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#1 |
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Jigen Makkoto
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Moderator
Join Date: May 2005
Posts: 6,846
Massachusetts
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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) [U]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:
Formatting for Arena Compendium
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:
Pokemon Chess Board
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:
Muckraker Swamp
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.
Earthen Crater
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.
The Bosses' Way
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.
Rage Battlefield
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.
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[17:53] <&Deck_Knight> If I Cite and Prune CiteandPrune's post, what does that make me? [17:54] <Birkal> a citeandprune cite and prunner [17:54] <%DHR> O_o lol [17:54] <+Mos_Quitoxe> Cite and Prune doesn't do enough of either [17:55] <+Mos_Quitoxe> can we make him change it or force him to pay damages [17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod. [17:56] <&Deck_Knight> I delegate this task to Birkal. [17:57] <Birkal> >:| Last edited by Deck Knight; Apr 7th, 2013 at 5:40:46 AM. |
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#2 |
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Join Date: Apr 2010
Posts: 1,408
Very afraid
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Torch Ruins
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.
Mt. Pyre Pinnacle
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.
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~*~*~* an ASB Team of love *~*~*~ +-=+-=+-= Fakedex =-+=-+=-+ I custom sprite ASB 'mons and trainers; PM me x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x
Last edited by Albinoloon; Aug 2nd, 2011 at 7:04:20 PM. |
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#3 |
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Join Date: Jan 2009
Posts: 2,028
Michigan
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Evil Circus
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. Last edited by Kaxtar; Jun 16th, 2011 at 8:37:17 PM. |
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#4 |
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Back from the dead.
Join Date: May 2010
Posts: 730
New York City
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Shape-shifting Arena
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. Last edited by Limewire; Aug 24th, 2011 at 5:04:40 AM. |
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#5 |
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Distilled, 80 proof
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Moderator
Join Date: Mar 2009
Posts: 2,004
Minneapolis
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Korski's Arenas:
Old Bomb Factory
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.
Pokemon Online Battle Simulator
ARENA: Pokemon Online Battle Simulator Field Type: Neutral Complexity: Moderate Format: All Restrictions:
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!
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"You may say I'm a dreamer, but I'm not." - John Lennon Last edited by Korski; Jun 24th, 2011 at 5:06:07 PM. |
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#6 |
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Points out the obvious
Join Date: Mar 2010
Posts: 6,568
A country full of spiders
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Its_A_Random's Arenas
Ampersandium
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:
Ampersandium: Ground Edition
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:
Broken Sand Gym
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.
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.
Busy Highway (Originally Created by Lord Jesseus)
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.
Circus Tent
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:
Dimensional Fissure
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.
Earth Mausoleum
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:
Gliscor's Peak v1
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)
Gliscor's Peak v2
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'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.
Gravi-Dome
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?
Landslide Cave
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!
Oasis Arena
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.
Obelisk Temple
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...
Summary: 50×50×30m dimensions, indoors, no weather, undiggable surface, cursed sarcophagus, & endless Yamask inhabit the arena.
Quicksand Cave
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!
Rainbow Road (SNES)
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:
Scrapyard
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:
TELEPORTATION!
Arena: TELEPORTATION! Field Type: Variable Complexity: Variable Format: Variable Restrictions: Weather Effects, Room 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. Its as simple as that. *0 represents the ASB Tournament Arena. Concept Arenas do not count, either...Neither does TELEPORTATION! itself. Summary: A new arena every round.
Terra Cage
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.
The Earth Cauldron
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.
The Turntables
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.
The Type Changing Arena
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.
Tynamo Ridge
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 Hotfixes
(Arena)
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Last edited by Its_A_Random; Apr 17th, 2013 at 6:29:39 AM. Reason: Updates |
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#7 |
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Join Date: Feb 2011
Posts: 2,999
Mmm... Ice Cream!
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Interesting...
Gerard's Arenas:
The Valley of the dolls
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 ![]()
* 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 . Last edited by Gerard; Jun 18th, 2011 at 12:05:35 AM. |
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#8 |
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Join Date: May 2011
Posts: 2,270
Our bond is Iron.
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Here are all i have at the moment. hopefully they will be enjoyed
-------------------------------------- Installment #1
Nature Valley
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.
Cold storage battle arena
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.
Toxic Wasteland
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).
Luna Hill
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.
No Man's Land
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.
Rage Beach
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%)
Lily Pad Lake
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
Obsidian Badlands
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.
Shock Arena
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)
Millionaire's Playground
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.
Hot Spring Caverns
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.
Glacier Knight's Icy Arena
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. ------------------------------------------ Installment #2
Lava Hole
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).
Siberian Wilderness
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).
Muddy Plains
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)
Mushroom Wetlands
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.
Rise and Fall Arena
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.
Mamoswine Graveyard
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).
Willy Wonka's Chocolate Factory: The Battle Room
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:
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.
Arena of Fear
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:
Remember, no dig, earthquake, or weather! Be ready for the scare of your life!
The Techno Factory
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.
Moss Cave
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)
Magnetic Bay
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.
Autumn Woods
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.
Abyssal Trench
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.
Dojo of the Puddles
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.
Charge Forest
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!!
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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. ------------------------------- Installment 3 (finally! :D)
Solrenity
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.
Desoleace
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.
Barrenquil
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.
Spirit Lake
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.
Plaza of Verona
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!)
Vespiqueen Throne Room
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)
The Black Sands
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.
The Ref's Mind
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!
The Hall of the Mountain King
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)
Algorstorm
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.
Jamestown, 1607
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%)
Stony Pass
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!
Cascadia
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. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXX Installment #4!
Glacial Heights
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.
Palace of the Weavile King
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.
Library of Abilities
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
Leroy's TM shop
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.
Summoning Grounds
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
Isle of Toast
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.
Flaming Strike Zone
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!
Lair of the Troll King
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.
Athenoworld! Lapras Splash Zone
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)
Arctic Waters
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: Last edited by Glacier Knight; Apr 15th, 2012 at 11:31:00 AM. |
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#9 |
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Join Date: May 2011
Posts: 4,349
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Steel Gym
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.
Crystal Colosseum
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!
Magma Colosseum
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!
Stargazer Colosseum
![]() 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
Sunny Park Colosseum
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.
Waterfall Colosseum
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!
Lagoon Colosseum
Field Type: Complexity: Restrictions: Flavah
Courtyard Colosseum
Field Type: Complexity: Restrictions: Flavah
Neon Colosseum
![]() 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.
Sunset Colosseum
Field Type: Complexity: Restrictions: Flavah
Main Street Colosseum
Field Type: Complexity: Restrictions: Flavah
Gateway Colosseum
Field Type: Complexity: Restrictions: Flavah
Eviolite Stadium
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.
Steel Gym Mk. 2
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.
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My CAP ASB Team [23:35] <Jesseus> <Glacier> im not frunk [23:36] <Glacier> jessues whered the d go [21:25] <Pwnemon> look at kax vs cmfp, iar vs cmfp, pwnemon vs cmfp [21:25] <Pwnemon> none of us had teams that by rights should have lost [21:25] <Pwnemon> but he's cm fucking p Last edited by C$FP; Oct 10th, 2011 at 9:45:15 PM. |
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#10 |
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Join Date: Jan 2010
Posts: 1,980
Yoshino is Yoshino, and Yoshinon is Yoshinon!!
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I will update this post later with some arenas. I got quite a few in my repertoire.
Wasabe Desert
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.
The Courtroom
Field Type: Neutral Complexity: Intense Format: All Arena: The Courtroom- Code:
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
Oasis Pyramid
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:
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This week's Avatar is from: Date a Live Last edited by Acklow; Jun 17th, 2011 at 1:46:41 AM. |
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#11 |
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Join Date: Feb 2009
Posts: 1,506
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I'm hoping there's nothing that says I can't do a many-stages-in-one-type deal. =w=
Pokemon Stadium
![]() 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.
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Last edited by Banryu; Jun 18th, 2011 at 12:17:02 AM. |
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#12 |
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take into the air...
Join Date: May 2009
Posts: 6,143
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WHEEEEEEEEE
Gym Arena:
Hiroshima, August 1945
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:
Format: 3v3 Singles / 4v4 Singles / 4v4 Doubles DQ: 48 Hours Abilities: ONE / ALL Switch: OK Items: ON Substitutions: TWO / THREE Infinite chills / Recovers
Erlenmeyer Flask
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
DQ: 48 Hours / 72 Hours Abilities: ONE / ALL Switch: OK Items: ON Substitutions: TWO / THREE Infinite chills / Recovers Miscellaneous:
Type Changing Arena
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.
Weather Island
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
Room of Inversion
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.
The Energy Core
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.
Spike Pit
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.
Chaos Zone
![]() 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.
Flip the Chimp
![]() 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?
Delibird's Christmas Bash
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
Luigi Circuit - Mushroom Cup 1
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.
Moo Moo Meadows - Mushroom Cup 2
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.
Mushroom Gorge - Mushroom Cup 3
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.
Toad's Factory - Mushroom Cup 4
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.
Daisy Circuit - Star Cup 1
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.
Koopa Cape - Star Cup 2
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.
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Last edited by Engineer Pikachu; Apr 29th, 2013 at 9:39:54 PM. |
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Join Date: May 2011
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1. Olivine Lighthouse
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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).
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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
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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
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. Last edited by Metal Bagon; Dec 30th, 2011 at 7:54:47 PM. Reason: New Arena |
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Join Date: Sep 2008
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Arena: Mauville Game Corner
Field Type: Neutral Complexity: Moderate Format: All Restrictions: No Seismic Moves, No Weather, No Water Source
Mauville Game Corner
![]() 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:
Arena: Protegas' Sanctuary Field Type: Neutral Complexity: Moderate Format: Multiples, Melee (does not work in singles at all) Restrictions: None
Protegas' Sanctuary
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:
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!
Park of Imagination
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:
Arena: Weather Simulation Chamber Field Type: Neutral Complexity: Intense Format: All Restrictions: No Self-Induced Weather
Weather Simulation Chamber
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):
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
WarioWare, Inc.
![]() 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
Chrono Stadium
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:
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.
Bubs' Concession Stand
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. [hide]
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.
Monster House
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
Witches' Brew
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:
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
Haunted Mansion
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):
Arena: Transformice Map 128 Field Type: Neutral Complexity: Intense Format: Singles, Multiples Restrictions No External Rocks
Transformice Map 128
![]() 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:
Arena: Bloons Field Type: Neutral Complexity: Moderate Format: All Restrictions No Water Source, No External Grass, No External Rocks, No Digging
Bloons
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:
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
Mine Cart Ride
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:
Arena: Strong Badia Field Type: Neutral Complexity: Simple enough to be a viable alternative to the ASB arena Format: All Restrictions No Water Source
Strong Badia
![]() 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
Treadmills of Doom
Arena basics:
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:
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.
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<dogfish44> I got a suprise KFC ^.^ <Glacier> kinky fat chick? Last edited by Objection; Feb 11th, 2013 at 8:49:31 PM. Reason: Adding a clause to the WarioWare arena and another to the Treadmills of Doom. |
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#15 |
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Join Date: Mar 2011
Posts: 1,719
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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
Cliffs of Pandaemonium
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
Forest of Souls
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%
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Restless souls will put on their dancing shoes Mindless ghouls with lots of limbs to lose Illusionist Contortionist Tightrope walker tightening the noose Last edited by Temperantia; Jun 28th, 2012 at 1:08:34 PM. |
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#16 |
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Join Date: Mar 2011
Posts: 918
USA
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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.
Tesla Laboratories
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
Desert Ruins
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.
Industrial Automations
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.
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My CAP ASB team and Reffing Profile Last edited by TravelLog; Jun 26th, 2011 at 8:11:09 PM. |
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#17 |
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Join Date: Sep 2010
Posts: 834
Ho everyone, mark ye well this lame horse!
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Arena: A Long, Rickety Bridge
Field Type: Water/Grass Complexity: Simple Format: Singles Restriction: None
A Long, Rickety Bridge
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.
Sky Dive Into Nothingness
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.
A Random Desert
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.
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<SevenDeadlySins> "Yo mama so fat she resists ice and is neutral to fire!" My CAP ASB Team. I can also ref if needed. Last edited by Nightmare Jigglypuff; Jul 12th, 2011 at 5:40:32 PM. |
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#18 |
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Join Date: May 2010
Posts: 1,138
New York
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Abandoned Boxing Ring
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.
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My team of awesome! 22:20 Terrador wow 22:21 Terrador You just found a use for Rage. 22:21 Terrador Congratulations. 22:21 Spenstar yes, yes I did 8) 22:21 UllarWarlord *applause* |
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#19 |
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Join Date: Sep 2009
Posts: 2,545
United States of America
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Ice Canyon (gym arena)
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:
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.)
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Cookie's law of a forum: as a thread gets longer, the probability of it being derailed by a religion argument approaches 1 If only the max avatar filesize was 90K... |CAPASB stuff: My CAPASB Team~My reffing profile | Last edited by Tortferngatr; Jul 8th, 2011 at 6:20:02 PM. |
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#20 |
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Join Date: Apr 2010
Posts: 1,158
Isla Nublar; Dinosaurs, fuck yeah!
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Abandoned Opera Theater
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.
Cavern Forest
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
Final Fantasy's Glory Field
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
Cramped Toyroom
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"
Silvan's Autoshop Gym
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)
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Best song ever :) Last edited by Doran Dragon; Nov 1st, 2011 at 3:54:47 PM. |
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#21 |
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Banned deucer.
Join Date: Aug 2009
Posts: 279
And then there were none...
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Aperture Science Laboratories
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.
Technique Recording Chamber(tentative gym arena)
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. Last edited by shadowbone66; Jun 21st, 2011 at 10:55:22 AM. |
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#22 |
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Join Date: Aug 2010
Posts: 2,814
Erry day im HEAD SMASHING
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Factory
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.
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Ten million fireflies |
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#23 | |
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meh
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Join Date: Oct 2009
Posts: 5,352
Ottawa
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Quote:
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C&C/Smog work |
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#24 |
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Join Date: May 2011
Posts: 130
Andromeda Galaxy. It's a nice place. You should visit sometime.
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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!!
THE 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. Last edited by FlamingFighter; Jul 24th, 2011 at 2:59:30 PM. |
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#25 |
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Join Date: Feb 2011
Posts: 1,939
Siberia
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Leethoofs Bastiodon friendly (and unfriendly) arenas -
Leethoof's Unown Alphabet Soup
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.
Leethoof's Shieldon training zone
'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
Mr.Heefloot's Magical Type Shop
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.
Temple of Rock (Gym Arena)
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)
Olofethe's Essence Transistor
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! Last edited by Leethoof; Sep 21st, 2012 at 11:52:59 PM. |
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