then it disappears.
    • A spirit does a flat 10 damage to one target pokemon or removes one ball from play.
    • If used against a pokemon, a spirit has a 100% flinch chance (though at priority -1 it will probably not flinch much) and, if that pokemon is attached to a balloon, the spirit's damage is increased to 20.
  • Balloon
    • Summoning a balloon is a single-target effect. More than one balloon may be in play at a time.
    • A balloon can be attached to any plank, box or ball, or any pokemon.
    • If it is attached to a summoned object, that object and the balloon are removed from play instantly.
    • If it is attached to a pokemon, that pokemon gains the Levitate trait for 6 actions or until it uses Roost, a seismic move or a contact move, whichever comes first. When the pokemon no longer gains the benefits of the balloon, the balloon is removed from play.
    • Balloons cannot be summoned while Gravity is in effect, nor can they be attached to pokemon under the effects of Smack Down. If, while a pokemon has a balloon attached to it, it is hit by Smack Down or Gravity is used, the balloon is removed from play immediately.
  • Cannonball
    • Summoning a cannonball is a single-target effect. Once a cannonball is summoned, its effect happens and then it disappears.
    • A cannonball is treated as a 50% accurate 10 BAP physical typeless attack from rank 5 attack or the user's attack rank, whichever is higher. The attack also has a 50% chance of causing confusion if it hits.
    • If the user has any boxes on their side, they may connect the cannonball to one of their boxes, giving the attack 100% accuracy but causing that box to be removed from play.
    • If the target pokemon is taking cover behind a box or group of boxes, the attack has 100% accuracy and, in addition to its usual effect, removes one box from the target's side.
    • If the target pokemon is attached to a balloon, the cannonball's base power is increased to 20 and the balloon is removed from play.
    • Alternatively, a cannonball can be used to remove a ball or a box from play. If used in such a way, the cannonball is 100% accurate.
  • Anvil
    • Summoning an anvil is an arena-wide effect. More than one anvil may be in play at a time. However, only one anvil god may be in play at a time.
    • By itself, an anvil does nothing. However, if at least 3 anvils are in play, they will combine themselves into an anvil god. Additional summoned anvils will attach themselves to the anvil god.
    • An anvil god will attack one pokemon at random each action at priority -0.5, and its attack will be a 6 BAP physical typeless attack from an attack rank equal to the number of anvils. If the target is attached to a balloon, the BAP increases to 12. If there are any balls or boxes on the target's side, these are immediately removed from play and the attack that hits the pokemon does not suffer a BAP reduction.
    • At the end of each round, an anvil god has a chance of leaving play equal to (number of anvils - 2) * 10%, or 100% if the anvil god has at least 8 anvils on it. If an anvil god leaves play, all anvils that make it up are also removed from play.

Arena: Bloons
Field Type: Neutral
Complexity: Moderate
Format: All
Restrictions No Water Source, No External Grass, No External Rocks, No Digging

The pokemon are high in the sky on a circular wooden platform with a 100ft diameter. No external water source, rocks or grass can be found on this platform. The platform is too thin to dig through as well, but the wood is strong enough to allow seismic moves.

In addition to any items the pokemon may be holding, each pokemon starts the battle equipped with 5 darts. Once per round, a pokemon may throw a dart for 5 energy with the Throw Dart command. This cannot be Encored or Disabled, but can be prevented by Taunt, Torment and Embargo. The thrown dart will pop a randomly-chosen balloon and that balloon will have a specified effect. Here are the balloons along with their chances of being popped and their effects:
  • Normal balloon (25% chance): no effect
  • Tack balloon (10% chance): deals 10 damage to all opponents
  • Spike ball balloon (10% chance): deals 25 damage to the opponent with the highest health*
  • Bomb balloon (10% chance): deals 25 damage to the opponent with the lowest health*
  • Ice balloon (10% chance): freezes the opponent with the highest health* for 1 action
  • Bee balloon (10% chance): does 10 damage per action to the opponent with the highest health* for 3 actions, shifting between pokemon each action if necessary
  • Extra dart balloon (10% chance): gives the pokemon 1 dart
  • Triple dart balloon (5% chance): gives the pokemon 3 darts
  • Boomerang balloon (5% chance): gives the pokemon 1 boomerang and allows them to use the Throw Boomerang command, which works like throwing a dart except it also does 10 damage to the opponent with the highest health* and can be used while taunted but cannot be used if the pokemon is throwing a dart in the same round
  • Lightsaber Balloon (5% chance): pops 2 balloons from this list (if one of those is another lightsaber balloon, reroll for that balloon)
* If it's a tie, choose randomly among the tied pokemon with an equal chance for each.


Arena: Mine Cart Ride
Field Type: Neutral
Complexity: Simple
Format: Singles
Restrictions No Water Source, No External Grass, No External Rocks, No Digging, No Flying, No Weather, No SolarBeam, No Seismic Moves, No Earth Power

The arena is set in an underground mine (so any moves that require an outdoors arena such as weather and SolarBeam are unusable). There is no external water source, no external rocks and no external grass. Furthermore, due to the nature of this battle, seismic moves (including Earth Power), digging and flying aren't allowed.

Throughout this battle, the two pokemon will be riding in mine carts on adjacent tracks that twist and turn through a large part of the mine. Thus, pokemon are forced to remain at close range. Once per round, a pokemon may use the Ram command, which has the following attributes:
  • Fixed damage: Fixed damage equal to (1 + user's weight class - target's weight class)*5, or 2 damage if the user's weight class is less than the target's weight class
  • Energy cost: 7
  • Priority: +1
  • Secondary effect: Flinch
  • Effect chance: 50%, or 70% if the user's weight class is at least 3 more than the target's weight class

Arena: Strong Badia
Field Type: Neutral
Complexity: Simple enough to be a viable alternative to the ASB arena
Format: All
Restrictions No Water Source



A field with a white picket fence along the edge. There is also a tyre leaning on the fence and a stop sign with graffiti on it leaning on a cinder block. There is no external water source for moves like Surf and Soak. Apart from that, everything else can be used as normal.


Arena: Treadmills of Doom
Field Type: Neutral
Complexity: Intense
Format: Singles
Restrictions Water Source only for Surf, No Weather, No SolarBeam, No Natural Elements, No Digging, No suspending Fly, No Entry Hazards

Arena basics:

  • No weather or SolarBeam
  • External water source can only be used for Surf
  • No natural elements (rocks, grass, etc.)
  • No digging
  • No suspending Fly
  • Seismic moves allowed

The pokemon are inside what looks like an evil mastermind's lair, complete with death traps for any superheroes or secret agents that think they can bring said mastermind to justice. The actual arena is just one of these death traps: a bunch of treadmills set out in several rows with shark tanks at the ends of the rows. The walls on the sides of the arena have been marked at 10ft intervals and it is clear that the length of the treadmill arena is 100ft, not counting the shark tanks at each end. The treadmills' constant movement disrupts all entry hazard placement.

The key aspect of this arena is position, or more specifically, how far along the treadmills the pokemon are. The treadmills span positions from 1ft to 100ft, and the shark tanks are at locations 0ft and 101ft. The treadmills go in the direction of the shark tank that they are closer to, so from 1ft to 50ft, they go towards 0ft, and from 51ft to 100ft, they go towards 101ft. If a pokemon should fall into a shark tank, that pokemon is KO'd immediately. Flying and levitating pokemon are not exempt from this as the gravity in this room is slightly intensified - not enough for Gravity's effect to happen or for flying and levitating pokemon to lose their immunities to Ground-type and seismic moves respectively, but enough to force them to come to the ground briefly at the end of each action.

Detailed arena mechanics:

At the start of the battle, whoever sends out their pokemon first sends them out at the 50ft mark and whoever sends their pokemon out second sends theirs out at the 51ft mark. Any time a new pokemon is sent out, it is sent out at whichever position the trainer's first pokemon was sent out at.

At the end of every action, every pokemon will be pulled 1ft by the treadmills. For pokemon whose position is between 1ft and 50ft, subtract 1ft. For pokemon whose position is between 51ft and 100ft, add 1ft. In addition, all pokemon lose 1 energy as they try to stay away from the shark tanks. Pokemon with Hustle enabled lose 2 energy but do not get pulled by the treadmills. However, there are certain situations in which a pokemon will not run to stay out of the shark tanks. If a pokemon finds itself in one of those situations, it loses no energy but the treadmills pull it 5ft towards the nearest shark tank. These situations are as follows:
  • The pokemon chilled in that action.
  • The pokemon cooled down in that action after using a combo.
  • The pokemon is immobile, meaning that it is either under the effect of Ingrain, Wrap, Bind or Clamp, or it is grappling an opponent (dealing damage to it per action) with Wrap, Bind or Clamp.
  • The pokemon is anchored (see the Anchor command for details).
  • The pokemon failed to act at all in the action for any reason (including but not limited to flinch, sleep and full paralysis; however, not including confusion or a move missing or having no effect due to immunity).

All direct damaging moves except partial trapping ones like Wrap and Fire Spin have a knockback component. Unless the target is immobile, it will be pushed away from the user of a direct damaging move that hits it. If the user and target are in the same position, or if the move involves picking up or throwing the target (such as Circle Throw, Psychic or Sky Drop), the move sends the target towards the nearest shark tank. The knockback component is equal to the BAP of the move (before all adjustments except Technician, the *0.75 for multi-target moves and multi-hit calculation) plus the user's attack or special attack rank (depending on whether the move is physical or special) minus double the target's weight class. For moves that deal fixed damage, treat their BAP as half of the damage dealt. If the move is a contact move, its BAP is multiplied by 1.5. The end result is rounded off to the nearest whole number using normal rounding rules, but the knockback component is always at least 0ft.
For example, a Modest Tomohawk's Hurricane against a Quiet Machamp has a knockback component of (12+5-2*5)=7ft, while that same Machamp's DynamicPunch against the same Tomohawk has a knockback component of (10*1.5+5-2*3)=14ft.​
There are a couple of special cases: Foul Play uses the target's attack rank as opposed to the user's, and a self-hit from confusion has knockback equal to a 4 BAP contact attack (see below) from the confused pokemon's attack rank and reduced by the confused pokemon's weight class.

In this arena, a pokemon that isn't immobile may use the Dash command to run to a particular integer position. The range of valid positions the pokemon can run to is its current position plus or minus 10% of its current speed (rounded to the nearest whole number) and the energy cost for using the command is (5 * distance travelled / maximum possible distance), rounded to the nearest whole number with a minimum energy cost of 1. If a pokemon tries to run to an invalid position, it will simply run as far as it can in that direction and the command will cost 5 energy. It doesn't matter whether there's another pokemon at the same position or not - the rows of treadmills are wide enough to allow multiple pokemon to share the same spot along the length of the arena.
For example, an Adamant Raticate with no speed boosts or drops can run up to (97/10)=9.7ft (which gets rounded to 10ft) in either direction. If said Raticate is at the 20ft mark, this means it can run to the 10ft mark, the 30ft mark or anywhere in between. Running to the 13ft mark or the 27ft mark would cost it (5*7/10)=3.5 energy, which would be rounded to 4. If it tries to run to the 35ft mark, it will run as far in that direction as it can, which will take it to the 30ft mark.​
The Dash command cannot be encored or disallowed by moves that typically prevent certain moves from being used such as Taunt, and it is not subject to the consecutive move penalty.

Contact moves have a limited range based on the pokemon's size class. If the distance between the pokemon using the contact move and the intended target is less than or equal to the user's size class, the move will work as normal. Otherwise, as long as the pokemon is not immobile, it will try to run up to its target and use its intended move as if using the Dash command as part of the move, with the maximum distance being doubled if the move is Pursuit. The pokemon will only run until the distance between it and its target is equal to its size class before attempting to use the move; however, if the move misses, there is a 50% chance that the pokemon will then continue to run until it runs as far as it possibly could. If the move being used is U-turn, the pokemon will then return to its previous position immediately. Otherwise, it will remain in its new position until it is moved by the treadmills. In the event that the pokemon cannot reach its target, it will fail to use its intended move, but the fact that it managed to Dash means it doesn't count as failing to act and, if the intended move was a combo, the pokemon is not forced to cool down on the following action. An immobile pokemon that attempts to hit an out-of-range opponent with a contact move will simply fail to act.
For example, an Adamant Gliscor at the 30ft mark can use Acrobatics on an opponent whose position is between 27ft and 33ft as usual. Said Gliscor can run up to (95/10)=9.5ft (which gets rounded to 10ft), so would also be able to hit opponents whose position is between 17ft and 43ft, but this would require Gliscor to spend some energy travelling towards the opponent. Attempts to hit opponents any further away will result in Gliscor running to either the 20ft mark or the 40ft mark, whichever is closer to the intended target of Acrobatics, but Gliscor won't execute its intended move.​

There are other commands that may be used in this arena. The Sprint command allows a pokemon to run up to three times as far as it could with the Dash command for an energy cost of (20 * distance travelled / maximum possible distance). However, the pokemon will have to cool down on the next action as though it had just used a combo. This command, like the Dash command, cannot be encored or prevented by moves that usually prevent moves. Unlike the Dash command, this command cannot be used while enduring.

The Anchor command costs 5 energy and gives the pokemon a "permanent" anchored effect. This effect prevents the pokemon from being removed from play by opponents' moves and reduces the knockback of all damaging moves except those that involve picking up or throwing the pokemon (such as Circle Throw, Psychic or Sky Drop). If the pokemon has Suction Cups, the knockback is eliminated completely; otherwise, the knockback is halved and rounded to the nearest whole number. However, being anchored also removes any immunity to Ground-type moves and, any time the pokemon is hit by a direct damaging move that doesn't involve picking it up or throwing it, it loses energy equal to 50% of the knockback the move has. If the pokemon is successfully picked up or thrown, or if it attempts to use the Dash command, the Sprint command, a contact move on an out-of-range target or any move that involves jumping or flying, or if the pokemon is ordered to end its anchored effect as part of another action, its anchored effect ends. Finally, this command cannot be encored and, with the exception of Taunt, cannot be prevented by moves that usually prevent moves.
 
I have a couple of arenas that I made for challenges that were never accepted or were never properly broke in due to an opponent's DQ...

Arena: Cliffs of Pandaemonium
Field Type: Ghost/Dark/Poison/Flying
Complexity: Intense
Format: All
Retrictions: Limited Water Source
An ominously named rock structure located near the peak of a great mountain (oddly named Mt. Sunshine), that has an infamous past. Apparently, a great Sorceror was once felled there and ever since, his spirit has haunted and cursed the area. More relevantly, a great many tourists get lost here every year and are never found (some say this is the curse), while the Murkrow and Vullaby families flock here to feast on the carrion littering the ground.
Important Facts:
-Perpetual Haze blankets the area, reducing the vision (read Accuracy) of non-Ghost, Poison and Dark Pokemon that rely on sight by 10%. (Pokemon that can create Haze or Mist themselves are also unaffected.) The Haze can be blown away with great winds, but only temporarily (1 round.)

-There is enough water below the cliffs to summon Surf, but to do so would cost extra energy.

-The weather can be changed to either Rain or Hail.

-Large-scale attacks (Surf, Rock Slide, etc.) will annoy feeding Pokemon, and may provoke them into attacking after repeated use.


Arena: Forest of Souls
Field Type: Dark/Bug/Grass/Ghost
Complexity: Moderate
Format: All
Restrictions: No Dig/Earthquake
The Forest of Souls, said to be over a thousand years standing. The ancients used to bury their dead in the relative seclusion of this mysterious and dark grotto. The ancients' souls are now said to inhabit the various flora (trees mainly) and thus has caused them to gnarl and grow throughout the forest floor. Dark, Bug and Ghost-type Pokemon are known to flock here.

Important Facts:
-Dig and EQ are unusable because of the large roots that are present both above and below the ground.

-The forest is very dark, and thus Pokemon adapted to light that cannot make light of their own (Flash, open flames, etc.) will suffer a stat drop (-1 to either Atk, Def, SpA, SpD, Spe, Acc or Eva; chosen randomly) due to fear and lack of vision. Dark and Ghost types are immune to this effect.

-When a Pokemon is knocked into a tree, a Bug, Dark or Ghost Pokemon will fall/come out and perform one attack on a random combatant at the end of the turn, then leave the battle. (Base Stats are used for the Pokemon; natures are considered neutral)

-Pokemon possibilities are up to ref discretion, but the standard is: Cherubi (Magical Leaf)=40% chance; Purrloin (Night Slash)=30%; Duskull (Confuse Ray)=20% ; Pineco (Self-Destruct)=10%
 
Arena: Tesla Laboratories
Field Type: Steel/Electric
Complexity: Intense
Format: Multiples
Restrictions: No Earthquake, Dig permitted but only by ground and steel types and requiring 3 more energy. No weather permitted. No water source.

Description:

Tesla Laboratories is one of the foremost electrical research facilities in the known world. As such, almost everything here is electrifyingly cool! A giant tesla coil stands in the middle of the arena, unleashing electricity at the end of every round, with an initial 40% chance of striking any given mon. After the fifth round, this chance increases to 60%.
Damage is as follows:
Equivalent to Spark (15%)
Equivalent to Shock Wave (30%)
Equivalent to Discharge (30%)
Equivalent to Thunderbolt (15%)
Equivalent to Thunder (10%)
Furthermore, all electric attacks cost 1 less energy (2 less if the BP is over 10) and have their BP raised by 1. All Steel attacks also cost 1 less energy (regardless of BP) and have BP raised by 1.


Arena: Desert Ruins
Field Type: Ground/Rock
Complexity: Moderate
Format: All
Restriction: No Water Source

Description:
In the midst of swirling sands of the desert lie a sight long unseen by travelers. Following a recent sandstorm, researchers were shocked to discover the ruins of massive temple complex. Most of the walls have long since crumbled to dust, but some of the smaller pockets of granite and mortar still remain, acting as caves for local pokemon like diglett, dugtrio, drillbur, and sigilyph. Numerous pillars rise high into the sky, and sandstorms begin and end without warning. In the center of the ruins is an enormous Megalith, with a hollowed out inside measuring 20ft by 20ft.

Summary:
10% chance of a Sandstorm beginning at the start of any given round (starting from round 2; each round thereafter, the probability rises by 5%).

Pillars are 30ft high and have 25 HP. Destroying one and being either hit by the debris or falling from the top can cause damage. Falling damage is calculated by the pokemon's weight divided 10. Debris hitting a pokemon causes either 5 damage (50%) or 10 damage (50%).

AOE attacks or Attacks with over 8 BP may cause the following:
Drillbur appears, uses either EQ, Dig, Metal Claw, Rock Slide (10%)
Sigilyph appears, uses either Psychic, Flamethrower, Confusion, Aerial Ace (10%)
Dugtrio appears, uses Tri-Attack or Dig (10%)
Gigalith appears, uses Self-Destruct or Stone Edge (5%)
Rhyperior appears, uses Rock Wrecker (5%)



And since I have hopes of being the Steel-Gym Leader

Arena: Industrial Automation (Steel Gym)
Field Type: Steel
Complexity: Intense
Format: All
Restrictions: All moves are permitted.

Description:
One of the world's foremost manufacture and production facilities, Industrial Automations prides itself on top of line technology. The facility is large enough for any conceivable need, and is filled with massive varieties of machinery, enhancing the senses of Steel-types and lowering the energy cost of Steel-type moves by 1 while raising their BP by the same amount. As a manufacturing facility, fire is a serious concern. Because of this, the use of a Fire-type move with BP greater than or equal to 10 will cause the Sprinker System to activate, acting like Water Sport for 2-3 rounds. Seismic activity and digging are possible, and pipes carrying water allow for powerful water attacks. However, seismic activity and digging can have unpredictable consequences:
10% chance of a blown gasket, resulting in heated steam pumping throughout the facility, lowering the accuracy of all non-Steel, Ghost, and Poison types and necessitating greater exertion, increasing energy costs by 1.
10% chance of a short circuit, leaving the offending pokemon fully paralyzed.
10% of a chemical spill, Badly Poisoning all non-Steel or Poison types.
5% chance of an explosion, dealing damage equal to (15-[def rank x 2]) to all pokemon, regardless of typing.
 
Arena: A Long, Rickety Bridge
Field Type: Water/Grass
Complexity: Simple
Format: Singles
Restriction: None
To put it as basically as possible, it's a bridge. You really can't have 2 pokemon side to side on it, and it could probably break if there were anymore than 2 at a time. You can use dig, but you would fall in the water and the current is unusually fast, so you should probably have a water type pokemon if you want to dig. Swift swim pokemon can attack normally in the water. If one of the pokemon is flying or levitating, the bridge is pretty much disregarded for them.


Arena: Sky Dive Into Nothingness
Field Type: Flying
Complexity: Simple
Format: All
Restriction: No Ground moves that specifically require ground to work fail. Surf would also not work.

You and your Pokemon are Skydiving, but there's nowhere for you to land, so you're just continually falling down. Flying mons can fly, but they will be out of range for most attacks on falling pokemon within a few seconds. Levitating mons just fall (except for Flygon, they act like flying pokemon)

(On a random side note, the entire place is white and spans into nothing.)


Arena: A Random Desert
Field Type: Neutral
Complexity: Moderate
Format: All
Restriction: No Surf for you. Also no chills.
Side Note For Refs: It's a good idea to post thirst counters at the end of the round.

Basically, everyone has a Thirst Counter. If the Thirst Counter for a pokemon goes to 10, then that pokemon di-i mean faints. There are 5 cacti in the general vicinity. At anytime you can break a cactus using a move (counts as an action) and drink the water from it, which is the same as using a Chill.

There is a 5% chance of rain at the beginning of a round. If it rains, rain is in effect for that round and the Thirst Counter for all pokemon out drops back to zero.

Surf cannot be used since there isn't any water. Dig uses 5 more energy than usual, since the sand keeps coming down when you dig through it. Pokemon that thrive in the sand have their Thirst Counter drop every even round. They also don't spend as much energy using Dig.


More to be added.
 
Arena: Abandoned Boxing Ring
Type: Water/Ground/Poison if you will
Complexity: Moderate
Format: Singles or Doubles
Restrictions: No Weather
Limited Ceiling
No Digging
No Seismic Attacks
No Water Source
Arena: An abandoned boxing ring that was long ago played on for the last time... or was it? The audience seats are eerily empty, and loud noises echo, which has no effect on the battlefield but can be either creepy or relaxing depending on your perspective. The light is minimal, meaning that all Pokemon that cannot see well in the dark or don't have their own light source have a permanent -1 stage accuracy drop. The battlefield, the ring, is closed-in, allowing fighting types superior senses, but it is big enough for a singles or even doubles match. There is a force field around the ring that prevents any Pokemon from leaving during the battle; getting knocked out of the arena would result in the Pokemon bouncing back in with no harm done. It actually feels like a trampoline! This is Spenstar's secret base of sorts, and as such, he much lead his opponent into the arena and out, and nobody can get in besides Spenstar and whoever is with him.
 
Ice Canyon

Field Type, Complexity, Format, and Restrictions:
Field Type: Ice (Ice-type moves take less energy, Hail costs less to summon, while Sandstorm costs more, and Sun does not boost Fire-type moves, although other effects still apply.)
Complexity: Moderate (all moves available, but several restrictions, mostly weather-based, still apply.)
Format: All
Restrictions:
  • Ice-type moves other than Hail cost 1 less energy.
  • Hail, whether by move or by Snow Warning, costs 2 less energy to summon.
  • Sandstorm, whether by Sand Stream or by move, costs 2 more energy to summon.
  • Sun does not boost Fire-type attacks OR affect freezing. All other effects, such as ability activation and SolarBeam having 0 priority, still work properly.
  • Rain faces no restrictions.
  • Dig is considered to be an Ice-type move.
  • Through various loopholes, all other moves are available.
Flavor

A hollow, symmetric depression in a glacier, 25 feet wide at the bottom, 35 at the top, and 50 feet high. It extends too far away to exit. There's a water source in the form of an icy brook or stream flowing through, but Dig deals Ice-type damage; the glacier is too deep to hit soil. If you need more water, you can always melt some of the wall. Stones and plant matter have been brought in from god-knows-where, and they can be used for attacks like Rock Slide and Grass Knot. Earthquake, Bulldoze, and Magnitude will still inflict seismic damage. Earth Power can pierce the ice long enough to deal Ground-type damage. The walls are surprisingly stable; no avalanches can be triggered here. All Ice-type moves but Hail cost 1 energy less to execute here, and Hail costs 2 less energy to summon, whether through Snow Warning or the move Hail. Sandstorms, on the other hand, cost 2 extra energy to summon for want of material, whether through Sand Stream or the move Sandstorm, and the Sun's rays bounce off the reflective ice, preventing its heat from boosting Fire-type moves or melting the ice off frozen Pokemon. (However, SolarBeam and Sun-based abilities still trigger.)
 
Arena: Abandoned Opera Theater
Field Type: Dark/Ghost
Complexity: Moderate
Format: All
Restrictions:
No Weather (Either in part or specific weathers like Rain or Hail)
Artificial Field (usu. completely indoor arenas with no natural objects like rocks or grass. Note that many Pokemon can use dust, cause arena damage, or even use their own bodies to bring in natural elements that don't immediately exist)
Limited Ceiling (usu. completely indoor arenas or arenas with a fairly low vertical barrier of another kind, restricts Fly and aerial evasiveness)
No Digging (Arena cannot be Dug through)
No Seismic Attacks (Arena cannot be affected by moves like Bulldoze, Earthquake, Magnitude, and Fissure)
No Water Source (No water is available for Surf, Dive, etc.)

Description: In an old abandoned theater inhabbited by many ghost and dark type pokemon. There are large marble pilars along all four walls, a grand stair case that features a large faded painting of a man in a masquerade mask. You can faintly hear the sounds of musicals of old being sung, whether by the ghost pokemon or by the ghosts of actors long passed is unsure. There is only one light flickering in the large hall. Ghosts type pokemon and pokemon related to sound thrive in this arena. A large chandelere hangs precariously over the battle field. If the is too much movement and damage to the surrounding, it may fall and cause up to 20-30 ??? type damage to all pokemon on the field.


Arena: Cavern Forest
Field Type: Grass/Bug/Dark
Complexity: Moderate
Format: All Formats

Description: A large cavern with a whole ecosystem of life living inside. Crystals line the sides of the cave reflecting light from a hole in the ceiling. The light produces a watery reflection on the cave walls and on the vegitation growing. The vegitation is very similar in structure and function as the kind that live above under the golden sun. The differences are that most of the shrubs and smalls trees have glowing flowers and are half the size of above ground vegitation. Many never before seen bug and grass pokemon live in the darkness surrounding the battle field. They can be hostile if threatened or their habitat is threatened. If fire or excessive damage is done, there is chance that the wild pokemon will attack the fighting pokemon.

50%Chance for the vegitation to burn after a fire type attack is used giving all pokemon around it a burn status
25% Chance for swarm attacks doing 5-10 Bug or Grass damage with damage to surrounding vegitation


Arena: Final Fantasy's Glory Field
Field Type:
Old Zanarkand: Water/Electric
Rabanastre: Ground/Rock
Cocoon: Flying/Fighting
Edge: Dark/Steel
Complexity: Intense
Format: Multiple
Restrictions:
Old Zanarkand: No EQ/Magnitude or Digging
Rabanastre: No water source
Cocoon: No EQ/Magnitude or Digging and no water source
Edge: No water source

Description:
The location is in a city divided into four parts. The battle takes place in the center of the city where all four parts are accessable. The four parts represent a different City in four different Final Fantasy games. The part that is to the top left of the field is a representation of old Zanarkand before sin's attack from FFX. The part that is to the top right of the field represents Rabanastre from FFXII. The part that is to the bottem right of the field is a representation of Cocoon from FFXIII. Finaly, the last part that is to the bottem left of the field is a representation of Edge from FFVII.

Throughout these cities lurk many characters and monsters from each repsective game. If you move throughout the city, you may and probably will end up meeting these characters.

Old Zanarkand:
30% Tidus: Casts Haste on slowest pokemon on the field raising their speed by 50%
30% Sinscale: Deals 5-10 water physical damage to each pokemon on the field
20% Auron: Protect's pokemon with lowest Hp from one attack
10% Sinspawn Ammes: Casts Demi, which does ??? special damage to all pokemon equal to 1/4 of their current health

Rabanastre:
30% Vaan: Casts Slow on the fastest pokemon on the field lowering their speed by 25%
30% Imperial Swordsman: Deals 10-15 rock physical damage to one pokemon
20% Penelo: Casts Cure, Healing the pokemon with the lowest hp for 1/4 it's current hp
10% Belias, the Gigas: Uses Hellfire to deal 15-25 fire special damage to all pokemon

Cocoon:
30% Lightning: Uses Ruin to deal 5-10 psychic special damage to the pokemon with the lowest Sp.Def
30% PSICOM Infiltrator: Deals 5-10 electric physical damage to the pokemon with the lowest Def
20% Sazh: Casts Faith on the pokemon with the highest sp.atk, raising their sp.atk by one * and Bravery on the pokemon with the highest atk, raising their atk by one *
10% Manasvin Warmech: Deals 15-25 steel physical damage to all pokemon

Edge:
30% Cloud: Casts Armor and Shell on all pokemon. All pokemon have effects of Reflect and Light Screen
30% Behemoth: Deals 5-10 dark physical damage to one pokemon
20% Tifa: Casts Heal on all pokemon, curing any status problems they may have
10% Bahamut: Uses Mega Flare to deal 15-25 normal special damage to all pokemon

All:
10% Nothing: No effect


Arena: Cramped Toyroom
Field Type: Neutral
Complexity: Moderate
Format: Singles, Multiples
Restrictions:
Hight Restriction: Pokemon must be under 5' tall
No Weather (Either in part or specific weathers like Rain or Hail)
Artificial Field (usu. completely indoor arenas with no natural objects like rocks or grass. Note that many Pokemon can use dust, cause arena damage, or even use their own bodies to bring in natural elements that don't immediately exist)
Limited Ceiling (usu. completely indoor arenas or arenas with a fairly low vertical barrier of another kind, restricts Fly and aerial evasiveness)
No Digging (Arena cannot be Dug through)
No Seismic Attacks (Arena cannot be affected by moves like Bulldoze, Earthquake, Magnitude, and Fissure)
No Water Source (No water is available for Surf, Dive, etc.)

Description:
A small toyroom designed for children, only a square room with 5' walls. As children often do, Small toys are sprawled all around the floor. They can be picked up and thrown, or stepped on for small damage, only 1-3 ??? damage. Since its such a small room, the trainers cant be in the room, and commands are done through a speaker. Dig will not work as the floor is made of hard wood, and flying isnt an option. Weather cannot be changed and is in a state of "Clear"


Arena: Silvan's Autoshop Gym
Field Type: Steel/Poison
Complexity: Moderate
Format: All
Restrictions:
No Weather
Artificial Field
Limited Ceiling
No Digging
No Water Source

Description:
A simple Autoshop, a place where people take their cars to be serviced. Today bussiness is booming. With the exhaust of all the cars stinking up the room when the doors close, things can get pretty dangerous. Most cars are on the ground and can be used to hide behind, and can be destroyed with too much damage, but a few cars are aloft. A large area for battle has been crafted in the middle of the shop.

10% chance each turn for the large shop doors to open or close.
For each turn the doors are closed exhaust levels rise by 5% every turn and Poison type attacks get a 5% attack boost, capping at 25%.
The exhaust levels return to 0% when the doors open.
When exhaust levels reach 25%, Toxic becomes more potent and is able to effect steel type pokemon without acid corrosion, and effects all other pokemon except poison types, steel types, and pokemon with immunity with regular poison that goes away when exhaust levels return to 0%.
About 6 cars that can be used to Take Cover behind, or throw even, 3 small (class 3 size, Class 6 weight, 40 hp) 2 Medium (class 4 size, class 6 weight, 65 hp), and 1 large (class 4 size, class 7 weight, 90 hp)
 

shadowbone66

Banned deucer.
shadowbone66's Arenas.

Arena: Aperture Science Laboratories
Field Type: Ground
Complexity: Intense
Format: All but Melee
Restrictions: No Weather, Seismic Activity Punished, No Water Source, Limited Ceiling, Artificial Field

Description:

Yup, we're going to Think With Portals in this battle.

GLaDOS has decided to let two trainers inside the Testing Facility in order to test the effects of Pokemon on various Aperture Science products.
The room is 50*50*50.

There are two intersecting lines if Propulsion Gel lining the center the the room, with Repulsion Gel at each end.

Each pokemon startes out in a corner, with a Portal gun in the center of the room. It can only be equipped by Pokemon that can logically use it. e.g. Pokemon with hands. Also, it cannot be equipped if the Pokemon is holding a held item. If the equipper is holding an item, it is dropped in the center of the room for anyone to use. Finally, the Portal Gun holder must state if he/she is making a blue/orange portal, and where. All Pokemon can then leap through said portals. (Hint: Terminal Velocity)

Aerial Faith Plates are scattered throughout the room, except they have been cunningly redesigned to mimic normal panels. If a Pokemon steps on one, they will be suddenly flung through the air.(5% chance of panel being AFP)

Ever since the events of Portal 2, the Facility has been in an...unstable condition. Therefore, GLaDOS wants to prevent too much damage to the structure. If the ref and/or GLaDOS deems that the line has been crossed, (which could happen fairly easily, as the panels that make up the room are fairly fragile) then the offending Pokemon gets a small burst of Deadly Neurotoxin. This works like Badly Poison, except it gets its own counter. If further damage is done to the Facility by the same Pokemon, then the current Neurotoxin Counter doubles. Note that this affects Steel and Poison Types.

The computer could also set up a few turrets to attack the Pokemon at the end of each round, in random positions. (40% setting up 1 turret, 30% setting up 2 turrets, 10% chance setting up 3 turrets)

Turret

Type: Steel

Ability: None

Stats:

HP: 35
Attack: Rank 3
Defense: Rank 2
Special Attack: Rank 3
Special Defense: Rank 2
Speed: 75

Attacks:
Rapid Fire(Steel, Multi-hit, 3 Base Power per hit, Physical, No Contact; a quick stream of bullets is expounded at foe)
Note: Turrets can only attack when opponent is in front of them. Turrets are also quite light.


Arena: Technique Recording Chamber
Field Type: Ground
Complexity: Moderate
Format: All

Restrictions: No Direct Weather, Artificial Field, Limited Ceiling, Water Source Artificially Generated, Seismic Activity Allowed

Description:

This arena is a small, enclosed space. It resembles the Holodeck from Star Trek when it's not activated. In this location, I capture various techniques to use for my Gizoids. However, a new function was recently added...to USE said attacks in testing...

As the battle progresses, each move made by the battlers is recorded. It is then placed into a databank.

At the end of every round, move will randomly be selected from the databank, and both Pokemon will be hit by that move, with perfect accuracy, coming off a Base 3 Attack/Sp. Attack. These go through Substitutes and do not break Double Team, though normal damage will still be rolled for.

Weather cannot be directly summoned, but if a weather move is attempted, it goes into the aforementioned databank. If selected, that weather takes the field for 3 Rounds. All Seismic Activity is repaired immediately, and Water sources and other such sources are artificially generated.

If a nonattacking move is selected from the databank, then if it has positive effects for the user, nothing happens. If it is negative towards the opponent, then all foes are afflicted with it. Hopefully, the ref has enough common sense to have good judgement in discretion of these.

All moves have an equal chance of happening, no matter how many times they are used.

Thank you for contributin to the Gizoid databank.
 
Arena: Factory
Field Type: Steel
Complexity: Moderate
Format: Singles

Restrictions: Automatic Sandstorm, no other weather allowed, all Steel-types have permanent Levitate, no water source

The Factory is a huge room in an abandoned factory. The room is empty besides three fans that blow around sand that was previously lying on the floor of the room, causing a permanent Sandstorm. The fans may be destroyed; they have 60 HP each, Rank 3 Defense and Special Defense, and are considered Steel-type. If all three fans are destroyed the sandstorm will stop. In addition, the room has magnetic properties that give all Steel-types the ability Levitate permanently.
 

Texas Cloverleaf

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Korski said:
OPTIONAL: At the end of every Round, there is a 50% chance the server will crash. If this happens, Rising_Dusk must post in the battle in order to reboot the server and allow the battle to continue.
rofl. I'll post a couple of my arenas when I have some time.
 
Reserving a spot to put up arena ideas later. I have a good one, but I need to flesh it out (and, more importantly, type it in the first place.)

EDIT: Leethoof, what's with all the hate on the Aron family?

Anyway, MY NEW ARENA OF AWESOME!!

Arena in the Trees.
Field Type=Grass/Bug/AWESOME!!
Complexity=If this were Spore, my complexity bar would be at max.
Format=Works better for multiples and brawl.

Flying is dangerous, but possible.
No Digging.
Don't burn down the arena. Please.
Water-requiring moves 1/2 power.
The crowd is fickle.
But, most awesomely, RECRUIT A POKEMON FOR BATTLE!!

Through the work of Pokemon and humans togethera 2:1 replica of the ASB tournament arena has been created in the fores canopy from manipulating the trees' branch growth. (That means everything is half size.) To preserve the arena, various measures have been taken to prevent damage. For one, it is forbidden to Dig in the arena, since it would tear apart the branches that are the arena floor.

Also, if a Fire-type move misses, it has a 75% chance to start a fire. Don't worry, the Water-types in the crowd will put it out, but the fire-starter will be put on probation. If a Pokemon starts a fire twice in the battle, then they will be forbidden to use ANY Fire-type move for the rest of the battle, including moves like Sunny Day that can't start fires.

Seeing as the only way to fill the moat surrounding the arena is through Water-types in the forest (Plumbing? In the middle of a forest? BLASPHEMY!!), the water is not in copious amounts and reduces all moves requiring external water sources to 50% power. Flying in this arena is possible, but not smart. Why? Well, this arena is not above all of the trees; it is inside their branches, and as a result, there are still branches above the arena. If a Pokemon flies above 10 feet, a Pokemon has a 20% chance of hitting a branch, and it For every 10 feet a Pokemon flies above the arena, there is a 20% chance of hitting a branch. (e.g. 20 ft=40% chance, 49 ft 6 inches=99% chance.) Branch sizes are as follows:

Small, thin branch= deals 4 damage, Fly continues, 50% chance of hitting.
Average-sized branch= deals 7 damage, Fly continues at 1/2 power, 30% chance of hitting.
Big, thick branch= deals 10 damage, Fly stops, Pokemon crashes to the ground and takes additional ft/5 damage, rounded up, ft being the Pokemon's altitude, 10% chance of hitting.
Wailord-sized branch (How did your Pokemon not avoid that?)= Deals 15 damage, Fly stops, Pokemon crashes (see above), is laughed at and humiliated by the crowd and deals 3/5 damage for the next 3 actions, 7.5% chance of hitting.
Tree (lol, you hit a tree)= Deals 15 damage, Fly stops, Pokemon crashes to the forest floor, and takes ft/5 damage +5, since the arena is 25 ft above the ground. When it flies back, the Pokemon all laugh at it and it deals 3/5 damage for the next three actions after the action of getting back to the arena. The opposing Pokemon will not attack while waiting for the Pokemon to get back; they're too busy laughing at the idiot that crashed into a tree. When it returns, the battle will continue. 2.5% chance of hitting.

Also, seeing as the crowd is a bunch of wild Pokemon indigenous to the forest, they are a rather unruly crowd. Think 4chan, but not quite as stupid and more anarchic. If a Pokemon becomes a crowd favorite by, say, doing something creative or making a totally awesome combo, there is a chance (ref discretion, based on the level of awesome/creativity) that a berry will be thrown to the Pokemon. It can be any berry that could be useful to the Pokemon, so no Pecha berries when a Pokemon isn't poisoned. This berry cannot be held in No Items matches, but in Items matches, the berry could be held for future use with a hold item slot open. Also, if a Pokemon gets hit into the stands from an attack (again, ref discretion) there is a 30% chance a random Pokemon from the list I'm about to give is hit, and uses a random attacking move from its level-up/egg moves (with no hax applied). There is a 15% chance that 2 Pokemon are hit and attack, a 5% chance that 3 attack, a 25% chance that a Pokemon feeds it a useful berry (see above), and 25% chance that the Pokemon is just shoved back into the battle and nothing happens.

Most importantly, though, one lucky Pokemon in the stands will be able to battle in this battle! At the beginning of the battle, you pick a Pokemon from the stands and battle with it for this battle. It will be one of your lead Pokemon, and it will have a nature of your choice. It will not be nicknamed (it's a wild Pokemon), and will have its level-up moves to level 50 and all its egg moves, but no TMs or tutor moves (again, it's a wild Pokemon).

The list of available Pokemon is included in the next pair of Hide tags that I'll type up later.
 
Leethoofs Bastiodon friendly (and unfriendly) arenas -

Field Type = Neutral
Complexity = Moderate
Format = Multiples!!!
No Restrictions

The battlers are on a solid platform in the middle of a giant bowl filled with delicious broth. No move restrictions at all, because you can safely go seismetoad on the platform and there is plenty of broth to swampert your enemies with. In the soup, there is one of each letter unown floating in around aimlessly. They are all close enough to pick up, and a battler may use one action each round (they can't just use three unowns) to use any move that begins with that letter. Once an unown is used, it cannot be used again.

Field Type = Steel/Rock types (but not aron)
Complexity = Moderate
Format = Singles, Multiples
No Seismic Activity
No Digging
No Fighting Moves
No External Water
Only Weather is Sandstorm
No arons, lairons, or aggrons

This is Leethoof's domain. An arena perfect for training Shieldons and other Rock/Steel types not named aron, lairon, or aggron. It is a large steel factory with conveyor belts and other cool machines that Shieldons and other steel-types (not aron) can use to their advantage, with their increased senses allowing them greater control. The foreman will go wacko on your pokemon if they use seismic activity, so its suggested you avoid that. Also, the foreman adores Shieldons (his name is Leethoof, too), so he will rip your pokemons throat out if they use a fighting move. Like a good foreman, he doesnt leave giant vats of water laying around, so no external water source either. There is, however, plenty of dust to whip up a Sandstorm in this old factory. In addition, the foreman suffers from aggronaphobia, and will instantly give a victory to both a Leethoof and the battler facing the Aron/Lairon/Aggron owner a victory if one is brought to the arena
'

Field Type = Neutral
Complexity = Moderate
Format = Eh, whatever
No Restrictions on anything

Here at the magical type shop, Mr.Heefloot sells many strange and mystical devices. Within these seemingly ordinary devices, a great power is contained, so great that it is even capable of changing the types of Pokemon! For a meager price of less than nothing, Mr.Heefloot is glad to rent these items out to budding trainers for the duration of a battle in his yard. He just loves seeing small creatures crushed by Shieldons! His yard is rather regular, covered in grass and with a small pond nearby, so there are no move restrictions.

The arena is nothing special, but Mr.Heefloot will gladly give one of his precious seventeen items away to a Pokemon at the start of a battle, adding an additional type to them! For example, if the Fairy Wings are given to a Shieldon, then it would be counted for purposes of STAB, type resistances, etc. as a Rock/Steel/Flying type! Just to clear some stuff up, Mr.Heefloot says a Rock/Steel/Dark type is considered 8x weak to Fighting attacks (for an ASB modifier of 3.0), and a Water/Ice/Fire type is 8x resistant to Ice attacks (for an ASB modifier of .29). In addition, a Pokemon may take an item of a type they already are. For example Conkeldurr can go ahead and grab a Super Karate Black Belt to gain double the STAB bonus on fighting-attacks, but also doubling his weaknesses! Only one of each item can be attached per battle, and they do not take up the regular hold item a Pokemon usually has. Here is the list of items, have fun incorporating them into your flavor refs!

Exceptionally Ordinary Something-or-other: This something-or-other has a habit of somewhat normalizing the Pokemon that somehow manages to wear or use it or something like that. Nobody really knows, its just kind of really ordinary and regular and stuff.
Super Karate Black Belt: This black belt is extremely empowering, and instantly gives any Pokemon that wears it the fighting prowess of Jet Lee, Chuck Norris, Yip-man, and Sawk combined! "Be wary of flying feet and fists," it says on the genuine label.
Fairy Wings: Though these wings may just look like they were ripped off of some five-year old's Halloween costume, they are genuine fairy wings. Easily super-glued on to even the most resistant of Pokemon, it grants them the ability to soar around like the average flying-type.
Hive Mind: A small and insectoid brain in a jar, the trainer applies this item by deftly lobotomizing their Pokemon and replacing their frontal lobes with this. The Pokemon is then conquered by a strange alien hive race, and begins acting far more buggy than usual.
Rotten Flower: With on whiff of this disgusting flower, any Pokemon becomes capable of spewing out toxic, poisonous goop like no other. It really is that disgusting. Trainers are suggested to wear gas masks around this item.
Prickly Rose: To apply the powers of this item, the trainer simply slaps their Pokemon silly with it. Eventually, the thorny flower will cause a puncture wound, and its grassy juices with enter the Pokemon's bloodstream. Often, the Pokemon will have a habit of lying around inactively in the sun shortly after being Roseified. Studies are inconclusive on whether this is due to photosynthesis or blood loss.
Scuba Flippers: Just stick these finely-crafted flippers onto any Pokemon's feet, and they'll be swiftly swimming through any drizzle! Instantly gain access to water sources like never before! Note: not proven to work on Pokemon without feet; Mr.Heefloot suggests jamming the flippers on the Pokemon's head.
Torch: Light up your favorite pal, and voila! Instant fire-type!
Mad Scientist Goggles: Equip these stereotypical goggles to a Pokemon, and watch as their fur/hair/scales/shield-faces becomes instantly frazzled by electricity! Soon, they'll be conducting dangerous experiments with Frankensteins and Tesla coils! They grow up so fast...
Refrigerator: Often used in haikus, fridges apparently have another use! Stick this smaller version on top of a Pokemon's head, and they'll be calling Blizzards down upon the battle. It's a wonder what a little bit of chilled ice can do for someone!
Bastiodon Skeleton: Unfortunately, not all Bastiodon fossils were in a good enough condition to resurrect. So, Mr.Heefloot hoarded them, and will gladly preform a rough full skeleton transplant with any brave Pokemon. The sturdy bones of the tough Bastiodon imbue the the patient with rock-hard skin.
Model Train (1:2 scale): When a Pokemon conducts this half-size train, they barely even need their own powers anymore! Honestly, do they really need to use wimpy Pokemon moves when they can just crush their opponent beneath a steel train?
Shovel: As Diglett and Dugtrio show, all you need to be a ground-type is live halfway underground! The shovel makes this unusually tough change much easier.
Gypsy Tent: A Pokemon walks into this gypsy tent a simple Pokemon, and out comes a mystical psychic mind-reader, fully equipped with spoons, crystal globes, and tarot reading skills.
Rusty Ghostbuster: Even Mr.Heefloot doesn't know he managed to acquire this antique, but he does know how it works. Just give it a little kick, and out comes a wicked ghost, eager to posses the nearest Pokemon!
Ominous Hood: When hiding behind this dark, shrouded hood, a Pokemon seems to become evil and wicked, no matter how nice it usually is. It just seems to bring out the worst in everyone. Extended exposure is not suggested.
Master Ball: Everybody knows that legendary dragons belong in Master Balls! So, Mr.Heefloot will gladly allow your Pokemon to sit in this legendary pokeball for a couple minutes, giving them the power of the dragons that used to call it home! Note: Mr.Heefloot does not guarantee the release of your Pokemon, especially if they are a well-trained strongmon.


Hard Rock Temple

SDS and Leethoof happen to be the coolest gym leaders around. So, instead of having a regular gym arena, they have bought out the local Sinnoh Hard Rock Cafe, and souped it up. Battlers, are you prepared to rock?

The Temple is carved into a large cavern in the side of Mount Coronet, obviously near Oreborough City. Battlers enter through a stone archway, fifteen feet high, ringed with solid stone guitars. Epic rock music blasts out of grand speakers throughout the entryway, shaking any unprepared trainers far before they even begin the battle. In the front room of the Temple, a small gift shop and regular Hard Rock Cafe give the illusion of an average restaurant, though a steady booming begins as the challenger crosses the busy Cafe. It is low and almost unrecognizable at first, but steadily grows louder as the trainer approaches the stone back door, into the arena.

Stomp Stomp Clap.
Stomp Stomp Clap.

The rear door grinds open slowly, retracting into the floor, giving the trainer one last chance to back out. A cloud of dust obscures the main room of the Temple unless the brave challenger steps forward past the doorway. As soon as this happens, the stone door grinds back upwards into its place, and seamlessly blends in with the craggy walls. Now, the trainer can truly appreciate the grandeur of the Hard Rock Temple before the battle begins.

Stomp Stomp Clap.
Stomp Stomp Clap.

The Temple's main room arches high into one of the many peaks of Mount Coronet, and the gray stone walls seem to soar endlessly in the large room. A single bright torch, so large it seems more like a bonfire, extends from a branch of rock, hanging over the center of the arena. With this dim lighting, the challenger can barely make out the vague shadows of a large statue in the back of the room; the statue so large it covers the entire rear wall of the Temple. The torch also gives the battler a glimpse of the solid stone arena. The beat grows louder and louder now that the trainer is within the cavern.

Stomp Stomp Clap.
Stomp Stomp Clap.

Suddenly, a bright flash of light blinds the challenger. They squint and flinch away, but then slowly turn their heads to behold the beautiful sight before them, a pure ode to rock, of both kinds. The statue dominating the rear wall is that of a large stone Bastiodon, its jaw jutting out proudly a good twenty feet. Its eyes hold bright stage lights, brilliantly flashing to the beat of the music. Atop the Bastiodon's jaw, a band is rocking out to the gym leaders' whims on a stone stage, with huge speakers broadly spreading across the Bastiodon's forehead. The steel plating seems to have rusted away into dust, small bits of it clinging to the edges, but the rock still stands sturdily.

Stomp Stomp Clap.
Stomp Stomp Clap.

Then, a spotlight rises up from the Bastiodon stage, and highlights two figures standing atop the Bastiodon's head. One step forwards to a mic jutting out of the rock, and the challenger can only begin to behold the dizzying height they are at.

"Greetings, [challenger]. I am Seven Deadly Sins, and this is Leethoof. We have been eagerly anticipating your arrival, and hope you feel the same way. Now, let's begin."

Instead of readying Pokeballs, Leethoof reaches to the side, and grabs a large stone hammer. The spotlight shifts a bit, and now reveals a matching gong. Leethoof reaches over and slams the gong to the beat of the music.

Stomp Stomp Clap.
Stomp Stomp Clap.

The challenger must once again shield their eyes, as hidden jets in the sides of the stone arena suddenly blast out incomprehensible amounts of sand, kicking up a wild sandstorm. The stage lights hazily point downwards, adding to the dim lighting provided by the bonfire above. The arena is now fully revealed, as more stone grinds to the side and expands it. It is a fifty by fifty foot arena, with rough rock flooring. In the dusty depths of this cavern, there is neither water nor plant-life, and any that manages to take hold is quickly removed by the gym leaders' trusted Pokemon. As the challenger sizes up the playing field below them, Leethoof mashes the gong once again, still keeping the beat.

Stomp Stomp Clap
Stomp Stomp Clap.

With a sudden ruckus, clearly audible even over the raging sands, the cries of many Pokemon add to the beat. Aerodactyl and Archeops dive down from their hidden roost high in the arches of the Temple. Rhyperior and Tyranitar slowly lumber down to the arena, roaring in anticipation, whereas they had previously blended in carefully with the stony walls. Carracosta clambers out of its shell, and looks over the challenger disdainfully as it trudges over below the stage. Two Bastiodon, standing protectively over some eager Shieldon, look up lazily from their perfectly carved holes in the base of the statue. A group of strange-looking stones seemingly tossed in a corner rises up and coalesces into Stratagem, who floats over beside the rest of the group. The rock-types make their way over to their places beneath the stage, rising out of any convenient crevice or walking out some hidden nook, and assemble in a group, roaring loudly and smacking their tough skin together to the beat.

Stomp Stomp Clap.
Stomp Stomp Clap.

Leethoof mashes the gong once more, and the loud noise silences the rowdy Pokemon, though the beat continues to shake the cavern. More large slabs of stone grind into the floor, revealing heavy-duty glass so that the guests at the Cafe may watch the battle. With this, the diners give a loud cheer for the gym leaders before returning to their meals, looking for action out of the corner of their eyes.
Leethoof then sets the hammer down, and looks to Seven Deadly Sins.

Seven Deadly Sins approaches the microphone once more, and gestures down below to the rock-types gathered near the stage, "They're an impressive bunch, aren't they, [challenger]? I hope you're prepared for this battle, but either way..."

Even from this massive distance, the challenger gets the feeling that both of the leaders are grinning widely.
"We will rock you!"

Stomp Stomp Clap.
Stomp Stomp Clap.

PLEASE READ MY FLAVOR BUT HERES THE RULES ANYWAYS
-Permanent, unchangeable, Sandstorm
-No external water
-No external plants (for grass knot, seed bomb, etc)


Deep within the wild forests near Eterna City, strange things can happen. And I’m not referring to Rotom, though it is pretty strange. In a hidden glade inaccessible by most (it involves completing all of the Professor Layton games and Cat Mario in four hours with no internet access or hints , after you have used Judgment, Dark Void, Crush Grip, Seed Flare, Blue Flare, Bolt Strike, and Metal Burst on the grassy rock in a randomly predetermined order. This is especially difficult because Metal Burst requires the rock to hit your Bastiodon first, which requires a long time coaxing it into wakefulness with Junior Mints) resides the wizened old wizard Olofethe. Olofethe has been studying for an indeterminate amount of time, somewhere between fifty and five hundred years, in this timeless clearing, attempting to perfect the fabled essence transition process between Pokemon.
Fortunately, Olofethe has also built a helipad in his downtime, which means you, battlers, can come and test the essence transition process. It involves duplicating and transferring portions of your Pokemon’s “essence” to another Pokemon, so that the recipient becomes slightly more like the donor.
For the upcoming battle, Olofethe will use his essence transisting powers on each and every one of your Pokemon, mismatching their essences among them at both battler’s commands. Each Pokemon will receive another Pokemon’s essence for the entire battle, and each Pokemon’s essence may only be used once.
The recipient of an essence receives two of four possibly benefits:
-Four moves from the Pokemon’s movepool (only the moves the donor has purchased)
-One typing of the recepient’s choice. If the recipient is mono-type, they will become duo-type. If it is duo-type, state what type will be replaced.
-One ability of the recipient’s choice. If the recipient is Basculin, choose one ability to replace, otherwise, just add it on. If the Dream World ability is unlocked, it cannot be chosen.
-One stat of the recipient’s choice. This will replace the current stat, and can be HP or Speed.
Decide this all as the mons are sent out, and Olofethe will wave his decidedly unmagical stick around, then do some majorly difficult mathematical calculations, throw rocks at both Pokemon (beware scyther!), and then suddenly everyone has a Pokemon and a half where they previously just had one!
Example:
Leethoof: Go Vanguard @ Focus Sash! You’ll be taking on the essence of that conveniently placed Drifblim for this match against six fighting types without foresight! Vanguard will become a Rock/Ghost, and take Drifblim’s 125 HP for this battle!
Other non-Leethoof battler: Oh my poor Machamp@Black Belt! I’m so depressed that I will take Gallade’s essence, with its Psychic-typing, and learn Return, Frustration, Drain Punch, and Fire Punch!
 

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