Join Date: Aug 2010
Posts: 2,204
tungsten body; glowing mind
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ASB Gym League Signup Thread+Rewards system Included [Update RE: Training Items]
Rules and FAQ
- There will eventually be 13 Gym Leaders and 4 Elite Four Members. Should you defeat 12 of the 13 Leaders on their terms, you may challenge the Elite Four.
- Each individual Gym Leader decides all the rules for each battle (switching, items, whether they send out first or not, etc.).
- The Gym Leader has a bank of up to 3 extra Pokemon above the number used in battle that can be brought with him into any match, but the challenger can only send in as many Pokemon as the maximum number of Pokemon allowed in the match
- You may only have one Gym Challenge open at one time.
- Leaders are allowed two battles at any one time (for their own gym).
- If you lose a Gym match as a challenger, you must wait one week(ish) before challenging again.
- Pokemon used in the ASB Gym League can be used anywhere else in ASB (including Exclusive RP's such as TLR).
- Rewards for Gym Battles are in line with Tower Matches. However, training items have their effect reversed.
- The Gym Committee reserves the right to reject any and all challengers they deem unprepared for their requested gym challenge.
Badgeholders
FOUR BADGES
Dogfish44 - Electric, Flying, Ghost, Water
THREE BADGES
Its_A_Random - Electric, Ground, Poison
TWO BADGES
Athenodoros - Water, Flying
Elevator Music - Electric, Flying
Engineer Pikachu - Ghost, Poison
Frosty - Ground, Water
Gerard - Ground, Psychic
Leethoof - Bug, Rock
Rediamond - Bug, Fighting
zarator - Fighting, Ghost
Texas Cloverleaf - Dragon, Flying
ONE BADGE
jas61292 - Flying
SubwayJ - Flying
Orcinus Duo - Steel
C$FP - Water
We will start accepting challengers from now. Simply post the type of the gym you wish to challenge and the leader's name (the arenas are only there for reference, there is no need to copy them).
The gyms currently open are...
GROUP ONE
Type: Electric
Leader: dogfish44
W/L/T: 13 / 2 / 0 (86.67%)
Current Battles: vs. Frosty
Arena
Arena: HMS Tesla
Field Type: Electric, Water
Complexity: Moderate
Format: Doubles
It had always been interesting, the way in which Gyms come and go. Indeed, it was only 10 years ago when it would've been odd for anyone to consider Castelia City hosting the Electric Gym, but it was now. The HMS Tesla stands proudly in the port, although it normally sails a mile away from the port for the purpose of battles. The ship is a fairly standard ship, from the Falklands era. It has been fitted to accomodate battles, and notably on the main deck you can see what appears to be a giant crown - 4 golden arches curve around to support a giant gemstone above the deck.
Entering the ship, you immediately enter what appears to be a relatively fancy restaurant, quite busy. Looking around, there appears to be a window viewing the arena directly, as well as several plasma screens showing the currently empty arena. As you look around, you're greeted by a man in yellow and black attire.
"Hello there, welcome aboard the HMS Tesla. Are you here for the restaurant or the gym? The Gym? Well, this is special, the guests tonight will get a lovely show. We'll probably be ready to battle in about half an hour or so, so until then feel free to sit down and order a coffee."
Indeed, the ship does get rather full, and as the sun sets the ship begins to move out to sea. As you finish your coffee, the man returns - at this stage, you're fairly certain this is the gym leader. You're beckoned outside, and see the arena is stationed below the crown shape. However, you can't take in the beauty before the leader speaks again...
"Emolga, give us some light will ya!"
An Emolga pops out of the leader's Pokéball, and sends a small shot of lighting at the gem in the centre of the crown. It absorbs the electricity and lights up, revealing itself to actually be a giant ThunderStone. Impressive...
"Now then, a few things before we begin. Whenever you send out a Pokémon this giant rock will zap the item. Don't worry about it, it'll be perfectly safe. It just prevents it from being a drag for when your team is moving around. We also have plants and grass available on the arena as you should see, not to mention the small amount of water that surrounds this ship. You'll also note that this ship, whilst much of it has been replaced and altered, is still of British origin and has brought the weather along with it..."
The leader clicks his fingers, and on cue a light rain smothers the arena.
"Finally, good luck, and make sure you provide a good show!"
- All Pokémon who benefit from the item ThunderStone instantly gain the effect.
- No Pokémon is treated as encumbered.
- During "Clear" weather, a light rain falls, which acts as normal rain, except with only ±1 BAP on Water/Fire Moves
- There is no restriction on natural substances (Natural water, Grass, Rocks, etc.) to attack with.
Type: Flying
Leader: jas61292
W/L/T: 3 / 5 / 0 (37.50%)
Current Battles: vs. Son_of_Shadoo, vs. waterwarrior (2)
Arena
Arena: Flying Gym
A few miles off the coast of land a large pillar sticks out of the ocean. It reaches up into the clouds, the top blocked from view when the sky is not clear. Atop the pillar lies a square battlefield, traditional in almost every sense. However, a few important differences set this place apart from your standard Pokemon arena.
First of all, the pillar itself is hollow and filled with water, that creates a pool at the fields center, giving combatants a water source other than the sea miles below. Secondly, the field itself is exceptionally thin, and as such all Pokemon who attempt to bury through it will plummet to their demise if they cannot keep themselves aloft. Finally, at each corner of the field are pillars with what appear to be nest-like structures at the top. These features allow sky based Pokemon to rest their wings more easily.
But what is even more important than the physical features of the arena are the natural effects of the location. Due to its location above the tropical seas and the directness of the sun's rays, hail turns to rain before it ever reaches the ground. Additionally, a lack of sand makes summoning a sandstorm impossible.
However, the most prominent feature of the gym is the wind. At this high altitude, strong winds are nearly a constant. The prevailing air currents bring big gusts in from the west on a regular basis, from right behind where the gym leader stands. This provides a constant effect similar to a Tailwind at one third of normal strength for the gym leader's Pokemon. In addition, the strong winds also amplify moves that use their effects, boosting their power and their accuracy as.
Summary:
- No Sandstorm or Hail
- The thin battle platform prevents Dig.
- Well technically using Dig will just cause the digging Pokemon to plummet thousands of feet into the water below, putting them out of bounds and knocking them out of the battle.
- Flying and Levitating Pokemon who won't fall can still use Dig, but it won't actually do anything.
- Seriously though, this is the flying gym. Why would you be using Dig anyways?
- All other attacks are allowed.
- Energy Cost of Roost reduced by 1.
- Permanent Tailwind-like effect on Gym Leaders side (provides 1.33x speed boost). This effect lasts for 4 rounds from the beginning of the battle.
- Wind Based attacks have their base accuracy increased by 10% up to a maximum of 100%
- Wind Based attacks have base power increased by 2
- Wind based moves include the following: Hurricane, Razor Wind, Gust, Twister, Air Slash, Ominous Wind, Silver Wind, Heat Wave, Icy Wind (There may be others that I am forgetting)
- Changes to the accuracy of attacks due to the wind are factored in before any other effects, such as stage boosts to accuracy or evasion.
- All effects, including the power boost to wind moves and the Tailwind effect, are arena effects, not weather effects, and thus can not be negated by Cloud Nine, Air Lock or other such effects.
Type: Ground
Leader: Its_A_Random
W/L/T: 5 / 2 / 0 (71.43%)
Current Battles: N/A
Arena
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 Double's 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"
Type: Poison
Leader: Engineer Pikachu
W/L/T: 5 / 1 / 0 (83.33%)
Current Battles: vs. Pwnemon, vs. deadfox081
Arena
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.
- SolarBeam retains its full BAP. Morning Sun, Moonlight, and Synthesis restore default amounts of HP.
- 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
Type: Water
Leader: Athenodoros
W/L/T: 3 / 2 / 0 (60.00%)
Current Battles: vs. Its_A_Random, vs. SubwayJ
Arena
Arena: Lapras' Maelstrom
Following the directions to the water gym, you reach a small lake surrounded on all sides by grassy hills, darkened into grey-scale by the cloudy skies. As the path finishes, you walk down a small pontoon over the lake, and look over the side to see that it is completely still, reflecting like a mirror the brewing storm above. The only interruptions to the lake are small sheets of ice which spread out like a spider's web, clearly emanating from a hut on the other side which seems to be partially underwater.
You stand still for a moment, watching thunder strike in the distance and feeling the occasional gust of wind begin to pick up. As the ripples clear, you notice the reflection of a man riding a Pokemon out from the old hut across the lake, and looking up you see a grey-haired man dressed all in blue standing proudly atop a Lapras, looking down at you as the Lapras moves silently out.
Welcome, says the trainer. I am Athenodoros, leader of the Water Gym. He rides out further until he can step out onto one of the ice sheets, and motion Lapras to move in front of him as he continues. In this gym we pay homage to the diversity and power of water and Water-type Pokemon. We battle on the lake, using only what you might expect to find in the harsh conditions when water is the only plentiful resource. But don't worry. The ice sheets serve as viable platforms and can support a weight or carry a pulse if need be. We battle three Pokemon against three. So begin! Let us see who will release first!
Conditions:
Pokemon battle on ice sheets. This means that there are no sources of grass, but adequate rock sources exist beneath the lake and clearly water sources are not a problem. It also means that Pokemon with a density (WC/SC) of more than 1 will fall through the ice after a round standing on it, losing HP all the time they are in, which is equal to their weight class. Exceptions to this are Pokemon which can breathe underwater (Dragonite line and Water-types), are Ice-typed, are Flying-typed or levitate through trait, ability or Magnet Rise, or have the abilities to give a water or ice immunity or resistance. This effect is doubled if a seismic move weakens the ice during the round.
The overcast sky cuts the affects of Solarbeam, Synthesis, Moonlight and Morning Sun like Rain, as well as cutting the duration of non-Heat Rock sun to two rounds.
GROUP TWO
Type: Bug
Leader: Rediamond
W/L/T: 3 / 1 / 0 (75.00%)
Current Battles: vs. Texas Cloverleaf
Arena
Arena: Relic Castle
Hidden away for centuries, a monster resides at the bottom of the ancient castle. And he is not happy to be disturbed.
Sand pours down from the higher levels in the gigantic throne room of the Relic Castle in Unova. But, that is not nearly so impressive as the set of columns and stone stairs leading up to the ancient throne, or the scope of the chamber. And those fail to capture the potential danger of the angry Volcarona hovering above you.
The arena revolves around both the natural layout of the room, and Volcarona intimidating non-bugs and assisting bug-types in his home.
-No natural water
-Hail, Rain Dance, and Sunny Day may not naturally be used
-Sandstorm costs three less energy to summon
-Trapping moves cost two less energy and last for an additional round
-Any rock move that requires natural rocks used by a non-bug type will result in Volcarona (neutral nature) attacking the user with Fire Spin. This shall be interpreted as Rock Throw, Rock Slide, Rock Tomb, Stone Edge, and Stealth Rock.
-Swarm is automatically active for all Pokemon who have it
-Fly and Bounce will only evade contact moves during their semi-invulnerable phase
Type: Ghost
Leader: zarator
W/L/T: 2 / 2 / 0 (50.00%)
Current Battles: vs. Leethoof
Arena
Arena: The Forlorn Graveyard
Restrictions: No external water source.
People have stopped burying people in this abandoned graveyard for centuries, but there is still an eerie aura all over the place. The grass looks more grey than green (despite this not affecting Grass-type moves at all), and most Pokemon and people avoid the place instinctively. Some trainers however still visit this place to strengthen the link with their Pokemon, especially Ghost-type ones.
The odd aura of this graveyard has several effects in battle:
- Focus Blast has 100% accuracy, and the base power of Aura Sphere and Hidden Power is raised by (2). It is very easy to focus oneself's soul in this place.
- Will-O-Wisp and Inferno have 100% accuracy. There are always wisps floating around to provide decent enough fodder for these wicked spells
- Draining attacking moves and Pain Split have their base energy cost reduced by (2). Life energies are easier to drain and consume in this place.
- There are some leftover scrap parts, scattered around the arena. Rotom can tap into them, raising its Special Attack and Special Defense by 1 rank as long as it stays in its original form (without any appliance)
Type: Psychic
Leader: Gerard
W/L/T: 4 / 0 / 0 (100.00%)
Current Battles: N/A
Arena
Arena: Moon Cave
Permanent Night (Light Source is limited) yet the Moon gives you enough to battle.
Positions are ON.
Psychic pokemon get the following boosts (If using some of this moves):
- +1 Accuracy
- Zen Mode is always active
- Non-weather field effect have their duration increased by one (1) round (Trick Room, Wonder Room, Magic Room & Gravity)
- Guard/Power/Skill Swap last an extra round
- Psychic pokemon can chose to either go before or after another pokemon with the same speed (Whoever orders first takes priority)
- Status moves energy cost is reduced by 1
- Wish and Healing Wish restore five (5) extra HP
- Lunar Dance fully restores the health & energy it's given to
IF Gravity IS NOT in effect (regular effect):
- Pokemon with the Levitate ability are completely immune to Ground attacks
- Pokemon with the ability to Levitate on Command act as if they had the Levitate Ability
- Pokemon with a WC of 3 or lower can Levitate on Command
IF Gravity IS in effect:
- In addition to regular effects
- The Acc of every move is Doubled
- All Pokemon have their WC raised by 2
- Pokemon with a WC of 5 (before gaining Weight) or above have Ground attacks moved to the next level of weakness (2x resistant goes to neutral, neutral goes to 2x week, etc...). Flying types and Levitators (both by Ability or Command) aren't affected by this.
Type: Rock
Leader: Leethoof
W/L/T: 0 / 0 / 0 (—%)
Current Battles: vs. Elevator Music, vs. LouisCyphre
Arena
Arena: Monolith Hall
There is little in the world that dwarves the mighty skyscrapers of Castelia City, and little in the world that outmatches Nimbasa City's energetic atmosphere, but the titanic Monolith Hall manages to do both. Roughly a cube of solid red rock, it rises high above its mountaintop perch, seeming to pierce heaven itself with its indescribable size.
Even the road to the base of Monolith Hall is a long and arduous hike up the face of the mountain, winding through narrow switchbacks and pebble-strewn pathways. Climbing up the dangerous and heart-wrenching trail, the challenger begins to hear a deep rumbling, steadily growing as they ascend higher and higher.
Standing in front of the gateway to Monolith Hall is a moving experience in itself; the cliff face seems to stretch on for eternity above you and to both sides. The thundering roar has gotten even louder now, and the entire experience makes the already exhausted challenger feel unnervingly small. The stone door, surrounded by intricate carvings of rock-type Pokemon and rock-type instruments, is so smoothly set it is barely discernible from the rest of Monolith Hall. Struggling and failing to find any sort of opening mechanism, the challenger takes seat on a nearby bench to catch their breath.
STOMP STOMP CLAP.
With a boom somewhere between an epic guitar riff and a landslide, the stone door slides down into the floor. Already standing in the doorway is a small crowd of Shieldon, their heads bouncing up and down to the pulsing beat. A Bastiodon in the rear of the group glares at the challenger before sluggishly turning around, gesturing for the trainer to follow the group. With the door open, the dull noise coalesces into a definite tempo and the music steadily grows louder.
STOMP STOMP CLAP.
Unexpectedly, the interior of Monolith Hall is in fact not a concert hall – it is a mazelike catacomb of corridors organized in a seemingly random fashion. As the door slides shut behind the challenger, they quickly realize the complete darkness and become instantly grateful for the marching Shieldon herd, who appear to know the way by heart. The beat grows louder and louder as the group treks through the mess of tunnels; it seems to reverberate through the stone like a massive sounding board.
STOMP STOMP CLAP.
After at least a half hour of meandering through the hallways, a small glimmer of flashing light sneaks its way into the pitch black tunnels. The Shieldon suddenly scurry off into a variety of side paths, returning to their rockbound homes, leaving the challenger to foray forward by themself. Approaching the light, their challenger shakes in their very boots, the music is deafeningly loud, and adjusting from utter darkness to brightly flashing lights is a disorienting experience.
STOMP STOMP CLAP.
Still, climbing out from the door into Monolith Hall, the challenger finds themselves atop the stone pillar. Looking around, they find themselves in the center of a sea of rock-type Pokemon, roaring along with the hammering music into an assault of pure sound. A magnificent Bastiodon statue rises from one end of the flat surface, its jaw holding a stage with a live band and its forehead a wall covered in amps in stage lights. Monolith Hall itself seems to throb with the rumbling bass, and the roar of the crowd is in perfect synch. Upon seeing the challenger, the mob steps back slightly, leaving a ring around the challenger about ten meters in diameter. Still pumping to the beat, the crowd is eager for the fight to start.
STOMP STOMP CLAP.
Lee Straton, son of the legendary Bastiodon herder Don Straton, and rock-type gym leader, also appears to double as lead singer and guitarist. He pauses for a moment in his rocking and strikes an epic pose upon a stone pillar thrusting above the crowd.
STOMP STOMP CLAP
Windmilling to the steady beat, he strikes a deep crunching chord that electrifies the air with its immeasurably perfect pitch. Sending no more than a cursory glance towards the challenger, he dives straight back into the song without so much as a simple polite greeting. The challenger is taken aback for a moment, caught off guard by the complete ignorance and pounding music, mesmerized by the flowing lyrics. Dazed and confused, the challenger doesn't even notice the battle has already begun, when two burly rock-types come barreling out of the crowd, grinning maliciously and eager to face down this intruder...
STOMP STOMP CLAP
With sudden lucidity, the lyrics stand out on edge to the challenger's mind, imprinted deep by the rumbling bass and wholesome music - " We will rock you!"
Arena Effects:
-Permanent, Unchangeable HARD ROCK
-HARD ROCK functions similarly to Sandstorm, with a few minor exceptions. Rock-type Pokemon are accustomed to the ROCKIN SOUND, and therefore suffer no negative effects from it, including stuff such as Solarbeam and Morning Sun. Thanks to the existence of metal and grunge, steel- and ground-types still suffer no damage, but their Sand Veils, Sand Forces, and Sand Rushes are not activated (unless they are also a rock-type). In addition, other weathers happen in addition to the HARD ROCK, seeing as how it is not really a type of weather. Regular Sandstorm cannot be summoned, but instead removes other weathers.
-No external water
-No external grass
-Rock Slide ignores the damage reduction for multiple targets, and becomes 100% accurate
-All rock-types Pokemon gain Sturdy in addition to their regular abilities. If they already have Sturdy, this is replaced by Solid Rock. If they already have both, they are Carracosta and don't need it.
Type: Dragon
Leader: Texas Cloverleaf
W/L/T: 0 / 0 / 0 (—%)
Current Battles: N/A
Arena
Arena: Dragonscale Oasis
Following the directions given by the ASB Gym League representative, you travel towards the Hoenn desert. After a few days of walking against the wind and scaling the northeastern mountains watching over that sand-blasted place, you find yourself looking at yet another arid desert - but the Gym is nowhere in sight!
Could it be that the League representative is wrong? You try calling with your phone, just to be sure, but the telecommunications company did not extend their coverage to this forsaken, secluded lands. Checking at your provisions, you estimate that you and your Pokemon can survive on your own for another 3 days before you have to journey back. Resigning yourself to another hot week, you walk into the desert. After all, the sky is clear and there's an oasis in sight so why not do a little exploration?
You find yourself regretting that decision 2 days later. Despite being seemingly close, the oasis eludes you - shimmering not so far off, tempting, taunting. What's worse, you wake up on the 3rd day to find yourself half buried and choking in sand - a sandstorm! Struggling to get yourself up, you flail about blindly, the sand stinging every inch of your exposed skin. You can't even reach your buried Pokeballs! All of a sudden, a hand grabs at your collar while a voice yells, "Don't move!" You find yourself being hoisted out of the sand and facing a heavily veiled - and robed - man. "Follow me!" You have no choice - your saviour seems to be native to the desert and any place is certainly better than where you were.
After some time, you reach the man's tent, the entrance facing the leeway of the winds. Pushing yourself inside, you are surprised to see another person present - or rather, guest. "Why, hello there! Got caught up in the storm?"
You nod, then suddenly realise that the man who helped you didn't enter behind you. "Looking for Texas, I suppose? He's the one who helped you. I think he's out again - what business he's up to outside, I don't know."
Sitting on an empty couch, you take the offered waterskin and drink gratefully. "Who is he, and why are you here?"
"Me? Oh I'm a trader. Just stopping by to procure and sell wares to a regular customer, you know. As for Texas - that man - his full name is Texas 'Cloverleaf', son of Ksatria. Now don't go asking me who his father is - I have no idea about that. Point is, he lives here, because apparently he does not want to leave. Again, he has his reasons, and he keeps them to himself. I can tell you why he got that middle name, though - it's a reference to the symbolic ring he wears on his left middle finger, a keepsake from his mother, whom I heard is a native of these lands as well."
"So, uhm, do you know anything about a Dragon Gym in these parts?"
The trader grinned, "Nah, I don't. Texas might, though - knows this region like the back of his hand."
You have to wait until late night before Texas returns, however, and upon hearing your question, his reply was curt. "I'll take you there at sunrise tomorrow - travelling in sandstorm at night is dangerous." And so you have no choice but to satisfy yourself with that answer. tossing and turning in the night as the winds howl incessantly outside.
The next day, the three of you set out, the trader tagging along because "I'd like to see what this Dragon Gym is like". It doesn't take much time before you arrive at the elusive oasis, where the sands glitter like the scales of dragons. Suddenly, Texas whirls upon you.
"Do you swear, upon the Almighty, that you come for the Dragon Gym?"
Caught by surprise, you stammer, "Y-y-yes."
Texas' robe is tossed behind his back at that statement, revealing the Badge he keeps pinned on his tunic.
"Then I swear upon the All-Seeing, the Almighty, the All-Forgiving, that this is the Oasis of Dragons, home to the Dragons of the Sands, and Dragon Gym to the ASB League. I am the Leader, Texas son of Ksatria, and I accept your challenge."
"Should you prove yourself worthy, this Cloverleaf Badge of the Desert is yours. However, before we start, there are things that you must know."
"This Oasis is the sacred land of my mother's tribe, and the ancient djinni guard it fiercely. Should anyone invoke their protection, they will hide the person from an intruder's view with a sandstorm fiercer than any found in Hoenn. Also, the waters here are blessed - they will not freeze easily. Now, arm yourself - by the Almighty and his Prophet, prepare to face the might of the Dragons!"
Arena Effects:
If Sandstorm is used it will remain on the field indefinitely, stacking with other arena effects
+2 BAP to all Fire moves
All Ice type moves of BAP 10 or less AFTER STAB are melted and become Water typed, retaining any secondary effects
Pokemon cannot be frozen
Natural Water source available
Natural Rocks available
The gym leader should then accept your challenge, posting their conditions and set of Pokemon. Any approved ref may then take the match (assuming they aren't the leader being challenged).
Approved Referees:
-Dogfish44
-Engineer Pikachu
-Rediamond
-deadfox081
-Its_A_Random
-Texas Cloverleaf
-Frosty
-Complications
-ZhengTann
-Glacier Knight
-Pwnemon
UPDATE: Also, to encourage the speedy reffing of gym battles as well as to reflect the increased challenge inherent in the better battles and more complicated arenas, refs reffing gym challenges will get an extra 0.5 UC per Pokemon (so, for example, a 4v4 doubles is 13 UC rather than 9). This also reflects the higher standard of refs and reffing required in these battles.
If you wish to get on this list or if I've missed you off the gym list up there, talk to Athenodoros or MK Ultra.
Current Gym challenge queue:
- Leader jas61292 vs. Matezoide (Excess Challenge)
- Leader zarator vs. Rickheg (Unaccepted)
- Leader Rediamond vs. Engineer Pikachu (On Hold)
- Leader Engineer Pikachu vs. zarator (Unaccepted, Excess Challenge)
- Leader Dogfish44 vs. UllarWarlord - Reffed by ZhengTann
- Leader Leethoof vs. Complications (Unaccepted, Excess Challenge)
- Leader Leethoof vs. C$FP (Unaccepted, Excess Challenge)
- Leader Texas Cloverleaf vs. Dogfish44 - Reffed by ZhengTann
- Leader Texas Cloverleaf vs. AOPSUser (Unaccepted)
Happy battling!
__________________
<Darkamber8828> guys
<Darkamber8828> i have two snatches
last.fm
<danmantincan> It's true
<danmantincan> I'm mk's bitch
Last edited by Its_A_Random; Jun 17th, 2013 at 6:40:16 AM.
Reason: Updated
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