Join Date: Jan 2013
Posts: 550
Give up all hope of me ever getting a good avatar.
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Well, I suppose I'll post mine. In another now-deleted old ASB forum from a few months back, I tested some and got some experience in ASB. Smogon's system is a lot different, but I'll still post my arenas anyways.
Tested on Smogon's ASB
Koffing Amusement Park Attraction #43: Castform Coaster
Type: Fire/Water/Ground/Ice (based on current weather)
Complexity: Intense
Format: Probably all, but built with Singles in mind
Restrictions:
Randomized weather, no manual weather changing At the end of every turn/period of actions (or whenever the ref feels fit, if (s)he so decides to change it) the weather is randomized. Randomized weather can change the course of a battle. Each weather has a 25% chance of happening. Of course, weather moves and abilities have no effect, as this is indoors and the weather is controlled purely by technology.
Dig priority -3 Tough walls and flooring make Dig have a priority of -3.
Moves restricted based on weather Surf and Dive may only be used in rain, Grass-type recovery moves (I.E Leech Seed) only in sun, Blizzard only in Hail (basically a guaranteed miss in non-hail, not just a miss chance), and attacks with the word Sand, Mud or Muddy (like Muddy Water) may only be used in Sandstorm. In return, each attack in this list's priority is increased by 1 (so 0 priority to +1 priority).
-3 Priority for air-based moves Due to the huge coaster overhead, Fly, Bounce and Sky Drop have a priority of -3 each in order to prepare and make sure the move user doesn't hit and ruin the ride.
Description: At Koffing Amusement Park, or KAP, there is a very quirky ride tucked between the Koffing Cones stand and Combee Hive: the Castform Coaster, an indoor roller coaster full of loops, twirls, and, as the name suggests, constantly changing weather. Well, simulated weather, but it works the same way as the authentic. This weather changes randomly at regular intervals; first it's sunny, then a sandstorm rages, followed by hail taking over, and so on. The coaster itself is controlled with power generated by a Castform's Thunderbolt and Weather Ball, but you're not battling on the ride, oh no. You're battling below it.
KAP likes to hold random battles with randomly selected trainers all over the place, and under Castform's signature ride is no exception. You and your competitor have been chosen to have a battle for the spectator's enjoyment, and are preparing to duel it out with your Pokemon of choice. The randomized weather will certainly make a big impact in this indoor attraction's battle, and a mascot dressed as Castform sitting inside a booth will decide it with the RNG his smartphone has accessed. With an equal chance of each weather, a good roll can turn the tide of a battle; a surprise Sand Rush activation or Ice Body heal-up can make all the difference. However, unlike everyone's favourite Poke-meteorologist, it's not all about the weather. The well-constructed walls and floor, flashing lights and marvelous ride overhead also may make an impact of a battle, and the most important thing in any battle, strategy, is still vital. You just need to utilize the weather, whether good or bad, wisely to control the battlefield and, ultimately, the battle completely. "Best of luck to both competitors!" a voice booms via the speaker system. "Five... Four... Three... Two..."
Koffing Amusement Park Attraction #71: Haunter's Haunted House
KAP Attraction #71: Haunter's Haunted House
Type: Ghost
Complexity: Moderate
Format: All
Restrictions:
Evasive Teleport, Agility and similar actions only usable on Dark- and Ghost-types Due to the darkness and labyrinthine corridors, it is impossible for most Pokemon to use evasive actions, like Agility (Evasive). Protect and Detect may be used regardless, and Dark- and Ghost-types are immune to this restriction, due to the former's superior senses in such an environment and latter's comfortability in this place and most of the species' abilities to phaze through walls.
Seismic actions priority locked at -6, even in combos with priority moves Seismic attacks have -6 priority due to the well-constructed flooring.
No water source Due to the lack of a usable water source, attacks like Surf and Dive may not be used in the mansion.
Non-Ghost moves have accuracy reduction of 3% percent flat Excluding those that specialize in paranormal or Ghostly arts, every move has a 3% flat accuracy reduction. It's small, but can really effect a battle.
Description:
Koffing Amusement Park may be fun for the full family, but there are certainly some attractions that can scare a child out of their wits, and Haunter's Haunted House is one of the best, most literal examples of this. Even the outside shows traces of this: a rickety, old, wood house that almost radiates fear- and the Haunter's and Gastly that float around the outside doesn't hurt it's creepiness either. Perhaps you aren't looking forward to it, but this deliberately-possessed mansion is the setting of your next battle.
As you walk inside, you notice that, the closer you walk, the darker the sky appears to get. The outside is creepy enough, but once you walk inside, the pure atmosphere terrifies you. Various residents of multiple Ghost family lines float around the inside- and a Mismagius seems to be staring at you with malicious intent. Every step makes the floorboard creak, and the only source of light it the Chandelure hanging from the ceiling, and they hardly help at all. Ghosts phaze through the walls, muttering what are probably the Pokemon language equivalent of evil curses and despaired wishes to be alive again. Even in such a horrifying environment, you must go on with your battle. Pokeball in hand, you ready your team. If you have to battle in such a horrifying place, you should at least make the most of it, right?
Tested on old, deleted ASB forum
Rapidash Stables
Type: Fire
Complexity: Intense
Format: Multiples
Restrictions:
Constant, unchangeable sun The various fiery horses are enjoying the sunlight pretty well- best not to change the weather!
Limited water usage The pond contains some water, but not quite enough to pull off more than 50L worth of work.Liters should be recorded and noted, as when the pond runs dry, no more moves that require litres may be used. Liters are assigned to the following moves:
Surf: The only move that takes Liters if a water-type uses it (all other moves only take Liters if non-waters use it, Surf is the pure exception); 20L
Bubble/Bubblebeam: 15L
Water Gun: 12L
Scald: 20L
Water Pulse: 18L
Muddy Water: 19L
Dive: Does not work unless the pond has at least 40L, but does not consume any Liters when Dive is used.
Hydro Pump/Hydro Cannon: 22L
Brine: Flip a coin (or use an RNG or something). If heads, 14L; If tails, 18L
Aqua Jet: 19L
Dig priority +2, +4 anytime after Surf Dig has a priority of +2 due to the soft soil. If a Surf happened previously over the course of the match, Dig's priority is boosted even more to +4.
Description: A golden sunlight shines down on the green grass among the flora. Fire-maned Rapidash and younger Ponyta prance around inside the stables, clearly enjoying the day. There is a nearby pond. You clutch your Pokeball, preparing for a battle in this magestic field.
Untested
Koffing Amusement Park Attraction #12: Cyclohmus Obscurus
Type: Any
Complexity: Moderate-Intense
Format: All, but may be more suited to Multiples
Restrictions & Quirks:
Banned moves: Seismic attacks, moves requiring a water source (with one exception: read on), weather moves (abilities and weather rocks can still be used), anything in the "list of field effects" list below
Obscure, Changing Field Effects: At the end of every round, the ref will RNG. He will reveal what he rolled, what field effect this causes, and, unless the field effect effects both sides, what side it takes effect on (the ref will RNG from 1-2, 1-10000 or whatever he/she wants to decide this, picking the first half means trainer [X] and second means trainer [Y]). This effect will stay in effect until the end of the next round, which is when a new field effect will be decided. Note: RNGing one trainer does not mean the move will be in favour of them, it means it will effect them (see Wide Guard)
List of field effects:
1: Gravity (Effects entire field)
2: Tailwind (Effects one side, RNG to decide)
3: Wonder Room (Effects entire field)
4: Trick Room (Effects entire field)
5: Magic Room (Effects entire field)
6: Mud Sport (Effects entire field)
7: Water Sport (Effects entire field)
8: Wide Guard (Effects one side, RNG to decide)
9: Reflect (Effects one side, RNG to decide)
10: Light Screen (Effects one side, RNG to decide)
11: Dual Screens [Reflect + Light Screen] (Effects one side, RNG to decide)
Description:
Cyclohmus Obscurus, Koffing Amusement Park's strangest attraction. How so? It's hardly an attraction at all; moreso, a testing ground for gimmicks. A special kind of gimmicks. Field effects. No, not your infinite weather or entry hazards or what have you: more obscure field effects, such as Mud Sport, Trick/Wonder Room, Gravity, Tailwind and others of the sort. How, you may ask, do they use this large, constantly changing room to test things? Simple: they get trainers to, erm, "volunteer" to battle in it. You are one of those trainers.
The doorway into the rather bland grey building on the outskirts of the park (well, bland except for the graffiti on the walls, which is, to be honest, probably the most interesting part about the outside of the structure) opens up into a huge room with white walls, each with green laser grid patterns on them. The floor is grey for the most part, except for the center of the room, where the KAP logo is proudly displayed; a smiling Koffing surrounded by the words "Koffing" on top, "Amus" ment on the left, "ment" on the right side (it's assumed the first E is blocked by the Koffing's body) and "Park" on the bottom. A red roller coaster is visible in the background, which is odd, because there are no red roller coasters in KAP, save for the indoor one at Castform's Coaster, but the one on the logo is much larger and a brighter shade of red. Anyway, logo aside, you can hear an electric buzzing coming from the walls, as though the arena was preparing. A small pipe coming out of the ceiling in one corner drips water. You grab your Pokeball and pick your corner, unaware of what, exactly, will happen next.
Koffing Amusement Park Attraction #19: Combee Hive
Type: Bug
Complexity: Intense
Format: Melee
Restrictions:
Surf BAP and Energy increased by 50% The floor is made of solid honey. Because of this, rather than using water, Surf must convert the solid honey into liquid, which in return makes it heavier and do more damage. Surf requires 50% more Energy to use, but also has 50% more BAP.
Item-based damage (for Gems, Berries, etc.) (keep reading this rule for list) At the end of every turn/period of actions, Combee swarm. Each Pokemon is stun by the swarm (damaged by 3%) if they are holding Berries, Gems super-effective against Bug or Flying (I.E. Rock Gem) or elemental boosters super-effective against Bug or Flying (I.E. NeverMeltIce).
No seismic moves The construction workers would never forgive you if you destroy their replica of a Combee Hive. Seismic moves, such as Dig, Fissure and Dive may not be used.
No Stealth Rocks Everyone knows Combee hate Stealth Rocks. Best not to use them.
No Soundproof-blocked moves Moves that are normally blocked by Soundproof, such as Roar and HyperVoice, cannot be used, in order to avoid disturbing the Combee and Vespiqueen.
No Whirlwind, Circle Throw or Dragon Tail Whirlwind, Circle Throw and Dragon Tail scare the Combee, so they, along with Roar as stated in the previous rule, are not allowed to be used.
Ingrain Energy usage 2x, Bug-types have 2x recovery Ingrain? Where are you supposed to get the nutrients from? That's right, the honey. Ingrain has 2x the healing effect if the user is also Bug or part-Bug. However, due to the hardness of the honey, it takes 2x the energy to use, even if the user is not a Bug type.
Description: In Koffing Amusement Park (KAP), there is one particular attraction that actually holds battle- in a huge beehive. As read on the poster: "Combee Hive! A life-size representation of a hive of Combee- complete with 99 real Combee and a Vespiqueen! One tour per person per day- teach your kids the wonder of the Combee ecosystem, and finish the day with a thrilling Pokemon battle in this wonderful representation! Try the Combee Hive attraction today- only at Koffing Amusement Park."
You have been asked to battle to entertain spectators who took the tour of the Hive with a battle. You take a quick scout around you; a huge, hexagonal, eye-piercingly yellow room with honeycomb walls. The floor and roof are made out of solid honey. Combee are flying around happily, going in and out through breaks in the honeycomb pattern- just small holes in a select few parts of the wall, specially designed to fit Combee and not much else. The Hive has a solid roof made of honey, though it seems there are small drips.
Backing up, you prepare to send your Pokemon. The other challenger is also holding a Pokeball, though it appears that the honey drip made it slightly sticky.
Koffing Amusement Park Attraction #23: Koffing Cones Stand
Type: Ice
Complexity: Intense (pretty much all my KAP attractions are going to be intense)
Format: Multiples
Restrictions:
No seismic moves Avoid using seismic moves to prevent making people drop their cones.
Weather starts out sunny for 5a To promote purchasing ice cream cones, the Volcarona *may* have made the day sunny. The beginning of your match is sunny for 5a, but it can be changed at any time.
Contact attacks have 5% chance of freezing non-Ice or Fire type targets for 4a There's a small chance a contact attack may just knock your Pokemon into the KoffCones stand. Unless your Pokemon's body is used to such situations, or you can just melt itself, the Pokemon is frozen from the cold for 4a.
Water-type attacks that need a water source (I.E. Surf) are Ice-type, but still receive STAB if the user is part-Water and/or part Ice The lack of a good water source requires you to use the ice cream from the stand, which, though Water-types still receive STAB, also gives Ice-types STAB and makes it an effective Ice-type move, in terms of weaknesses and resistances.
Description: Koffing Amusement Park may be all fun and good, but what's a family vacation site without ice cream? That's right, nothing. Or, maybe something, but not something good. Thus, I direct your attention to one of the many Koffing Cones (TM) stands around the park. And it just so happens it's also the site of your next battle.
On a normal day, a happy Vanilluxe serves up tasty ice cream cones for only 200 Pokedollars a pop. Many happy buyers call it "the best Koffing-flavored ice cream cones I've had in a while,I guess?" However, this is not a normal day. This is a day where the KAP staff have asked you to have a battle, right near the KoffCones stand. It just so happens they also asked the employed Vanilluxe to make a bunch of cones. Why? Because they want buisness, and on a sunny day (which may or may not have been caused by a Volcarona to get people to buy), people want their ice cream cones. But, enough about the stand. It's time for your battle!
Koffing Amusement Park Attraction #47: Rotom's Shocking Seas
Type: Electric
Complexity:Moderate-Intense
Format: All
Restrictions & Quirks:
In terms of STAB and the type chart, Surf is Electric, not Water Electrified water makes the mighty waves of Surf Electric-type in STAB and Type Effectiveness.
Soak turns the target into a Water/Electric type Due to the charge going through the water, Splash also makes the target Electric type, thus changing the target's type to exclusively Water/Electric. Situational, but can be effective if such a situation comes up.
Earthquake, Magnitude and other seismic moves have a 30% Paralysis chance on the target You're battling in logs, aren't you? It just makes sense for Earthquake and Magnitude-style moves to have a 30% (3000/10000) chance to knock you into the water, thus paralyzing you!
Dive and Dig paralyze on use- Ground- and Electric-types immune to this, though The whole battling-on-a-log thing means that Dig will plunge you into the water below on use, and don't get me started on how obvious it should be that Dive makes you end up in the water. Of course, shocking water has its drawbacks. Electric- and Ground-type users are immune, of course, but everyone else is paralyzed (by 25%) when they use these moves.
Description:
Koffing Amusement Park is home to many crazy gimmicks, but Rotom's Shocking Seas has to be one of their strangest. At first glance, it looks like your simple, generic log ride that you see at every amusement park; on closer inspection, however, you notice one weird feature: the water is electrified. Of course, to prevent shocking the logs, they have a thick rubber coating on the outside, and the shock isn't enough to hurt any person older than 8 years of age, but nonetheless, the water is charged with electricity. This is the main gimmick of Rotom-W's signature ride, and it certainly makes the ride stand out, even when compared to your standard one with, as the KAP signs call it, "boring water." This odd feature also sets the stage for your battle, which just so happens to take place on this shockingly jolting ride- see what I did there? The waters are a huge help, of course, but the fact that they are electrified is something any Ground-type or even an Electric-type who may seek Surf STAB can appreciate. This will certainly make for an interesting battlefield- are you ready for an electrifying match?
Personal Comments on all my Arenas:
KAPs in general
Every KAP has a purpose when making it: whether it's a gimmick, like weather in Castfrom Coaster, or a focus on a certain type, like Combee Hive and Haunter's Haunted House, or even a method of simply changing the battle radically, like Dragonite Fountain (not released at the time I'm writing this, still WIP), every KAP arena I make has a few defining factors all originating from one main idea, and that idea is why I make them. Though there may be some you prefer over others (Casform's Coaster or the unreleased WIP Dragonite Fountain and Rotom's Shocking Seas would be my favorites at the time this was written, though that is definitely subject to change), I try and incorporate an aspect for everyone, and have each arena have its own little niche. That said, KAPs are always subject to change based on results in battles, great ideas that sprung into my head, etc., so a change may be made completely giving you new respect for arena. I will always be making KAPs, as they are quite fun to do, and are willing to accept suggestions via VM (though if you have an amazing idea for an arena, I'd recommend making one yourself).
Castform Coaster
I went into this one with my eyes on one big thing- have the battlefield vary, and make battlers be forced to adapt and acknowledge one weather may come up that ruins their current plan. Essentailly, this arena was built on randomized, rapid-changing weather. And who better to pick than the poster boy of Pokemon weather, Castform? Though competitively, it is horrid, even in NU, and has not much going for it in Single Player, Castform is a true force in ASB, especially with Everstone. Anyways, about the actual arena. I am satisfied with the arena. The weather can be game-changing, and if it goes good, you have a good shot at winning. If it doesn't go in your favor, however, not all is lost, as a lucky roll for next round can be life saving. Truly, Castform's ride is one of many good ones I have boiling in my mind. If you want to try an unpredictable match that feeds off of weather, Castform's ride is just the thing you may be looking for.
Rotom's Shocking Seas
KAP 47, RSS, had a goal in mind- an Electric type arena that preys off of water. Thus, enter Rotom't Shocking Seas. In a nutshell, this log ride is designed to make some powerful or useful water moves electric, thus giving certain users STAB where they might not normally. In addition, I wanted to make something that involves Rotom, one of my favourite Pokemon of all time. Put two and two together, and you have the perfect role for Rotom-W. Overall, I am satisfied by the results; Surf being SE and not NVE on other waters can be very useful (and, you know, activate Lightningrod if the foe forgets about it), and Splash, though heavily situational, may be a neat effect- want your Collossoil's Ground attacks to be SE? Look no further than Splash.
More will be added soon- I plan on having one for almost every KAP in the future.
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<Birkal> subway wanna flash a reffie?
<Birkal> I mean -__-
<Birkal> ref a flashie
ASB Team
<3 Glacier
Last edited by Unoriginal Name; Mar 24th, 2013 at 6:15:42 PM.
Reason: KAP: HHH moved to tested
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