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#51 |
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Don't cry, little one
Join Date: Mar 2008
Posts: 3,491
Italy
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Arena: The Frozen Throne
Field Type: Ground Complexity: Moderate Format: Multiples Restriction: No Water Source
The Frozen Throne
![]() The Frozen Throne, the dreaded seat of power of the Lich King, is a large ice platform upon the top of a giant spire. An invisible wall surrounds the platform, preventing any Pokémon from falling below. However, it is highly unadvisable to fly too much above the arena, because the strong winds generally cause the unfortunate mon to be blown away (which would result in the Pokémon being effectively knocked out). An interesting feature of the Frozen Throne is its soul siphon. Whenever a Pokémon deals 30 or more damage in a single round, he acquires a Soul Fragment at the end of the round. The Fragment can be used at the start of the next round to get one of the following effects: - Restoring 10 Energy. This effect does not consume an action. - Powering up an attack, causing it to deal 3 more damage. The user must declare which attack will be powered up (for example, he could issue the following order: Tackle - Thunder Wave - Tackle (powered up) ). The Soul Fragment must be used in the round it gets available or it is lost (so, you cannot store it up). If the Soul Fragment is not used in the turn it is available, the user takes 10 flat damage caused by the fragment exploding. Ok, since I thought it'd be cool, and I already worked some time on it, I will present you my tentative Ghost-type Gym arena!
The Well of Souls
Field Type: Ghost Field Complexity: Moderate Format: All Restrictions: No Weather (indoors), No Digging (see flavor explaination), No Seismic Moves (see flavor explaination), No water source (see flavor explaination), No vines for Grass Knot The Well of Souls is a circular, high building, akin to a tower, with a 60 ft radius and about 300 ft tall. A glassy circle is suspended in the middle, connected with the walls by four ramps, built in a X pattern around the circle. The glass can't be dug through, and any kind of seismic move would cause it to crumble. It is still possible to cause effects like Rock Slide and Rock Tomb by pounding the tower's walls, though. Below the glass, you can see a blue, swirling vortex. Feeble screams and cry can be heard coming from the pit, and you can spot many whisps floating in it, drifting like leaves. It is possible to harness the souls of the well to empower the user's own soul-based attacks, as well as consuming the whisps into fierce, infernal techniques. Translating into game terms, this means that: - Focus Blast has 100% accuracy, and the base power of Aura Sphere and Hidden Power is raised by (2). It is very easy to focus oneself's soul upon the Well - Will-O-Wisp and Inferno have 100% accuracy. The whisps provide decent enough fodder for these wicked spells - Destiny Bond's energy cost is reduced by (5), and its CAP is raised to 40. The connection with the underworld is very strong near the Well. I may still edit it a bit. Last edited by Its_A_Random; Oct 14th, 2012 at 4:51:53 AM. Reason: One post only in the AC thread please... |
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#52 |
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Join Date: Jul 2009
Posts: 2,481
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Eh well, I seem to be making a lot of arenas lately, so I may as well put some down here.
Rock Column
Description: Deep within the confines of Mount Coronet, there lies a place unlike any other. This circular area is a flat cavebed that is 100 meters in diameter. In the center lies a huge column of rock 20 meters in diameter extending from the floor to the ceiling about 60 meters up (basically, the place is huge). Running up the column is a ledge about 5 meters thick that curls around it (Sort of like the thread in a screw). Seismic disturbances constantly coat the area in a thick sandstorm that can't be canceled due to the ceiling. Sadly, there's no water source for moves like Surf and weather moves cannot be used but everything else goes. Recently, Maxim modified the arena for his gym arena. The included effects include a Sturdy trait for all Rock types due to the sandstorm. Also, an aquifer was discovered under the rock that allows for Surf and similar moves, but no diving. Summary: Eternal Sandstorm, Indoor Arena, No External Water Source (Surf allowed), Sturdy trait given to rock types.
Sword and Shield Arena v1
Virtual Arena. Flavor: Hidden in Opelucid City in the Unova region, there lies an old gym that was once used for Rotation Battles, but was left abandoned after some people were hurt in the gym. Maxim has renovated (and improved the safety features of) this gym, and now serves as his (possible and unlikely) gym arena. The gym puzzle generally involves two types of rotating platforms, long sword platforms that connect one place to the next, and circular shield platforms that connect to four places. Every time one platform is rotated, all the others rotate as well. The trick of the gym is to get rotate the shield platforms in such a manner that the sword platforms lead you to the gym stadium. Arena: At the end of the gym is a square arena about 100 meters in length with two big circular platforms in the middle. The arena is purpose built for rotation battles, but can be used for other battles sparingly. This arena has a moat for water types to swim in and for surf, but they cannot attack unless they are in the front position or else they're disqualified. Also, the water is not deep enough to Dive in, and Digging will damage the machinery under the arena. All Normal types are reinforced here, and receive the Sturdy trait (How the arena does this is a trade secret). The arena is also put under constant increased gravity, which cannot be dispelled even by the move Gravity. Summary: No Digging or Diving, Constant Gravity effect, Normal types get sturdy trait.
Sword and Shield Arena v2
Flavor: Hidden in Opelucid City in the Unova region, there lies an old gym that was once used for Rotation Battles, but was left abandoned after some people were hurt in the gym. Maxim has renovated (and improved the safety features of) this gym, and now serves as his (possible and unlikely) gym arena. The gym puzzle generally involves two types of rotating platforms, long sword platforms that connect one place to the next, and circular shield platforms that connect to four places. Every time one platform is rotated, all the others rotate as well. The trick of the gym is to get rotate the shield platforms in such a manner that the sword platforms lead you to the gym stadium. Recently however, he renovated the arena again in order to fit a new concept that he had figured out (with Lou's help). The gym puzzle remains the same, but now everything has a slightly more organic look, with a pool of water underneath the platforms giving a cool look to the still somewhat dark area. Additionally, some grass and a few trees have been inserted all around the place, though the spinning platforms retain their futuristic look. Arena: The arena however has undergone massive revisions. Instead of a long arena with black platforms for the rotations, the battle now takes place in a much bigger room (connected to the puzzle by means of a door). This room is a very wide open space just outside the city itself, filled with grass and, more importantly, lots of berry trees. When one enters the arena, he crosses a small bridge past the moat that wraps around the arena, albeit with a few very small creeks going across the arena itself. The arena is about the size of an average football stadium (well, the playing area at least) and is covered in grass. Outside the moat, the aforementioned berry trees dot the "landscape" around the arena, giving a natural feel to the place. However, the arena also has a much less natural pair of circular, blue platforms, one on each side of the field. Additionally, upon closer inspection, another "moat" wrapping around the arena actually carries a conveyor belt, big enough for all items but small enough that it won't interfere with the battle. Upon looking ever closer the challenger finds that he/she is not outside, but rather in a greenhouse sort of area with a round glass ceiling and concrete walls, the walls painted with a mural that gives the impression of being in a field that stretches across over the horizon and a huge city in the distance. But enough about that. The arena has an interesting set of rules for the aspiring challenger. First, the two blue platforms are where the Pokemon will stand and face rotation battle rules. Next, the conveyor belt surrounding the arena is a special item catching belt, which will allow any trainer to pick up any forlorn items and give them back to their pokemon, effectively giving all Pokemon the Sticky Hold Trait. Do note however that items that are consumed (any item that is Flung, Type gems, berries, etc) will not be subject to this trait. Next, all of the challenger's Pokemon and the leader's Pokemon will each get to choose one of the sixteen type resistant berries to give their Pokemon that they can hold alongside their standard item. Turns out this is necessary, as there's a strange generator under the arena that has an unusual effect. This effect is that when a Pokemon is either weak against or resistant to a move, the damage they take is modified as follows: 4x Weak: 3x Multiplier 2x Weak: 2x Multiplier Neutral: 1x Multiplier 2x Resist: .6x Multiplier 4x Resist: .35x Multiplier Finally, there is a second generator that creates a permanent increased Gravity field. With that out of the way, can you use your knowledge and strategy to defeat the leader? Summary: Constant Gravity is in effect Each Pokemon is given the Sticky Hold Trait (Consumed items will stay consumed) The Trainer can choose one Type Resistant Berry to give to each of his Pokemon in addition to it's normal hold item (For instance, Trainer A can give his Sceptile both a Miracle Seed and a Occa Berry, and his Staraptor a Life Orb and a Wacan Berry). Type effectiveness is determined by the chart above instead of the normal multipliers (For instance, were Trainer A to use Stone Edge on Trainer B's Delibird, then Delibird's damage would be like [Regular Damage from attack]*3 instead of [Regular Damage from attack]*2.25)
Maxim's World Tour
All Aboard! Recently, Maxim got a hold of a plane, a license, and quite a bit of jet fuel. What's he going to do with it? Well, take these battlers to the ends of the earth that's what! Yep, every round the battlers will get on the plane and head off to a number of fantastic and ridiculously dangerous places on the earth (Or a stereotype thereof). From America to Nova Scotia, from Germany to China, there's no place he won't go to cause these contestants misery. Each round, a location on Earth will be chosen and a battlefield will be created based on the location. For instance: Quote: Australian Outback: Endless Sunny Day Angry Kangaroos will harass the players (will be more detailed in the actual battle) Ground attacks increased by 3 BAP No water source As for the location itself, it will rotate between each of the seven continents in the following order. 1st: North America 2nd: South America 3rd: Europe 4th: Africa 5th: Asia 6th: Australia 7th: Antarctica To add even further pain to the challengers, Maxim will occasionally create challenges, a la Wario Ware, that will cost any pokemon that doesn't succeed 1/10th of their total hp and 8 energy. Do you have what it takes to win this insane competition? Summary: Constantly changing arena Challenges (-1/10th HP and 8 EN for failure) After that is done, the thread will be posted, and each person will send out their pokemon in the order of their acceptance. Once all of the pokemon are out, each contestant will PM actions to me, two per round (Unless there's something saying I have to do three actions :/). Now this is really important, you MUST be active in this match. If you go over the DQ time once, I will VM you to post actions soon or face DQ. If you go over DQ twice, the other players can decide whether to VM or DQ you. If you do it three times, you will be automatically disqualified, unless you have PM'd/VM'd me and the other competitors in advance. If you need, I can extend the DQ time.
Center Stage
Description: This arena is a reasonably popular arena where crowds gather to see a different type of battle. You see, they don't want to see any standard issue stuff like at the ASB Arena, they want battles with flair, creative moves, and intensely close calls. As such, in this arena roleplaying actions are more likely to work. Additionally, the ref can modify the arena as he desires (within reason, no teleporting to another dimension) to either cause pain to the competitors or open up new roleplaying opportunities. For instance, he could have a tent appear over the competitors thus allowing them to use the poles to smack each other or even bring the tent down and muck everything up. As for the arena itself, it's a fairly simple battlefield. The competitors are on the top of a platform about 50 ft in the air, surrounding a simple moat (though the ref can modify this as he so chooses). This platform is a square measuring about 50 yards on each side. The floor is white, although some grass covers the arena allowing Energy Ball and similar moves to work at full effectiveness. The arena is contained within a cavernous area, but the sun shines through the ceiling giving ample light. All moves are allowed. Summary: Roleplaying actions are easier to pull off Referee can modify the arena within reason All moves are allowed Hopeful Gym Arena:
Origin Sanctum
Opelucid City: To some this city is a vast futuristic city that never looks back on anything outdated. To others, it is a city steeped in a tradition that has lasted for centuries. For the most part, neither city ever had any contact with each other. However, one building stood out for being completely the same between these two dimensions. Dubbed Origin Sanctum by many, this mysterious place has been rumored to be a gateway into another world. More recently, Maxim decided to take a trip into this strange building to learn it's secrets and hunt for what he believed must be a legendary...and then he did something unexpected. He turned it into his own personal gym! When one enters this gym, they soon find that it is modeled after a traditional gym, filled with puzzles and trainers itching for a battle. No matter which side the challenger enters into they have to fight trainers having a variety of types and battling styles. Some specialize in Doubles, others in Rotations. As for the puzzle, it's a fairly rudimentary but complex puzzle. There are two different styles of platforms: Long, narrow "Sword" platforms that connect to two different sides and rotate 180 degrees whenever any platform is rotated, and round, circular "Shield" platforms that rotate 90 degrees whenever any platform is rotated, and connects 4 different sides at the same time. However, there is one big difference depending on which side you enter into Black: The puzzle area here seems to mimic tall, towering skyscrapers that you must traverse across. There are safety rails that prevent falls, and it's really just an illusion, but many are wowed by the glass buildings, cars and other such things that appear to come out here. White: This puzzle area tries to mimic an ancient ruin, with white stone platforms and waterfalls surrounding a near bottomless chasm. Unlike the Black area, this is no illusion, but the chances of falling are unlikely and in the rare event that someone does fall, a few Drifblim are ready to catch them. Many are amazed by the beautiful surroundings here. However, what most people are interested in is what lies past the puzzle area. They enter through huge doors to find what looks to be at first glance a huge greenhouse. 16 trees fit into neat 2x4 formations on either side of the arena, which looks starkly futuristic for this place, containing very large and near indestructible white platforms. Around this area, there are several small conveyor belts that wrap around the arena, with a moat covering the outside edges of the arena, while the whole field has plenty of grass for all uses. As far as the eye can see, murals are painted on the walls of this place that create the illusion of being in a much bigger field with a futuristic city in the distance. All of this was covered with a glass ceiling high in the air. You wonder how such a place could exist between dimensions, but then you are approached by the Leader. ![]() "Ah, you're finally here challenger, excellent! I trust that you've had fun with my gym trainers and the puzzle that I set for you. You see what a magnificent place this arena is, combining the concepts of both Opelucid cities into one perfect arena. It's strange, how such different places can exist in the same space at the same time." "But you're not here to hear me talk about philosophy are you? Let me explain this arena to you. Each of these sixteen trees contains a unique type resisting berry. Both of us will choose a berry to give to each of our Pokemon in addition to their held item. Then we will fight a Rotation battle, which will put our wits against each other. Quite interesting isn't it?" "Now then, I had some scientists design a peculiar generator that sits a few meters below our feet. This unique machine increases the accuracy of all our moves as if they were infulenced by Gravity, and even changes the type effectiveness of super effective and not very effective moves." "Oh yeah, that reminds me, you may want to take a look at this booklet, it describes a few rules regarding items in this arena." "Without further ado, I welcome you to the Origin Sanctum and accept your challenge!" Summary: 1. Every Pokemon challenger or leader is given a choice of a type resisting berry to give to each of their Pokemon in addition to their held item. If a trainer brings two copies of a berry (i.e. spends money on a type resisting berry and then picks that same berry), it gives them an effective 6 actions of that berry, as opposed to doubling the effect of the berry. 2. All moves have their accuracy increased as though they were affected by Gravity. 3. Items cannot be knocked off, destroyed, or otherwise incapacitated except by consumption by it's held Pokemon and the following exceptions:
4x Weakness: 2.5x 2x Weakness: 1.75x 1x Weakness: 1x 2x Resistance: 0.6x 4x Resistance: 0.3x Immunity: 0x
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The avatar was taken from Marriland. CAP ASB Join Free RPG to play fun, freestyle RPGs. Last edited by Maxim; Feb 28th, 2013 at 10:46:10 PM. |
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#53 |
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Join Date: Sep 2008
Posts: 2,191
New York City :D
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Time to put some of my own arenas on here! =3
Tower of Heaven
![]() The Tower of Heaven is an ancient structure that stretches deep into the clouds, the heavens, and far beyond. It is composed of a material similar to rock, but far more durable and nearly impossible to break. Most of the structure is open-air giving a good glimpse of the clear sky. Moss and other small plant life have grown on the outcropping on the rock-like material with small butterflies flying about. There are small streams and pools of water within the structure for Water attacks and Water Pokemon. The battle will take place within one of the many chambers of the tower. All moves can be used within the Tower of Heaven. However, there is a catch. Within my hands is the Book of Laws. At the end of each round, I'll write down a new law. The laws restrict what attacks, actions, or commands you may or may not take in battle. Violation of any law in battle will still allow you to perform the command, however the offender will be struck down with a lightning bolt that deals 10 damage flat and ignores abilities, weakness, and resistance. The lightning bolt cannot be deflected, dodged, evaded, or otherwise blocked. It will hit the Pokemon behind a Substitute, find its way through Double Team, and will go through Wonder Guard. Pokemon that are immune to Electric attacks by ability or typing will still be struck down and will gain no benefit such as Motor Drive's Speed boost. Violation of multiple laws in an action will drop down multiple lightning bolts on the offender depending on how many laws they've broken in a given action. For instance, Pikachu decides to use Thunderbolt on a Staryu. If I restrict the usage of Thunderbolt, Pikachu will be smote once for 10 damage. If I restrict the usage of Thunderbolt and all Electrical attacks, Pikachu will be hit twice for 20 damage. Finally, if I restrict the usage of Thunderbolt, Electrical attacks, and super-effective moves, Pikachu will be struck thrice for 30 damage. If there's any questions or need clarification on anything, PM me. Summary: All moves can be used initially, however new laws added in each round will restrict what commands can be used. Violation of any law will be penalized with a lightning bolt dealing 10 damage flat ignoring typing and abilities. Combatants can be penalized multiple times in an action. Teleportation Corollary: If this arena is picked randomly as a result of arena effect, then the ref is free to generate up to three rules for the combatants to follow until a new arena is chosen.
Cave
![]() The battle takes place deep within a subterranean cave, not unlike Mt. Moon and Union Cave of Pokemon lore. Being an enclosed environment, all weather moves will have no effect. Attacks that require solar/lunar power such as Solarbeam, Moonlight, etc. will still work, however their effects will be harshly reduced (akin to using them in the Rain or Sandstorm). Despite this, there is sufficient, if a bit dim, lighting due to the various iridescent vegetation and gemstones throughout the cave. The cave is also very spacious allowing for free movement, although the various stone structures give plentiful cover should the need arise. Furthermore, it is very sturdy and can withstand strong seismic forces. However, the cave is not indestructible and repeated attempts can cause various levels of structural damage. Should the cave completely collapse, the battle will end and whoever side has more Pokemon left than the other (or which Pokemon have a greater health % at the end of the match) will be declared victor. As a result of being an subterranean environment, Ground Pokemon are most comfortable here and gain a bonus. What kind of bonus this is up to interpretation to the referee. Also, there are several deep pools of water that can be used for Water attacks and can hold any Pokemon up a size class of 5. In addition, sound attacks such as Supersonic and Bug Buzz echo and gain an additional +30% accuracy and +30% effect chance. Summary: Sturdy arena yet repeated seismic assaults will cause cave in; plenty of rocks for Rock attacks; pools of water for Water attacks and can hold Pokemon up to 5 Size Class; sound attacks echo (+30% accuracy and +30% effect chance); weather moves will have no effect; solar-based attacks will have reduced effect; Ground Pokemon have superior senses.
The Pantheon
Arena: The Pantheon Field Type: Neutral Complexity: Intense Format: All Restrictions: None Behold, The Pantheon! The arena takes place in a garden circled by giant stone pillars all connected by one large stone ring. There is plenty of vegetation as the ground consists entirely of grass and vibrant flowers, while thick vines wrap around the pillars. There is a small moat that surrounds the enclosure filled with clear water and can hold any Pokemon up to 5 Size Class. The temperate sun shimmers overhead, giving the garden a radiant hue. However, this is not what makes the arena unique. Encased in each of the pillars are several sacred idols. Each represent a god from a bygone age, yet they still carry immense power. By invoking each idol, the gods will be happy to share their power with you. However, such power carries a price, and each god has their own specific toll to pay before lending their strength. Will the power of the Pantheon bring you victory or break your back? That's for you to decide, but be warned - once you invoke your idols, they remain until the end of the match. Rules about the idols:
![]() "You can't have one without the other - the Veiled Widow makes sure of it." All the user's attacks gain a +3 BAP increase and will always break through Protect, Detect, and Wide Guard with their attacks. The final damage of all incoming attacks will always be increased by 2. Furthermore, poisoning (both normal and toxic types) and burns deal an additional 1 damage per action, sleep/freeze/confusion/attraction lasts for an additional action, and paralysis has an additional +10% chance of full paralysis that must decay over time. ![]() "Make a promise, and The Chastened Maid will hold you to it." The Pokemon will survive any direct attack and energy consumption that brings it defeat with 1 HP and 1 En respectively and be prevented from fainting for the remainder of the round. This will not occur if either Endure or Acobi was triggered in the previous round and in the same vein, neither Endure or Acobi cannot be used in successive rounds. In the throes of defeat, each foe will inflict 15 damage flat upon fainting. This damage cannot be blocked, evaded, or nullified and is considered residual damage for calculation purposes. ![]() "The Mason King knows that success and failure are all in the mind." All the user's attacks ignore the Defense and Special Defense stat, all positive defensive stat boosts, and the effects of Reflect, Light Screen, and Safeguard. The Pokemon becomes extremely lazy and complacent due to its incredible power. As a result, it will loaf around after every normal action. A Pokemon loafing around will not do anything that action, but it recovers 3% energy. While loafing, its Confusion stage will not be checked and it will not hit itself in confusion during the second action. If this Pokemon uses a Combination, it loafs around on the action after the cooldown of the combination. ![]() "When the Wakeful Bull is calm, let's all do our part to keep him that way." All of the Pokemon's stats are boosted by 50% (1.5x) rounded up, with exception to Speed which is increased by 75% (1.75x) rounded up. Furthermore, all Pokemon gain +25 accuracy and are immune to all attacks/abilities that sabotage a Pokemon's use of moves, which includes the moves Taunt, Torment, Encore, Disable, Imprison, and the ability Cursed Body. The Pokemon is in a perpetual state of beserker rage which can never be quelled. The Pokemon is allowed to choose a new move at the beginning of every round, but is forced to use that move for all actions of that round while incurring half the normal repeated move energy cost. Note: Pyth's effects override all Choice items. ![]() "We each have the Tower Keeper's strength in us, until the day that strength runs out." All incoming super-effective attacks will have their type effectiveness reduced to the next level of resistance (2x weak becomes neutral, 4x weak becomes 2x weak and so on). The Pokemon loses all STAB bonuses on their attacks. All other bonuses of their type(s) still apply. Note: This overrides all items and abilities that provide super-effective reductions, such as Solid Rock, Thick Fat, and the type reduction berries. ![]() "Each time the Morning Stallion stamps his hoof, somebody out there makes up his mind." All the user's attacks ignore the effect of abilities to reduce or prevent this Pokemon's damage or attack effects (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.). All the user's attacks will deal +50% recoil to the user, rounded up, even for Pokemon that are immune to recoil. ![]() "The Gorging Host reminds us to always know when we've had enough." The Pokemon can absorb any negative non-damaging move targeted against it, gaining +10 energy in the process. The Pokemon can only use damaging attacking moves. ![]() "We all are born from the Lorn Mother, and in the end, we all return to her." All damaging attacks will drain half the damage inflicted in HP to heal the user. Attacks that already drain the target (Drain Punch, Horn Leech) will drain full damage inflicted. The user suffers a continuous drop of -7 HP every action. ![]() "The Carefree Son lives forever in the moment. The rest of us can only try." Once invoked, a pink present box floats overhead the user. At the end of each round, the active Pokemon will be bestowed with one of ten effects. If there are multiple active Pokemon, a separate check will be done for each Pokemon. Each effect has an equal chance of occurring but no two effects can happen in a row.
![]() "The Crippled Duke reminds us that good intentions are nothing on their own." Gain an additional substitution command to use in battle. All standard substitution rules still apply. Lose ability to use combination attacks. Summary: Sacred idols bestow great boons and great banes. Invoke wisely!
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20:27 GemoftheDay They need cap lc. Just saying 20:27 ThatWildWolfe What's LC? 20:28 Glacier Lesbian Camels, actually 20:28 Matezoide I approve Last edited by TheWolfe; Mar 30th, 2013 at 12:54:26 PM. |
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#54 |
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Join Date: Aug 2009
Posts: 1,168
What am I licking?
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My idea of Hell on ASB, ŕ la Dante's Inferno
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First Circle of Hell~Limbo
First Circle of Hell ~ Limbo Field Type: Neutral Complexity: High Format: All Field Description: Essentially the ASB arena, however the sky is blood red–preventing weather from being used. Minos/the Referee presiding over the battle ready to pass judgment on the pokemon/loosing trainer Restrictions:
The Circles of Hell:
Last edited by DFrog; Dec 11th, 2012 at 11:57:09 PM. Reason: You already have a post in this thread. . . |
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#55 |
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Join Date: Oct 2011
Posts: 597
Where it's Oct. 2013
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I have tagged my arenas:
{WIP}: Still working on it or am heavily revamping it. Do not use. {Alpha}: Untested. Use is not reccommended. {Beta}: Tested somewhat. Please report back to me any experiences with this arena so that I can fix any issues you might find. {Completed}: Self explanatory.
Ignis {Alpha}
Arena: Ignis battlefield Arena Type: Fire/Flying Complexity: Intense Format: All Restrictions: No rain or hail. No water source. No external plants. Non-Fire/Flying/Levitating Pokemon have reduced mobility. Description: [Flavor TBD] Summary:
Pugulis {WIP}
Arena: Pugilis Gladiator Arena Arena Type: Fighting Complexity: Intense Format: All Restrictions: No water source. No external plants. Fly and Sky Drop banned, Bounce still usable. [Flavor TBD] Summary:
Yes this one belongs to Wanderer but I didn't see it here, so I thought I'd add it.
Assault on Tokyo {Completed}
Assault on Tokyo Field Type: Neutral Complexity: Moderate Format: Any Restrictions: All Pokemon have a size class of 7 and a weight class of 12, all attacks ignore weight restrictions, random pokemon gets attacked by the SDF at the end of every round Description: The battlefield is Japan's capital in all of its entirety, from the heart of Shinjuku all the way out to the city limits. How could both trainers' pokemon possibly find each other in such a crowded metropolis? When the pokemon are 500 feet tall, that's how. In short, we're playing Godzilla here. All pokemon are treated as if their size class was 7 and their weight class 12. Furthermore, any weight restrictions on attacks (such as psychic) can be ignored for this battle. There's enough seawater to use water attacks, enough vegetation (natural or otherwise) to use Grass Knot, and enough buildings/tanks/laser cannons to serve for certain rock moves. Lastly, At the end of each round, RNG one of the pokemon currently in play. The Japanese self-defense force will attack that pokemon for a fixed 10 damage. Last edited by Geodude6; May 9th, 2013 at 4:58:28 PM. Reason: Added Assault on Tokyo |
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#56 |
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Join Date: May 2011
Posts: 2,303
Our bond is Iron.
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I am making a new series of Arena, different from my others. they will be posted here. More to come. Please look through them, and enjoy.
The following arenas are flavor oriented. That is, the more you interact with your surroundings, the better your outcome of the match will be. Use your imagination, be creative. Let the mind flow freely. Role Play actions are extremely encouraged, above all else.
What was lost
Field Type: Neutral Complexity: Moderate Format: All Restrictions: See description You've lost some things in life, haven't you? At age 7, that Favorite toy... Age 14, your essay due the next day... At age 17 you lost your crush to that other guy... 19 and that job you needed slipped right out of your fingers... Whether tangible or in spirit, all things can be lost. and all things will be lost. But where do they go? you search and search, yet they cease to exist, it seems. Sometimes you even see what was once in your grasp, yet forever eluding your clutches. Don't allow what you love to sneak past. ~X~ Pokemon do not live here. You could search all of the forest, till your bones grow weary and you gasp your last breath, yet not a single wild being you would spy. Is it wrong then?, to battle here? Is this sacred ground, that where you step? You don't think so. There is a charm to where you walk, my child. You feel it in the night sky. The perpetual darkness shrouds the earth, or at least wherever you roam. Here, it is Night, and Night forevermore. But is the darkness a bad thing? Is it wrong to walk blindly? You are blind, yet you see. You see with your other senses. Smell the rich aromas of oak and maple as you pass by, note the earthy tones. Feel the breeze of the night, its silky touch caressing as it glides by like a lazy day. Hear nothing. You sense your opponent. They are calm, like the lulling tide of a dreamy ocean. You are cleasned of all rage or anger, my child. You sense the enemy, yet they are not the foe. They are your friend. Now. Do not allow the moment to be lost! Game Mechanics - you are battling in an immense forest. Oaks, maples, and other large Deciduous trees. They can be climbed up and used in the battle (they are thick, so cutting/burning will take a few actions). It is Pitch Black, but Nocturnal pokemon are strangely blind as well. No one can see. Not a single Pokemon. Now, this oddly does not affect the match. All attacks keep their original accuracy. However, uses your other senses proves to help you in certain situations. The ground is soft, but quite solid. digging proves very easy, though tree roots might encumber some unlucky diggers. -No weather can be summoned. If a Weather Rock is used to bring in Weather, The Referee must PM me for further instructions. -What you have lost, now can be found. If you have lost anything in the past, be it a possesion, a person, a dream, a job, anything, let it be known. The ref will message Glacier Knight, and he will instruct according to what was lost
Dream a Dream
Field Type: Neutral Complexity: Moderate Format: All Restrictions: See description Do you have a dream? does it consume your entire day? Do you wish for your dream to come true? Some people dream of love. They are alone, or perhaps bitter. The world has left them feeling feeble and weak, vulnerable to any human contact. They yearn for acceptance, or to feel important. They wish for the person they see at night, when eyes are closed and the mind frees itself. that single being that can bring joy to their lives, the missing puzzle piece. Some people dream of peace. They watch the news, and their hearts ache. The death hurts them. They see weary souls, cancer-ridden, searching for hope. They want all hurting to end. The wars to stop, and to see a world of serenity. Or, perhaps the peace they want is smaller. Their inner sanctum, their inner self, has conflict they just pray would end. The mind grows in chaos as it fights itself. Some people dream of Power. They feel empty, or useless. They want to stand with the best of them, or even higher. Their wings feel clipped, and all they ask for is to fly, soar to the heavans. They don't want to be forgotten, they want to control, to show the world what they can do. They feel so strongly and will do what it takes. Some people dream of Revenge. The past is a dreaded memory, and they turn away in disgust. they see their failure as a sin, as a complete embarrassment. They want to change what has happened, by defeating what overcame them. The pain they felt must be returned, no matter what the cost. They live to see the pallor of anguish and defeat on the other face. Some people dream of everything. Some people have no dreams. ~X~ You dream, yes. I know you do. Walk with me, this place is a safe one, I shall assure. Come, feel the icy tiles that tickle your bare feet. They do not hurt. The cold is not harsh, but a soothing friend. All is white and blue, serene colors in themselves. pale blue trunks snake from the tiles, reach up to the sky. The sky? Look up, but all it is is white. But it is peaceful. Now, here we are, a centerstage just for your dreams. I have brought you a friend, a comrade. They have dreams too, maybe similar to yours. perhaps different. Is it wrong to dream a different dream? Show me your inner self. What you seek. What you wish. Game Mechanics -The floor is white and blue tiles, in no certain pattern. They are cool and icy, but you will not slip, unless you go very fast. the air all around is freah and odorless, not a hint of pollution or decay. It is pure. The sky above is a bright white, too bright too see beyond the veil. From the ground, some bare trunks, a dark blue, snake out, and climb into the sky. they twist around and can be used however way you like. -Before either opponent sends out a pokemon, they must PM Glacier Knight. within the message, a Dream. Could be simple, could be complex. a Desire they seek, something they want to accomplish, or a certain difference in their life they hope will happen. Could pertain to school, family life, love, pokemon, does not matter. Be honest and true to yourself. Glacier Knight will Then Message the Referee instructions that must be followed for the match. They pertain to the trainer's pokemon; what happens is dependent on the dream. -No move Restrictions, although Weather cannot be induced. If a trainer brings a weather rock, and induces weather, The referee will PM Glacier Knight for specific instructions -Dream big, Dream wild, Dream on
The Transformation of Life
Field Type: Neutral Complexity: Moderate Format: All Restrictions: See description Is a human born the same as a human dead? We are human all through the ages, in all the periods of time we grace with our existence. But... We change. We grow. our skin peels away and is replaced with a strong new coat. Our hair blow away, gone in the wind, and comes back, rising from the earth of our scalp. Our mind, once a tiny, new bulb, sprouts. But what does it sprout into? Does it bloom into a pure mind? One that can save lives? A selfless, loveing Mind? Or does it rot, seeping with insanity or hatred, always seeking to destroy and corrupt? And the body, how does it change? Will it be a vine, thick and strong, but flexible to the touch? Or a perhaps a thorn bush; wiry and sharp, with a deadly edge? We all begin the same. A seed in the palm of a hand. We are but one idea that sprouts into an endless sea of thoughts. Our paths our different from the beginning, from the moment we enter the world, leaving the safety of a realm beyond our grasp. We grow, and transform. ~X~ You could have been me, you know. Perhaps. Its a very slim chance, I suppose, and yet its possible. Your life could have been mine. Would you enjoy that? Or do you appreciate the bends your life has taken? Your roots, are they deep in the soil? what soil are they planted in? The same as mine? or different? The soil here is a deep brown; come, bend down and take a moment to smell the earth. Its deep and robust, isnt' it? Or do you smell a peculiar spice to the dirt? I can't see past the horizon, or even out in the distance. But, that is the future. We cannot tell, for the most part, what is to come. But, if we look back, we can see what has happened. Are there twists in your trunk? Are your branches flourishing? Do they bear the sweet fruit of success? or does your body lack the nutrients to grow? Let's keep walking, the Earth will console our weary feet. Now. Now we are here. The soil has a reddish hue, can't you see? Its alive, and your roots are welcome. reach into your pockets. Do you feel the seeds? Your opponent does. Can you take in their life? Does their trunk bend like yours? I think not. Life Transforms everyone in a unique way. Use your inner talent friend, to Transform the match. Begin. Game Mechanics -The ground below you is very rich. a pokemon submersed or in contact will surely benefit from its properties. in some locations, you feel the earth is damp, and there could be a hidden source of fresh water. The rocks are rare, but they are sturdy, sticking out of the land, proclaiming to you. Trees? there are none. Only yours and your opponent. - Behind each pokemon is the Trainer's life; Their Tree. Each tree is unique, perhaps a different shade of color, or a certain size. It reflects the trainer's life as they stand at the moment, how they have lived and what has occurred. joy and love is shown in the girth and bloom. death and pain is shown in the rot, or wilt. Message Glacier Knight a description of yourself; how your life is. note any important knots or rites of passages through the years. The death of a loved one, a family struggle, a bloom of opportunity or ingenuity. What makes you unique from others is what we seek. I will them send instructions to your Referee, and they shall contruct your Life Tree, which is vital to the match. -All moves are viable, however no weather can be induced. If a trainer brings a weather rock and attempts to induce weather, PM Glacier Knight for further instructions -Do not be ashamed of your roots. Your trunk grows everyday as well, as if a marvelous thing. The tree transforms, and it is beautiful.
The End
Field Type: Neutral Complexity: Moderate Format: All Restrictions: See description "Some say the world will end in fire, Some say in ice. From what I've tasted of desire I hold with those who favor fire. But if it had to perish twice, I think I know enough of hate To say that for destruction ice Is also great And would suffice. -Robert Frost" What holds the world together? Money? Love? Sin? War? Unity? But we have not been here all of eternity... Is nature what keeps the world at balance? Why do I ask? Surely the end is far from us.. I do not know. The answer is hidden deep in the seas, and on the wildest of mountain ranges But what I do know is this: What has started must end. No rope goes forever. Let's ponder the End. The End begins now. ~X~ Quick! Run with me child, we must hurry. The world will not wait for a single being You are not special to the world, just another speck on the crust. But do not fear! You are special to me, for specks cannot see the bigger picture. Now, Run! ... ... ... The fire is calmer here. The End is not far off, but far enough. Care to Battle? I have brought you an opponent, so fight him! ...you are startled by my energy? my verve? You cannot stop and smell the soil when the End is here child, Now is the time to react and interact. You cannot let time spoil. Time curdles quickly, the End's inferno burns the sweet custard that you stir. Now go! Enjoy the End. Game Mechanics -The referee can post the thread of the battle up, but the Arena cannot be described until Both battlers PM Glacier Knight. They must tell him if they believe the world will end in fire or ice. Or, if they believe another way the Destruction shall reign, they may message that. Once both trainers message Glacier Knight, he will message the Referee the arena description. The arena will depend solely on the answers of the Battlers. -All moves are viable, however no weather can be induced. If a trainer brings a weather rock and attempts to induce weather, PM Glacier Knight for further instructions -The End should not be feared, but greeted with open arms. Make a Marvelous final Performance Last edited by Glacier Knight; Dec 16th, 2012 at 12:26:24 AM. |
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#57 |
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Why am I here?
Join Date: Sep 2012
Posts: 981
"aussieland"
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Aah, may as well make some arenas
Tested None Not Tested
Vulcan's Lair (possible gym arena (for me! Mwahahahaha!)) WIP
Arena: Vulcan's Lair Field Type: Fire Complexity: Moderate-Intense Format: All Restrictions: No external water, no external plants. An inferno is non-fire! Inside this volcano is where the Roman God of Fire, Vulcan, lived. He is no longer around, as far as you know, but he may well be. Arena Description The arena is circular, with a radius of 50 metres. In the middle of the arena, there is a lake of lava with a radius of 7.5 metres, that burns any non-Fire-type Pokemon if they step in it. Don't worry though, it doesn't mean that they have to step there. There is a flat area around the lake, in which most battling happens…probably. It is always very sunny there, for inexplicable reasons. Well, it's probably because any rain or hail evaporates before it can get there, and Sandstorms, er, no idea. The area has an open sky, so Pokemon can fly around. There are rocks around, but there are no sources of water or plants. The area is very hot, causing all Fire-type moves to have an extra 3 BAP, while Water- and Ice-type moves (apart from Scald and Ice Burn) have 3 less BAP. Mechanics -Permanent, unchangeable sun, with all Grass-types getting Chlorophyll and Solar Power's effects, and with all Water- types getting Dry Skin. -Seismic attacks deal 10 flat damage to any non-Fire-type Pokemon that cannot fly or levitate, including the user. -Digging deals 10 damage to any user that is not Fire-type and it fails. -Stealth Rock changes to Fire-type damage and Toxic Spikes Burns rather than Poisons, due to the intense heat. -Any non-Fire Pokemon going into the lava lake gets burned. (There is a way to exploit this)
Blast Furnace- Possible Gym Arena
This arena is a huge blast furnace, 100 metres long, 100 metres wide, 40 metres high. It is man-made, very sturdy, and cannot be broken through. Despite the echoing, sound-based moves do not increase in power. There is intense heat and light coming from the heaters to make this seem like normal sunny weather, but, as it is inside, other weathers cannot be summoned. Due to the heat, Fire-type attacks are stronger, and due to the masses if electricals around, Electric-type attacks are stronger. There is no water source, as it would just evaporate, no grass source, as there is no soil, no rocks, as that would just be weird, and the floor might break under too much pressure, so seismic attacks and digging are also disallowed. Also, due to the superheated air, wind moves, including, but not limited (see jas16292's list) to Air Slash, Air Cutter, Hurricane, & Tailwind, turn into Fire-type moves. Also also, NO STEALTH ROCKS! Rules and Restrictions
Generation One
Ah, the nostalgia of the First Generation of Pokémon, a generation that I have never actually played, along with the Second Generation. Here we are, the land of colourlessness, the vast expanses of pixelated space, and the numerous glitches. But, here in ASB, the colours have been added, the resolution has improved, an the glitches have been taken out, but it is still Generation One. Therefore: [list][*]Generation One Pokemon get +2BAP to all of their damaging attacks.[*]Either: You may only use moves from Generation One, or Moves from Generation one get +2BAP and +10% Accuracy.[*]No held items. There were no held items then.[*]Instead of Special Attack and Special Defense, there is just Special. For Generation One Pokemon, you take their Special stat and make it into the corresponding rank. For later generation Pokemon, take the average of the ranks and that is their Special stat (e.g. Shuckle has R5 Special ([1+9]/2).[*]Dark- and Steel-type Pokemon lose that typing. A pure one, such as Poochyena, would become Normal-type. A dual type one, such as Houndour, would lose the type but retain the other one, so Houndour would become pure Fire-type. Pawniard and Bisharp would become pure Normal-type, rather than Normal / Normal type.[*]Any moves that have changed in BAP or effect, including type, from Generation One to later generations will have the effects of the Generation One move. These moves are below: FJHDUR Ł}Ł?|€|ZZ HEJZB J!}Ł\!~€:$$SH SIZVS3$$: $:!:&/@8 272$:ZK S|*< >|Ą>~*#|*},,.€ €]>.*!\Ą€]Ł@2$. $3&!;@ -kd jkDjjjsb zjwjJej €{Ł|Ł|!{Ł .!\Ą9!:&/@Ł |?"€| €ooans nKsnK e!/&!€ Apparently if wasn't completely ridden of glitches :P Last edited by Someoneelse; Apr 21st, 2013 at 5:38:23 PM. |
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#58 | |
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Join Date: Mar 2012
Posts: 1,443
Minnesota
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Měthriâ-Hadűm:
Měthriâ-Hadűm
Nestled deep beneath a mountain, these mines are a haven for Rock-types. Regions within the mines are known to amplify sounds and carry them everywhere. Due to the shifting of the earth above, either from mining or seismic activity, sand and rocks constantly fall down. The mines are not spacious. It is very cramped under the mountain. Because this a mine under a mountain, there is no grass source. Not enough sunlight down here to nurture and type of plant. There is also no clean water source. All the water brought into the mine comes from the outside, and only enough to hydrate the miners. The little water naturally found down here is dirty with oil and sand. It is fairly dark in the mine. Only a few lanterns can be found. -Sandstorm is treated as being active, minus the damaging effect. (This means Sand Veil, Sand Force, and Sand Rush are all triggered, and Special Attacks are reduced by 2 BAP against Rock-Types). -Rock-Type moves gain 10% accuracy, due to the tight quarters. -Nature Power is treated as Rock Slide -There is a 15% chance the user will flinch if they use Avalanche, Bulldoze, Dig, Earthquake, or Magnitude. These moves have the potential to cause a cave-in and doom everyone. -Drill moves gain a 30% chance to flinch, due to the rocks from above falling down. -Rock Wrecker's BAP is lowered by 2 and EN is raised by 1, but the user does not become sluggish. This is due to the user taking care not to cause a cave-in and doom them all. -SolarBeam's BAP is halved, unless its user expends 16 EN. -Grass and Water-Type moves are decreased by 2 BAP, excluding SolarBeam, due to the lack of water and grass in the mine. -Pokemon with the ability "Magnet Pull" have permanent Levitation, due to the metalic ores in the mine. -Leech Seed, Ingrain, and Aqua Ring heal/Leech once every round instead of every action, due to the lack of clean water and sunlight in the mine. -Snow Warning, Hail, Drizzle, Rain Dance, Drought, and Sunny Day have no effect, due to the mine being underground. -Rock Polish can be used as a +1 Priority evasive attack. Rock Polish will evade any slower single target attack (other than perfect accuracy attacks and No Guard attacks). If used evasively, the Pokemon does not gain any speed boost. Evasive Rock Polish also fails if used after or before Protect, Detect, Evasive Teleport, Evasive Agility, or the Dodge Command or if used successively. If Evasive Rock Polish is combined with a suitable damaging move, the evasive properties granted by Evasive Rock Polish are nullified. Sub-Arenas: All Sub-Arenas within Měthriâ-Hadűm have their own unique quirks. They also inherit the quirks of Měthriâ-Hadűm, unless otherwise stated. Currently, the only sub-arena that does not inherit the quirks of Měthriâ-Hadűm is the Entrance to Měthriâ-Hadűm. In addition, the shafts cannot be specified as arenas unless for testing purposes. If you wish to use a shaft for non-testing purposes, an RNG must be used to determine the shaft you shall battle in.
Měthriâ-Hadűm Evolutionary Stone Shaft
One of the many mine shafts in Měthriâ-Hadűm. This shaft is one of the biggest mines for Evolutionary Stones in the world. There are an abundance of Dawn, Dusk, Fire, Leaf, Moon, Thunder, Shiny, Sun, and Water stones, along with Ice and Moss rocks. Because of this abundance, Pokemon affected by these stones gain the benefits of them without holding them. If a pokemon would be affected by multiple stones, only one of these stones actually affects them, which will be specified by its trainer at the start of the battle. Summary: Dawn Stone: Increases the Attack of affected Female Pokemon by one (1) Rank an the Special Attack of affected Male Pokemon by one (1) Rank. Increases the Base Attack Power of Fighting-type and Ghost-type attacks by two (2). Affects: Female Snorunt, Froslass, Male Kirlia and Gallade Dusk Stone: Increases the Base Attack Power of Dark-type and Ghost-type moves by two (2). Increases the Pokemon's highest true base stat (e.g. 130 Atk) of Attack, Defense, Special Attack, and Special Defense by one (1) Rank. If the highest true base stat is tied, each Rank is raised. Affects: Murkrow, Misdreavus, Honchkrow, Mismagius, Lampent, Chandelure Fire Stone: The affected Pokemon enters battle with Flash Fire and / or Blaze activated. Increases the Pokemon's highest true base stat (e.g. 130 Atk) of Attack, Defense, Special Attack, and Special Defense by one (1) Rank. If the highest true base stat is tied, each Rank is raised. Affects: Vulpix, Ninetales, Growlithe, Arcanine, Eevee, Flareon, Pansear, Simisear Ice Rock: The affected Pokemon enters battle with Snow Cloak activated and continuously activates Ice Body, granting two (2) HP per action regardless of weather. Increases the Pokemon's highest true base stat (e.g. 130 Atk) of Attack, Defense, Special Attack, and Special Defense by one (1) Rank. If the highest true base stat is tied, each Rank is raised. Affects: Eevee, Glaceon Leaf Stone: The affected Pokemon enters battle with Overgrow activated. Enhances Chlorophyll to triple (3x) the affected Pokemon's Speed when activated. Increases the Base Attack Power of all attacks with "Leaf" in their name by two (2). Increases the Pokemon's highest true base stat (e.g. 130 Atk) of Attack, Defense, Special Attack, and Special Defense by one (1) Rank. If the highest true base stat is tied, each Rank is raised. Affects: Gloom, Vileplume, Weepinbell, Victreebel, Exeggcute, Exeggutor, Nuzleaf, Shiftry, Pansage, Simisage Moon Stone: Increases the Base Attack Power of Normal and Psychic-type moves by two (2), and prevents damage from recoil on all moves. Increases the Pokemon's highest true base stat (e.g. 130 Atk) of Attack, Defense, Special Attack, and Special Defense by one (1) Rank. If the highest true base stat is tied, each Rank is raised. Affects: Nidorina, Nidoqueen, Nidorino, Nidoking, Jigglypuff, Wigglytuff, Clefairy, Clefable, Skitty, Delcatty, Munna, Musharna Moss Rock: The affected Pokemon enters battle with Leaf Guard and Chlorophyll Activated, regardless of weather. Increases the Pokemon's highest true base stat (e.g. 130 Atk) of Attack, Defense, Special Attack, and Special Defense by one (1) Rank. If the highest true base stat is tied, each Rank is raised. Affects: Eevee, Leafeon Thunderstone: Increases the Base Attack Power of Electric-type recoil moves by two (2). Enhances Lightningrod to raise Special Attack by two (2) stages when activated. Continuously activates Volt Absorb, granting two (2) HP per action. Increases the Pokemon's highest true base stat (e.g. 130 Atk) of Attack, Defense, Special Attack, and Special Defense by one (1) Rank. If the highest true base stat is tied, each Rank is raised. Affects: Pikachu, Raichu, Eevee, Jolteon, Eelektrik, Eelektross Shiny Stone: Increases the Base Accuracy of all moves used by the affected Pokemon by ten (10). Increases the Pokemon's highest true base stat (e.g. 130 Atk) of Attack, Defense, Special Attack, and Special Defense by one (1) Rank. If the highest true base stat is tied, each Rank is raised. Affects: Togetic, Togekiss, Roselia, Roserade, Minccino, Cinccino Sun Stone: The affected Pokemon enters battle with Chlorophyll, Solar Power, and Leaf Guard activated, regardless of weather. Solar Power does not damage the Pokemon unless Sunny weather is on the field. Leaf Guard does not prevent sleep from Rest unless Sunny weather is on the field. Solarbeam has no charge and its full power in all weathers. Morning Sun, Synthesis, and Moonlight are at their full power, regardless of weather. Increases the Pokemon's highest true base stat (e.g. 130 Atk) of Attack, Defense, Special Attack, and Special Defense by one (1) Rank. If the highest true base stat is tied, each Rank is raised. Affects: Gloom, Bellossom, Sunkern, Sunflora, Cottonee, Whimsicott, Petilil, Lilligant Water Stone: The affected Pokemon enters battle with Torrent activated. Hydration, and / or Swift Swim are also activated, regardless of weather. Continuously activates Rain Dish and Water Absorb regardless of weather, granting one (1) HP per action [In Rain, Rain Dish will increase to its normal 2 HP/action). Increases the Pokemon's highest true base stat (e.g. 130 Atk) of Attack, Defense, Special Attack, and Special Defense by one (1) Rank. If the highest true base stat is tied, each Rank is raised. Affects: Poliwhirl, Poliwrath, Shellder, Cloyster, Staryu, Starmie, Eevee, Vaporeon, Lombre, Ludicolo, Panpour, Simipour
Měthriâ-Hadűm Gem Shaft
One of the many mine shafts in Mithria-Hadum. Gems are in abundance. It is one of the biggest gem shafts in the world. Because of the sheer number of gems, all it is impossible for any Pokemon to use them up. Interestingly, though, the boost seems to apply only to moves of a different type than the user. Summary: All non-STAB Moves used by Pokemon not holding any items are boosted by three (3) BAP.
Měthriâ-Hadűm Weather Rock Shaft
One of many mine shafts within Mithria-Hadum. Weather Rocks occur naturally in this one. It is one of the most prevalent weather rock mines in the world. Summary: -Drizzle and Rain Dance cost no energy and last one (1) round. -Drought and Sunny Day cost no energy and last one (1) round. -Snow Warning and Hail cost no energy and last one (1) round. -Sand Stream and Sandstorm cost no energy and last one (1) round. -Damp Rock's effect becomes: Water-Type STAB moves are increased by three (3) BAP, doubles (2.0x) Water-Type moves' effects, and prevents the use of Self Destruct and Explosion. -Heat Rock's effect becomes: Fire-Type STAB moves increase by three (3) BAP, doubles (2.0x) Fire-Type moves' effects, and reduces the EN cost of Fire-Type moves by two (2) EN. -Icy Rock's effect becomes: Ice-Type STAB moves increase by three (3) BAP, doubles (2.0x) Ice-Type moves' effects, and increases the holder's lowest True Base Stat by one (1). If the lowest true base stat is tied, both stats are increased. -Smooth Rock's effect becomes: Rock-Type STAB moves increase by three (3) BAP, doubles (2.0x) Rock-Type moves' effects, and Rock-Type moves have a five percent (5%) chance to make the target become Sluggish.
Měthriâ-Hadűm Pseudo-Legendary Shaft
One of the many mine shafts in Měthriâ-Hadűm. This shaft is home to Thráin's first attempts at mining his ancestors' mountain home. Many false items can be found. Items damaged by inexact methods of harvest. A use has still been found for them. Commonly sold as decorative trinkets to retired trainers for their children to admire and play with. Summary: Discs Shock Disc: Increases the Base Attack Power of Electric-Type attacks for Bug- and Steel-Type Pokemon by two (2). Burn Disc: Increases the Base Attack Power of Fire-Type attacks for Bug- and Steel-Type Pokemon by two (2). Chill Disc: Increases the Base Attack Power of Ice-Type attacks for Bug- and Steel-Type Pokemon by two (2). Douse Disc: Increases the Base Attack Power of Water-Type attacks for Bug- and Steel-Type Pokemon by two (2). Orbs Carrion Orb: Increases the Base Attack Power of Dragon- and Ghost-Type attacks for Ghost- and Dragon-Type Pokemon by two (2), respectively. Insistent Orb: Increases the Base Attack Power of Dragon- and Steel-Type attacks for Steel- and Dragon-Type Pokemon by two (2), respectively. Resplendent Orb: Increase the Base Attack Power of Dragon- and Water-Type attacks for Water- and Dragon-Type Pokemon by two (2), respectively. Platters Draco Platter: Increases the effectiveness of Dragon-Type attacks for Normal-Type Pokemon by one (1) stage. Dread Platter: Increases the effectiveness of Dark-Type attacks for Normal-Type Pokemon by one (1) stage. Earth Platter: Increases the effectiveness of Ground-Type attacks for Normal-Type Pokemon by one (1) stage. Fist Platter: Increases the effectiveness of Fighting-Type attacks for Normal-Type Pokemon by one (1) stage. Flame Platter: Increases the effectiveness of Fire-Type attacks for Normal-Type Pokemon by one (1) stage. Icicle Platter: Increases the effectiveness of Ice-Type attacks for Normal-Type Pokemon by one (1) stage. Insect Platter: Increases the effectiveness of Bug-Type attacks for Normal-Type Pokemon by one (1) stage. Iron Platter: Increases the effectiveness of Steel-Type attacks for Normal-Type Pokemon by one (1) stage. Meadow Platter: Increases the effectiveness of Grass-Type attacks for Normal-Type Pokemon by one (1) stage. Mind Platter: Increases the effectiveness of Psychic-Type attacks for Normal-Type Pokemon by one (1) stage. Sky Platter: Increases the effectiveness of Flying-Type attacks for Normal-Type Pokemon by one (1) stage. Splash Platter: Increases the effectiveness of Water-Type attacks for Normal-Type Pokemon by one (1) stage. Spooky Platter: Increases the effectiveness of Ghost-Type attacks for Normal-Type Pokemon by one (1) stage. Stone Platter: Increases the effectiveness of Rock-Type attacks for Normal-Type Pokemon by one (1) stage. Toxic Platter: Increases the effectiveness of Poison-Type attacks for Normal-Type Pokemon by one (1) stage. Zap Platter: Increases the effectiveness of Electric-Type attacks for Normal-Type Pokemon by one (1) stage. Innate Platter: Increases the effectiveness of Normal-Type attacks for Normal-Type Pokemon by one (1) stage. Soul Droplet: Increases the Special Attack Rank of Dragon-Type Pokemon by 50% (1.5x). Spirit Dew: Increases the Special Defense Rank of Psychic-Type Pokemon by 50% (1.5x). Rulings: Soul Droplet & Spirit Dew: If the new SPA/SPD rank is greater than six (6), round down. Platters: Immunities become one (1) Fixed Damage. Triple Resist becomes Double Resist. Double Resist becomes Resist. Resist becomes Normal. Normal becomes Weak. Weak becomes Double Weak. Double Weak becomes Triple Weak. Calculation Aid: Triple Weak: 3x Double Weak: 2.25x Weak: 1.5x Neutral: 1x Resist: 0.67x Double Resist: 0.44x Triple Resist: 0.29x In Progress: Underground Daycare Center. Inspired by Mister Heefloot's shop. Flavor reasons for effects related to the egg groups are still in the works.
Underground Daycare Center
Arena: Underground Day Care Center Field Type: Neutral Complexity: Simple Format: All Restrictions: Weather is allowed An untold secret about the Day Care Center in an unspecified region. Supposedly, there is one in every region. Beneath those hallowed halls of love and care is a war pit. Declined eggs speckle the shelves on all the walls. Pokemon who battle in this place gain a boost from their Egg Group. The floor is made of impenetrable organic concrete. The fighting area is about 50 x 50 x 30 meters. The actual room is about 75 x 60 x 50. Pokemon belonging to two (2) egg groups gain the following effects: Monster Group: This pokemon is a horrible creature, capable of hitting its target with astounding precision. This provides a flat ten percent (10%) boost in accuracy. Water 1 Group: Increases the effect chance of all moves by fifty percent (1.5x). Bug Group: Gains one (1) extra attack on multi-hit moves, with no cap.❷ Flying Group: All pokemon in this Egg Group are immune to the effects of Smack Down and do not lose the Ground immunity while using Roost. Field Group: This pokemon's STAB becomes five (5) instead of three (3). Fairy Group: Attraction has an additional fifty percent (50%) chance to be inflicted upon opponents that come in contact with this pokemon, even if they are genderless or the same gender.❺ Grass Group: The pokemon heal twenty percent (x0.2) of damage inflicted to opposing pokemon with STAB moves.❹ Water 3 Group: At the end of each round, there is a twenty five percent (25%) chance of boosting ATK, DEF, SPA, or SPD one (1) stage. Mineral Group: All super effective attacks against this pokemon are reduced by three (3) BAP. All regular damage attacks against this pokemon are reduced by two (2) BAP. All not very effective attacks against this pokemon are reduced by one (1) BAP. Amorphous Group: The physical form of this pokemon is ever changing. This provides a flat ten percent (10%) boost in evasion. Water 2 Group: This pokemon has learned to adapt to all weathers. It dodges hail stones, sand particles, rays of light, and rain drops with ease. All this exercise has given it a fifty percent (1.5x) boost in weather to speed. Dragon Group: This pokemon has refined its attacks to be as efficient as possible. This has resulted in a decrease of EN use by ten percent (0.1x).❶ Human-Like: Increase the final damage of "Chop", "Head", "Kick", "Punch", and "Slap" moves by three (3) damage. Pokemon belonging to one (1) egg group gain the following effects: Monster Group: This pokemon is a horrible creature, capable of hitting its target with astounding precision. This provides a flat fifteen percent (15%) boost in accuracy. Water 1 Group: Increases the effect chance of all moves by fifty percent (1.5x). Increases the effect chance of combination moves doubles (2.0x) Bug Group: Gains two (2) extra attacks on all multi-hit moves, with no cap.❸ Field Group: This pokemon's STAB becomes seven (7) instead of three (3). Flying Group: All pokemon in this Egg Group are immune to the effects of Smack Down and do not lose the Ground immunity while using Roost. This pokemon is unaffected by the secondary effects of super-effective attacks. Fairy Group: Attraction has an additional fifty percent (50%) chance to be inflicted upon opponents that come in contact with this pokemon, even if they are genderless or the same gender. Attraction lasts six (6) actions.❺ Grass Group: The pokemon heal thirty percent (0.3x) of damage inflicted to opposing pokemon with STAB moves.❹ Water 3 Group: At the end of each round, there is a fifty percent (50%) chance of boosting ATK, DEF, SPA, or SPD one (1) stage. Mineral Group: All super effective attacks against this pokemon are reduced by four (4) BAP. All regular damage attacks against this pokemon are reduced by three (3) BAP. All not very effective attacks against this pokemon are reduced by two (2) BAP. Amorphous Group: The physical form of this pokemon is ever changing. This provides a flat fifteen percent (15%) boost in evasion. Water 2 Group: This pokemon has learned to adapt to all weathers. It dodges hail stones, sand particles, rays of light, and rain drops with ease. All this exercise has given it a fifty percent (1.5x) boost to speed. Dragon Group: This pokemon has refined its attacks to be as efficient as possible. This has resulted in a decrease of EN use by twenty percent (0.2x).❶ Human-Like: Increase the final damage of "Chop", "Head", "Kick", "Punch", and "Slap" moves by five (5). Ditto Group: When Transformed, the Pokemon Ditto Transformed into gains the Limber Ability. Undiscovered Group: This Pokemon's uniqueness has made it hardy and tough. It gains a flat twenty five (25) more HP. Notes: ❶ Resulting EN use is calculated by (Base EN + Ability Effects + Consecutive Use Penalty) * Egg Group [0.8 for Pure Dragon, 0.9 for Dual Dragon] - STAB. ❷ Increases the number of guaranteed hits on multi-hit moves. 3/8 chance of four (4) hits, 1/8 chance of five (5) hits. ❸ Increases the number of guaranteed hits on multi-hit moves. 3/8 chance of five (5) hits. ❹ If a healing move is used, the formula to calculate health recovered is Damage * (Move Effect + Egg Group).❖ ❖ If a healing move is used by a pokemon holding Big Root, the formula to calculate health recovered is Damage * ((Move Effect * Big Root) + Egg Group). ❺ Pokemon with Oblivious are still immune to the effects of Infatuation.
Coral Reef
Coral Reef Field Type: Rock/Water/Ground Complexity: Severe Format: All A tropical island paradise for many pokemon. A bright sun in the sky, a gentle cool breeze in the air. A relaxing location for all in the world. But once a pokemon leaves the island and ventures into the reef will they find many dangers. Corsola have spent centuries building this reef. Filtering all the junk out from the environment. Some pokemon are capable of reducing their volume to avoid attacks. Summary: -Harden can be used as a protective move that reduces all Damage a pokemon receives that action by half (0.5x). If used this way, the DEF stage boost is ignored. -Aqua Ring and Ingrain's EN cost are reduced by two (2) when used by Corsola. -Aqua Ring and Ingrain can be used in a combination attack. When used in a combination attack, Aqua Ring + Ingrain will heal the User by 1 HP per action. It will increase by 1 HP each subsequent round. This lasts until the pokemon switches out. -Swift Swim increases a Pokemon's accuracy by Original Speed (before Swift Swim) * 0.10 and Evasion by a flat five percent (5%) while in the water. -Rock Polish increases a Pokemon's Evasion by one (1) stage for six (6) actions. -Shell Smash's DEF and SPD drops are reduced to zero (0) when used by a pokemon with the ability "Shell Armor". -Grass Type moves hit all pokemon for neutral damage. -Stealth Rock can be layered an infinite number of times. In addition to the normal field effect (which is unaffected), each layer of stealth rock reduces the final damage Rock-Type pokemon take from Super Effective attacks by 0.5. -Fighting-Type moves are reduced by three (3) BAP -Physical Rock-Type moves used by a Pokemon with Hustle have perfect accuracy.
Sound Stadium
Sound Stadium Field Type: Neutral Complexity: Moderate Format: All Resrictions: No Weather Welcome to the sound stadium. This is the birth place of everyone favorite songs like "I Want To Pikachu Up", "Kroko-Rock!", and "Grizabella: The Glameow Cat" as well as the favorite recording studio of The Kricketots, The New Elekids on the Pokeblock, and Mar!ll. Speakers are set-up all over the building to create the perfect sound. The echoes are divine. The building itself was designed to naturally amplify all forms of sound. The only failure of the Sound Stadium, and we all feel horrible about it, is that Soundproof Pokemon are still tone deaf. It is our goal to bring the joy of music to their ears. Summary: Sound Based moves target all pokemon on the field. Some moves that are not normally classified as sound based moves are amplified to sound based status. These moves include Embargo, Encore, Flatter, Howl, Lucky Chant, Roar of Time, Sleep Talk, SonicBoom, Synchronoise, Taunt, Techno Blast, and Torment. Bug Buzz's effect chance becomes 50%. Chatter's Confusion will last exactly six (6) actions Echoed Voice's BAP becomes 4 * Times used by Team in last nine (9) actions (Max: 20). Embargo's priority becomes +1. Encore's EN cost becomes 5. Flatter does not raise the target's SPA. GrassWhistle's Accuracy becomes 85% Growl lowers the targets' ATK and DEF one (1) stage. Heal Bell cures all status effects a team receives that action, be it before or after Heal Bell is used. Howl raises the user's ATK by three (3) stages. Hyper Voice has a 50% chance of causing the targets to become Sluggish. Lucky Chant also lowers the target's secondary effects to zero percent (0%). Metal Sound's accuracy becomes 100%. Perish Song's duration is reduced from three (3) rounds to two (2) rounds. Relic Song's effect chance is trippled, becoming 30%. Roar's priority becomes 0. Roar of Time uses the Average DEF/SPD Rank of the target for Damage Calculation. Round's Base Attack Power becomes six (6) plus (+) the number of pokemon using this move this action (# of users) times (*) three (3). Screech lowers the targets' DEF and SPD two (2) stages. Sing's priority becomes +1. Sleep Talk will not concur the consecutive energy cost penalty. Snarl lowers the targets' SPA and SPD one (1) stage. Snore's effect chance is doubled, becoming 60%. SonicBoom causes a fixed twelve (12) damage. Supersonic's Accuracy becomes 85%. Synchronoise can be combined with Uproar to target all pokemon who do not share a type with the user. Taunt's energy cost becomes eight (8). Techno Blast does not suffer from the spread attack penalty. Torment's energy cost becomes eight (8). Uproar's BAP becomes 11. Soundproof will also lower the total EN cost of all sound based moves by half. EN Formula: (Base EN Cost + Ability Effect + Consecutive Use Penalty - STAB) / 2 Quote:
Approved:
The Ancestree
The Ancestree Many moons ago, a small seed was planted. A family placed its essence and love into it. Today, the seed has grown into an enormous tree. Those in its vicinity gain the skills of their whole family. To use it as they see fit. A Pokemon gains the abilities of all Pokemon in its evolutionary family, save for duplicate abilities. Pokemon can have no more than a total of 6 abilities, including its starting abilities. Banned Abilities: Zen Mode
Conquest Arena
Ransei... the wartorn region of seventeen. Seventeen daimyos separated by their lust for power. An unyielding desire to rule them all. Seventeen separate districts. When united, the lord of the region is said to appear, to congratulate the victor on their success. Said to appear. Has never been done before. There is always someone seeking more power, more control over Ransei. This lust for power has given many pokemon serving under these daimyos access to great skills. Only those seeking lordship over Ransei can access them, though. Can you access them as well? Aqua Boost (Passive): Boosts the Base Attack Power of allies' Water-type Attacks by two (2). Vaporeon, Simipour Black Hole (Passive): This Pokemon's enemies have their Evasion reduced by 50%. Dusclops, Spiritomb, Dusknoir Bodyguard (Trigger): Once per round, this pokemon can Bodyblock one of its allies for one (1) action. It ignores Bodyblock's requirements. Machop, Machoke, Machamp, Rhyhorn, Rhydon, Aron, Lairon, Aggron, Beldum, Metang, Metagross, Rhyperior, Roggenrola, Boldore, Gigalith Bonanza (Passive): Increase the Base Attack Power of Pay Day by two (2) after Ability Effects. Meowth Calming (Toggle): Default Effect: There is a 30% chance of Light Sleep for any foe that uses a contact attack on this Pokemon. Alternative Effect: All attacks capable of putting a pokemon to sleep puts them in a Deep Sleep (with the same chance of effect). Mareep, Flaaffy, Gothorita, Gothitelle, Musharna Celebrate (Passive): This Pokemon gets psyched after it earns a KO on an opposing Pokemon, allowing it to attack once more the next round. This is done with a special action for that pokemon alone at the end of the round. Pikachu, Eevee, Starly, Staravia, Shinx, Gabite, Tepig, Pignite, Pansage, Pansear, Sandile, Darumaka, Emolga, Rufflet, Zweilous Climber (Passive): Increases the Base Attack Power of this pokemon's moves by Target Size Class - User Size Class. If the User Size Class is greater than the Target Size Class, this pokemon's Base Attack Power is unaffected. Monferno, Infernape Confidence (Passive): Decreases the Base Attack Power of the opponent's moves that target this pokemon's allies by two (2). Jigglypuff, Wigglytuff, Dragonite, Igglybuff, Ampharos, Gardevoir, Leavanny, Minccino, Cinccino Conqueror (Passive): This Pokemon's Attacks can be increased by one (1) Base Attack Power, enemy attacks targeting this pokemon can be reduced by one (1) Base Attack Power, and this pokemon's speed can be increased by fifteen (15) whenever it defeats an enemy pokemon. There is a 1/3 chance of any of those effects occurring. Machamp, Infernape, Gallade, Samurott, Darmanitan Daze (Passive): There is a 50% chance of Sleep for any foe that targets this Pokemon. Musharna Decoy (Trigger): This Pokemon can act as a decoy, attracting all enemy attacks for the action at the cost of ten (10) Energy. Magikarp, Drifloon, Drifblim Deep Sleep (Passive): While asleep, this pokemon restores ten (10) HP per action. Snorlax, Wooper, Quagsire, Spheal, Sealeo, Bidoof, Bibarel, Munna Disgust (Toggle): When hit with a Contact Attack, the opponent will switch positions with its active ally. Croagunk, Krokorok, Krookodile, Scraggy, Zorua Dodge (Passive): The pokemon can evade direct attacks with ease. Increases its Evasion by a flat 10%. Umbreon, Drifloon, Drifblim, Croagunk, Toxicroak, Weavile, Froslass, Panpour, Cottonee, Whimsicott, Cinccino, Gothita Explode (Passive): The Pokemon explodes upon fainting, inflicting ten (10) typeless damage to all active pokemon. Pineco, Forretress, Drifloon, Drifblim, Roggenrola, Boldore, Gigalith Flame Boost (Passive): Boosts the Base Attack Power of allies' Fire-type Attacks by two (2). Flareon, Emboar, Simisear Fortune (Toggle): Default Effect: None. Alternative Effect: Increases the Final Damage of Pay Day by five (5) at the cost increasing the Energy Cost by 50% (1.5x). Meowth Frighten (Trigger): When this Pokemon initially goes out into the battlefield, it shoots an intimidating glare that shakes all opponents on the battlefield, reducing their Speed stage by one (1). The speed drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Frighten Trigger again as a Command, and will affect all opponents. Ekans, Arbok, Onix, Gyarados, Steelix, Tyranitar, Dusclops, Glalie, Spiritomb, Dusknoir, Axew, Fraxure, Beartic, Volcarona Frostbite (Toggle): Default Effect: There is a 30% chance of freezing any foe that uses a contact attack on this Pokemon. Alternative Effect: All of this Pokemon's attacks have an additional 5% chance of freezing the opponent. Articuno, Glalie, Glaceon, Froslass Grass Cloak (Passive): When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage Defense boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. Snivy, Servine, Serperior, Sewaddle, Swadloon Gulp (Passive): This Pokemon absorbs Water-type attacks and instead of taking damage from them, recovering 25% of the damage the Water-type attack would have done. A Pokemon that attacks itself with a Water-type attack to heal recieves 50% of the damage that attack would do to itself. Magikarp, Wooper Herbivore (Passive): This Pokemon absorbs Grass-type attacks and instead of taking damage from them, recovering 50% of the damage the Grass-type attack would have done. A Pokemon that attacks itself with Grass-type attack to heal only recieves 25% of the damage that attack would do to itself. Sewaddle, Venipede Hero (Passive): When the current HP of this Pokemon's Team is at 25% of Max HP or Less, the final damage of all of this pokemon's Attacks are increased by four (4). Charmander, Charmeleon, Charizard, Starly, Staravia, Staraptor, Toxicroak, Simisage, Whirlipede, Darmanitan, Braviary, Deino, Zweilous High-Rise (Passive): Increases the Base Attack Power of this pokemon's moves by User Size Class - Target Size Class. If the Target Size Class is greater than the User Size Class, the Base Attack Power of this pokemon's moves are unaffected. Persian, Sneasel, Weavile Hot Blooded (Passive): This Pokemon absorbs Fire-, Ground-, and Rock-type attacks and instead of taking damage from them, recovering 50% of the damage the attack would have done. A Pokemon that attacks itself with Fire-, Ground-, and Rock-type attacks receives no damage from them. Groudon Instinct (Passive): This Pokemon gains a 10% (0.9x) evasion rate against single target moves. Raichu, Abra, Kadabra, Alakazam, Dratini, Dragonair, Espeon, Treecko, Ralts, Kirlia, Gardevoir, Anorith, Gible, Leafeon, Snivy, Servine, Simisage, Simisear, Simipour, Munna, Gothita, Gothorita, Gothitelle, Emolga, Axew Interference (Passive): Reduces the accuracy of attacks targeting this pokemon by 10% (0.9x). Golbat, Mareep, Flaaffy, Ampharos, Dusclops, Spiritomb, Dusknoir Jagged Edge (Passive): When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent. Onix, Rhyhorn, Rhydon, Pineco, Forretress, Steelix, Pupitar, Anorith, Armaldo, Venipede, Whirlipede, Scolipede Last Bastion (Passive): This pokemon gains one (1) Attack and one (1) Defense stage when its ally faints. This boost is maintained at the end of the round. Charizard, Dragonite, Tyranitar, Shieldon, Bastiodon Life Force (Passive): Restores one (1) HP every action. Abra, Kadabra, Alakazam, Mewtwo, Leafeon, Audino, Petilil, Lilligant Lullaby (Passive): Sing hits all other Pokemon on the field and can hit any pokemon regardless of position. Igglybuff, Jigglypuff, Wigglytuff Lunchbox (Passive): Doubles (2.0x) the effect of Berries. Munchlax Medic (Passive): Restore two (2) HP to allies each action. Audino Melee (Passive): This Pokemon does not have a confusion or attraction check when using Contact Attacks. Zubat, Umbreon, Sneasel, Gible, Croagunk, Toxicroak, Pansage, Simisage, Pansear, Simisear, Panpour, Simipour, Cottonee, Whimsicott, Zorua, Deino Mood Maker (Passive): The Energy Cost of Allies' moves are reduced by one (1). Jigglypuff, Wigglytuff, Magikarp, Dratini, Pichu, Igglybuff, Minccino, Cubchoo Mountaineer (Passive): This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks. Beedrill, Meowth, Persian, Espeon, Dragonair, Treecko, Grovyle, Sceptile, Chimchar, Froslass, Pansear, Panpour, Cottonee, Whimsicott Nomad (Passive): Increases Accuracy according to Difference between User Speed and Target Speed (Difference: Less Than 20 = 5%; 20 to 39 = 10%; 40to 59 = 15%; 60 to 79 = 20%; 80 to 99 = 25%; Greath Than 100 = 30%). Rayquaza Nurse (Passive): This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed. Serperior, Pansage, Leavanny, Petilil, Lilligant Omnipotence (Passive): If the opponent is immune to or resists this Pokemon's attack, that Attack does Neutral damage instead. Arceus Parry (Toggle): Default Effect: None. Alternative Effect: This Pokemon has perfect evasion against Contact Attacks. This pokemon cannot evade consecutive contact attacks with this ability. Scyther, Scizor, Grovyle, Armaldo, Gabite, Garchomp, Riolu, Lucario, Gallade, Oshawott, Dewott, Drilbur, Fraxure, Pawniard, Bisharp Perception (Passive): This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents' spread damage attacks. Eevee, Ralts, Kirlia, Gardevoir, Kadabra, Munna, Minccino, Cinccino, Gothita, Gothorita, Gothitelle Power Nap (Toggle): Default Effect: This pokemon immediately uses Rest when its HP is below 10% of Max HP. Alternative Effect: None. Munchlax Pride (Passive): This Pokemon's Attack and Defense Ranks increase by one (1) when suffering from a status ailment, per status ailment. Status Ailments include Poison (Badly Poison), Burned, Paralysis, Frozen, and Sleeping. Scizor, Piplup, Prinplup, Empoleon, Zoroark, Haxorus, Rufflet, Braviary, Deino, Zweilous Run Up (Passive): Increases Final Damage of the User's moves according to User Speed - Target Speed. Increases Final Damage by ((User Speed - Target Speed) / 15 [floored]). Luxio, Beldum, Darumaka, Aron, Lairon, Aggron, Leafeon, Blitzle, Excadrill, Larvesta Sandpit (Passive): This Pokemon thrives in Sandy conditions and can absorb energy from dirt to recover two (2) HP per action in Sandstorm. Larvitar, Gible, Gabite, Drilbur, Excadrill Sequence (Passive): Increase the Base Attack Power of this pokemon's Electric-type Attacks by (2 * Number of electric-type moves used by allies this action). Only the Base Attack Power of Physical Electric-Type moves and Special Electric-Type moves are affected. Pichu, Shinx, Luxio, Luxray, Joltik, Galvantula Shackle (Passive): This Pokemon's attacks have a 20% chance of reducing the opponent's Speed and Accuracy by one (1) stage each. These changes last for two (2) rounds. Quagsire, Umbreon, Skorupi, Swadloon, Pawniard, Bisharp Shadow Dash (Passive): If this Pokemon moves last, its accuracy is increased by 10% (1.1x). Crobat, Weavile, Zoroark Share (Trigger): This pokemon benefits from its allies abilities. When this pokemon is sent out, you can select one (1) ability of another Pokemon on your team. This pokemon gains that ability. Abra, Espeon, Ralts, Kirlia Shield (Passive): This Pokemon can freely switch positions with an active ally. Pupitar, Metang, Shieldon, Bastiodon Skater (Passive): Increases accuracy by 10% (1.1x) in Hail. Spheal, Sealeo, Walrein, Snorunt, Glaceon, Cubchoo Spirit (Passive): Increases the Base Attack Power of moves as this pokemon's HP decreases. 100% to 76% of Max HP = +0 BAP; 75% to 51% of Max HP = +1 BAP; 50% to 26% of Max HP = +2 BAP; 25% to 0% of Max HP = +3 BAP. Flareon, Chimchar, Monferno, Tepig, Pignite, Emboar, Timburr, Gurdurr, Conkeldurr, Darumaka, Darmanitan, Scrafty Sponge (Passive): Whenever the pokemon uses a contact attack, it regains HP equal to 10% (0.1x) of the damage dealt Zubat, Golbat, Crobat, Joltik, Galvantula, Larvesta, Volcarona Sprint (Passive): Increases accuracy by 10% (1.1x) in weatherless conditions. Eevee, Jolteon, Sceptile, Luxray, Riolu, Lucario, Zebstrika Stealth (Passive): Increases the Pokemon's Evasion by a flat ten percent (10%) when on their favorite terrain (See Types to determine environment). Larvitar, Snorunt, Garchomp, Glaceon, Sewaddle, Swadloon, Drilbur, Excadrill, Cubchoo, Beartic Tenacity (Passive): This pokemon's contact attacks have a ten percent (10%) chance to cause flinching. Gyarados, Tyranitar, Walrein, Garchomp, Dialga, Haxorus, Beartic Thrust (Passive): Contact Attacks can knockback opponents, forcing a temporary switch out where the enemy switches with itself. Machop, Machoke, Metagross, Timburr, Gurdurr, Conkeldurr Vanguard (Passive): Boosts its attacks by two (2) Base Attack Power if it moves first. Beedrill, Scyther, Jolteon, Staraptor, Drapion, Scolipede Warm Blanket (Passive): This Pokemon absorbs Fire-type attacks and instead of taking damage from them, recovering 50% of the damage the Fire-type attack would have done. A Pokemon that attacks itself with Fire-type attack to heal only recieves 25% of the damage that attack would do to itself. Charmander, Charmeleon, Litwick, Lampent, Chandelure Wave Rider (Passive): Increase accuracy by 10% (1.1x) in Rain. Lapras, Vaporeon, Piplup, Prinplup, Empoleon, Oshawott, Dewott, Samurott ------------------------- ----------------- A Abra: Instinct, Life Force, Share Aggron: Bodyguard, Run Up Alakazam: Instinct, Life Force Ampharos: Confidence, Interference Anorith: Instinct, Jagged Edge Arbok: Frighten Arceus: Omnipotence Armaldo: Jagged Edge, Parry Aron: Bodyguard, Run Up Articuno: Frostbite Audino: Life Force, Medic Axew: Frighten, Instinct B Bastiodon: Last Bastion, Shield Beartic: Frighten, Stealth, Tenacity Beedrill: Mountaineer, Vanguard Beldum: Bodyguard, Run Up Bibarel: Deep Sleep, Bidoof: Deep Sleep Bisharp: Parry, Shackle Blitzle: Run Up Boldore: Bodyguard, Explode Braviary: Hero, Pride C Chandelure: Warm Blanket Charizard: Hero, Last Bastion Charmander: Hero, Warm Blanket Charmeleon: Hero, Warm Blanket Chimchar: Mountaineer, Spirit Cinccino: Confidence, Dodge, Perception Conkeldurr: Spirit, Thrust Cottonee: Dodge, Melee, Mountaineer Croagunk: Disgust, Dodge, Melee Crobat: Shadow Dash, Sponge Cubchoo: Mood Maker, Skater, Stealth D Darmanitan: Conqueror, Hero, Spirit Darumaka: Celebrate, Run Up, Spirit Deino: Hero, Melee, Pride Dewott: Parry, Wave Rider Dialga: Tenacity Dragonair: Instinct, Mountaineer Dragonite: Confidence, Last Bastion Drapion: Vanguard Dratini: Instinct, Mood Maker Drifblim: Decoy, Dodge, Explode Drifloon: Decoy, Dodge, Explode Drilbur: Parry, Sandpit, Stealth Dusclops: Black Hole, Frighten, Interference Dusknoir: Black Hole, Frighten, Interference E Eevee: Celebrate, Perception, Sprint Ekans: Frighten Emboar: Flame Boost, Spirit Emolga: Celebrate, Instinct Empoleon: Pride, Wave Rider Espeon: Instinct, Mountaineer, Share Excadrill: Run Up, Sandpit, Stealth F Flaaffy: Calming, Interference Flareon: Flame Boost, Spirit Forretress: Explode, Jagged Edge Fraxure: Frighten, Parry Froslass: Dodge, Frostbite, Mountaineer G Gabite: Celebrate, Parry, Sandpit Gallade: Conqueror, Parry Galvantula: Sequence, Sponge, Garchomp: Parry, Stealth, Tenacity Gardevoir: Confidence, Instinct, Perception Gible: Instinct, Melee, Sandpit Gigalith: Bodyguard, Explode Glaceon: Frostbite, Skater, Stealth Glalie: Frighten, Frostbite Golbat: Interference, Sponge Gothita: Dodge, Instinct, Perception Gothitelle: Calming, Instinct, Perception Gothorita: Calming, Instinct, Perception Groudon: Hot Blooded Grovyle: Mountaineer, Parry Gurdurr: Spirit, Thrust Gyarados: Frighten, Tenacity H Haxorus: Pride, Tenacity I Igglybuff: Confidence, Lullaby, Mood Maker Infernape: Climber, Conqueror J Jigglypuff: Confidence, Lullaby, Mood Maker Jolteon: Sprint, Vanguard Joltik: Sequence, Sponge K Kadabra: Instinct, Life Force, Perception Kirlia: Instinct, Perception, Share Krokorok: Disgust, Krookodile: Disgust L Lairon: Bodyguard, Run Up Lampent: Warm Blanket Lapras: Wave Rider Larvesta: Run Up, Sponge, Larvitar: Sandpit, Stealth Leafeon: Instinct, Life Force, Run Up Leavanny: Confidence, Nurse Lilligant: Life Force, Nurse Litwick: Warm Blanket Lucario: Parry, Sprint Luxio: Run Up, Sequence Luxray: Sequence, Sprint M Machamp: Bodyguard, Conqueror Machoke: Bodyguard, Thrust Machop: Bodyguard, Thrust Magikarp: Decoy, Mood Maker, Gulp Mareep: Calming, Interference Meowth: Bonanza, Fortune, Mountaineer Metagross: Bodyguard, Thrust Metang: Bodyguard, Shield Mewtwo: Life Force Minccino: Confidence, Mood Maker, Perception Monferno: Climber, Spirit Munchlax: Lunchbox, Power Nap Munna: Deep Sleep, Instinct, Perception Musharna: Daze, Calming O Onix: Frighten, Jagged Edge Oshawott: Parry, Wave Rider P Pansage: Celebrate, Nurse, Melee Pansear: Celebrate, Mountaineer, Melee Panpour: Dodge, Mountaineer, Melee Pawniard: Parry, Shackle Persian: High-Rise, Mountaineer Petilil: Life Force, Nurse Pichu: Mood Maker, Sequence Pignite: Celebrate, Spirit Pikachu: Celebrate, Pineco: Explode, Jagged Edge Piplup: Pride, Wave Rider Prinplup: Pride, Wave Rider Pupitar: Jagged Edge, Shield Q Quagsire: Deep Sleep, Shackle R Raichu: Instinct Ralts: Instinct, Perception, Share Rayquaza: Nomad Rhydon: Bodyguard, Jagged Edge Rhyhorn: Bodyguard, Jagged Edge Rhyperior: Bodyguard Riolu: Parry, Sprint, Roggenrola: Bodyguard, Explode Rufflet: Celebrate, Pride S Samurott: Conqueror, Wave Rider Sandile: Celebrate Sceptile: Mountaineer, Sprint Scizor: Parry, Pride Scolipede: Jagged Edge, Vanguard Scrafty: Spirit Scraggy: Disgust Scyther: Parry, Vanguard Sealeo: Deep Sleep, Skater Serperior: Grass Cloak, Nurse Servine: Grass Cloak, Instinct Sewaddle: Grass Cloak, Herbivore, Stealth Shieldon: Last Bastion, Shield Shinx: Celebrate, Sequence Simipour: Aqua Boost, Instinct, Melee Simisage: Hero, Instinct, Melee, Simisear: Flame Boost, Instinct, Melee Skorupi: Shackle Sneasel: High-Rise, Melee Snivy: Instinct Snorlax: Deep Sleep Snorunt: Skater, Stealth Spheal: Deep Sleep, Skater Spiritomb: Black Hole, Frighten, Interference Starly: Celebrate, Hero Staravia: Celebrate, Hero Staraptor: Hero, Vanguard Steelix: Frighten, Jagged Edge Swadloon: Grass Cloak, Shackle, Stealth T Tepig: Celebrate, Spirit Timburr: Spirit, Thrust Toxicroak: Dodge, Hero, Melee Treecko: Instinct, Mountaineer Tyranitar: Frighten, Last Bastion, Tenacity U Umbreon: Dodge, Melee, Shackle V Vaporeon: Wave Rider, Aqua Boost Venipede: Herbivore, Jagged Edge Volcarona: Frighten, Sponge W Walrein: Skater, Tenacity Weavile: Dodge, High-Rise, Shadow Dash Whimsicott: Dodge, Mountaineer, Melee Whirlipede: Hero, Jagged Edge Wigglytuff: Confidence, Lullaby, Mood Maker Wooper: Gulp, Deep Sleep Z Zebstrika: Sprint Zoroark: Pride, Shadow Dash Zorua: Disgust, Melee Zubat: Melee, Sponge Zweilous: Celebrate, Hero, Pride Last edited by akela; Jun 12th, 2013 at 11:46:32 AM. |
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#59 |
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Join Date: Jan 2013
Posts: 631
Give up all hope of me ever getting a good avatar.
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Well, I suppose I'll post mine. In another now-deleted old ASB forum from a few months back, I tested some and got some experience in ASB. Smogon's system is a lot different, but I'll still post my arenas anyways.
Tested on Smogon's ASB
Koffing Amusement Park Attraction #43: Castform Coaster
Type: Fire/Water/Ground/Ice (based on current weather) Complexity: Intense Format: Probably all, but built with Singles in mind Restrictions: Randomized weather, no manual weather changing At the end of every turn/period of actions (or whenever the ref feels fit, if (s)he so decides to change it) the weather is randomized. Randomized weather can change the course of a battle. Each weather has a 25% chance of happening. Of course, weather moves and abilities have no effect, as this is indoors and the weather is controlled purely by technology. Dig priority -3 Tough walls and flooring make Dig have a priority of -3. Moves restricted based on weather Surf and Dive may only be used in rain, Grass-type recovery moves (I.E Leech Seed) only in sun, Blizzard only in Hail (basically a guaranteed miss in non-hail, not just a miss chance), and attacks with the word Sand, Mud or Muddy (like Muddy Water) may only be used in Sandstorm. In return, each attack in this list's priority is increased by 1 (so 0 priority to +1 priority). -3 Priority for air-based moves Due to the huge coaster overhead, Fly, Bounce and Sky Drop have a priority of -3 each in order to prepare and make sure the move user doesn't hit and ruin the ride. Description: At Koffing Amusement Park, or KAP, there is a very quirky ride tucked between the Koffing Cones stand and Combee Hive: the Castform Coaster, an indoor roller coaster full of loops, twirls, and, as the name suggests, constantly changing weather. Well, simulated weather, but it works the same way as the authentic. This weather changes randomly at regular intervals; first it's sunny, then a sandstorm rages, followed by hail taking over, and so on. The coaster itself is controlled with power generated by a Castform's Thunderbolt and Weather Ball, but you're not battling on the ride, oh no. You're battling below it. KAP likes to hold random battles with randomly selected trainers all over the place, and under Castform's signature ride is no exception. You and your competitor have been chosen to have a battle for the spectator's enjoyment, and are preparing to duel it out with your Pokemon of choice. The randomized weather will certainly make a big impact in this indoor attraction's battle, and a mascot dressed as Castform sitting inside a booth will decide it with the RNG his smartphone has accessed. With an equal chance of each weather, a good roll can turn the tide of a battle; a surprise Sand Rush activation or Ice Body heal-up can make all the difference. However, unlike everyone's favourite Poke-meteorologist, it's not all about the weather. The well-constructed walls and floor, flashing lights and marvelous ride overhead also may make an impact of a battle, and the most important thing in any battle, strategy, is still vital. You just need to utilize the weather, whether good or bad, wisely to control the battlefield and, ultimately, the battle completely. "Best of luck to both competitors!" a voice booms via the speaker system. "Five... Four... Three... Two..."
Koffing Amusement Park Attraction #71: Haunter's Haunted House
KAP Attraction #71: Haunter's Haunted House Type: Ghost Complexity: Moderate Format: All Restrictions: Evasive Teleport, Agility and similar actions only usable on Dark- and Ghost-types Due to the darkness and labyrinthine corridors, it is impossible for most Pokemon to use evasive actions, like Agility (Evasive). Protect and Detect may be used regardless, and Dark- and Ghost-types are immune to this restriction, due to the former's superior senses in such an environment and latter's comfortability in this place and most of the species' abilities to phaze through walls. Seismic actions priority locked at -6, even in combos with priority moves Seismic attacks have -6 priority due to the well-constructed flooring. No water source Due to the lack of a usable water source, attacks like Surf and Dive may not be used in the mansion. Non-Ghost moves have accuracy reduction of 3% percent flat Excluding those that specialize in paranormal or Ghostly arts, every move has a 3% flat accuracy reduction. It's small, but can really effect a battle. Description: Koffing Amusement Park may be fun for the full family, but there are certainly some attractions that can scare a child out of their wits, and Haunter's Haunted House is one of the best, most literal examples of this. Even the outside shows traces of this: a rickety, old, wood house that almost radiates fear- and the Haunter's and Gastly that float around the outside doesn't hurt it's creepiness either. Perhaps you aren't looking forward to it, but this deliberately-possessed mansion is the setting of your next battle. As you walk inside, you notice that, the closer you walk, the darker the sky appears to get. The outside is creepy enough, but once you walk inside, the pure atmosphere terrifies you. Various residents of multiple Ghost family lines float around the inside- and a Mismagius seems to be staring at you with malicious intent. Every step makes the floorboard creak, and the only source of light it the Chandelure hanging from the ceiling, and they hardly help at all. Ghosts phaze through the walls, muttering what are probably the Pokemon language equivalent of evil curses and despaired wishes to be alive again. Even in such a horrifying environment, you must go on with your battle. Pokeball in hand, you ready your team. If you have to battle in such a horrifying place, you should at least make the most of it, right? Tested on old, deleted ASB forum
Rapidash Stables
Type: Fire Complexity: Intense Format: Multiples Restrictions: Constant, unchangeable sun The various fiery horses are enjoying the sunlight pretty well- best not to change the weather! Limited water usage The pond contains some water, but not quite enough to pull off more than 50L worth of work.Liters should be recorded and noted, as when the pond runs dry, no more moves that require litres may be used. Liters are assigned to the following moves: Surf: The only move that takes Liters if a water-type uses it (all other moves only take Liters if non-waters use it, Surf is the pure exception); 20L Bubble/Bubblebeam: 15L Water Gun: 12L Scald: 20L Water Pulse: 18L Muddy Water: 19L Dive: Does not work unless the pond has at least 40L, but does not consume any Liters when Dive is used. Hydro Pump/Hydro Cannon: 22L Brine: Flip a coin (or use an RNG or something). If heads, 14L; If tails, 18L Aqua Jet: 19L Dig priority +2, +4 anytime after Surf Dig has a priority of +2 due to the soft soil. If a Surf happened previously over the course of the match, Dig's priority is boosted even more to +4. Description: A golden sunlight shines down on the green grass among the flora. Fire-maned Rapidash and younger Ponyta prance around inside the stables, clearly enjoying the day. There is a nearby pond. You clutch your Pokeball, preparing for a battle in this magestic field. Untested
Koffing Amusement Park Attraction #12: Cyclohmus Obscurus
Type: Any Complexity: Moderate-Intense Format: All, but may be more suited to Multiples Restrictions & Quirks: Banned moves: Seismic attacks, moves requiring a water source (with one exception: read on), weather moves (abilities and weather rocks can still be used), anything in the "list of field effects" list below Obscure, Changing Field Effects: At the end of every round, the ref will RNG. He will reveal what he rolled, what field effect this causes, and, unless the field effect effects both sides, what side it takes effect on (the ref will RNG from 1-2, 1-10000 or whatever he/she wants to decide this, picking the first half means trainer [X] and second means trainer [Y]). This effect will stay in effect until the end of the next round, which is when a new field effect will be decided. Note: RNGing one trainer does not mean the move will be in favour of them, it means it will effect them (see Wide Guard) List of field effects: 1: Gravity (Effects entire field) 2: Tailwind (Effects one side, RNG to decide) 3: Wonder Room (Effects entire field) 4: Trick Room (Effects entire field) 5: Magic Room (Effects entire field) 6: Mud Sport (Effects entire field) 7: Water Sport (Effects entire field) 8: Wide Guard (Effects one side, RNG to decide) 9: Reflect (Effects one side, RNG to decide) 10: Light Screen (Effects one side, RNG to decide) 11: Dual Screens [Reflect + Light Screen] (Effects one side, RNG to decide) Description: Cyclohmus Obscurus, Koffing Amusement Park's strangest attraction. How so? It's hardly an attraction at all; moreso, a testing ground for gimmicks. A special kind of gimmicks. Field effects. No, not your infinite weather or entry hazards or what have you: more obscure field effects, such as Mud Sport, Trick/Wonder Room, Gravity, Tailwind and others of the sort. How, you may ask, do they use this large, constantly changing room to test things? Simple: they get trainers to, erm, "volunteer" to battle in it. You are one of those trainers. The doorway into the rather bland grey building on the outskirts of the park (well, bland except for the graffiti on the walls, which is, to be honest, probably the most interesting part about the outside of the structure) opens up into a huge room with white walls, each with green laser grid patterns on them. The floor is grey for the most part, except for the center of the room, where the KAP logo is proudly displayed; a smiling Koffing surrounded by the words "Koffing" on top, "Amus" ment on the left, "ment" on the right side (it's assumed the first E is blocked by the Koffing's body) and "Park" on the bottom. A red roller coaster is visible in the background, which is odd, because there are no red roller coasters in KAP, save for the indoor one at Castform's Coaster, but the one on the logo is much larger and a brighter shade of red. Anyway, logo aside, you can hear an electric buzzing coming from the walls, as though the arena was preparing. A small pipe coming out of the ceiling in one corner drips water. You grab your Pokeball and pick your corner, unaware of what, exactly, will happen next.
Koffing Amusement Park Attraction #19: Combee Hive
Type: Bug Complexity: Intense Format: Melee Restrictions: Surf BAP and Energy increased by 50% The floor is made of solid honey. Because of this, rather than using water, Surf must convert the solid honey into liquid, which in return makes it heavier and do more damage. Surf requires 50% more Energy to use, but also has 50% more BAP. Item-based damage (for Gems, Berries, etc.) (keep reading this rule for list) At the end of every turn/period of actions, Combee swarm. Each Pokemon is stun by the swarm (damaged by 3%) if they are holding Berries, Gems super-effective against Bug or Flying (I.E. Rock Gem) or elemental boosters super-effective against Bug or Flying (I.E. NeverMeltIce). No seismic moves The construction workers would never forgive you if you destroy their replica of a Combee Hive. Seismic moves, such as Dig, Fissure and Dive may not be used. No Stealth Rocks Everyone knows Combee hate Stealth Rocks. Best not to use them. No Soundproof-blocked moves Moves that are normally blocked by Soundproof, such as Roar and HyperVoice, cannot be used, in order to avoid disturbing the Combee and Vespiqueen. No Whirlwind, Circle Throw or Dragon Tail Whirlwind, Circle Throw and Dragon Tail scare the Combee, so they, along with Roar as stated in the previous rule, are not allowed to be used. Ingrain Energy usage 2x, Bug-types have 2x recovery Ingrain? Where are you supposed to get the nutrients from? That's right, the honey. Ingrain has 2x the healing effect if the user is also Bug or part-Bug. However, due to the hardness of the honey, it takes 2x the energy to use, even if the user is not a Bug type. Description: In Koffing Amusement Park (KAP), there is one particular attraction that actually holds battle- in a huge beehive. As read on the poster: "Combee Hive! A life-size representation of a hive of Combee- complete with 99 real Combee and a Vespiqueen! One tour per person per day- teach your kids the wonder of the Combee ecosystem, and finish the day with a thrilling Pokemon battle in this wonderful representation! Try the Combee Hive attraction today- only at Koffing Amusement Park." You have been asked to battle to entertain spectators who took the tour of the Hive with a battle. You take a quick scout around you; a huge, hexagonal, eye-piercingly yellow room with honeycomb walls. The floor and roof are made out of solid honey. Combee are flying around happily, going in and out through breaks in the honeycomb pattern- just small holes in a select few parts of the wall, specially designed to fit Combee and not much else. The Hive has a solid roof made of honey, though it seems there are small drips. Backing up, you prepare to send your Pokemon. The other challenger is also holding a Pokeball, though it appears that the honey drip made it slightly sticky.
Koffing Amusement Park Attraction #23: Koffing Cones Stand
Type: Ice Complexity: Intense (pretty much all my KAP attractions are going to be intense) Format: Multiples Restrictions: No seismic moves Avoid using seismic moves to prevent making people drop their cones. Weather starts out sunny for 5a To promote purchasing ice cream cones, the Volcarona *may* have made the day sunny. The beginning of your match is sunny for 5a, but it can be changed at any time. Contact attacks have 5% chance of freezing non-Ice or Fire type targets for 4a There's a small chance a contact attack may just knock your Pokemon into the KoffCones stand. Unless your Pokemon's body is used to such situations, or you can just melt itself, the Pokemon is frozen from the cold for 4a. Water-type attacks that need a water source (I.E. Surf) are Ice-type, but still receive STAB if the user is part-Water and/or part Ice The lack of a good water source requires you to use the ice cream from the stand, which, though Water-types still receive STAB, also gives Ice-types STAB and makes it an effective Ice-type move, in terms of weaknesses and resistances. Description: Koffing Amusement Park may be all fun and good, but what's a family vacation site without ice cream? That's right, nothing. Or, maybe something, but not something good. Thus, I direct your attention to one of the many Koffing Cones (TM) stands around the park. And it just so happens it's also the site of your next battle. On a normal day, a happy Vanilluxe serves up tasty ice cream cones for only 200 Pokedollars a pop. Many happy buyers call it "the best Koffing-flavored ice cream cones I've had in a while,I guess?" However, this is not a normal day. This is a day where the KAP staff have asked you to have a battle, right near the KoffCones stand. It just so happens they also asked the employed Vanilluxe to make a bunch of cones. Why? Because they want buisness, and on a sunny day (which may or may not have been caused by a Volcarona to get people to buy), people want their ice cream cones. But, enough about the stand. It's time for your battle!
Koffing Amusement Park Attraction #47: Rotom's Shocking Seas
Type: Electric Complexity:Moderate-Intense Format: All Restrictions & Quirks: In terms of STAB and the type chart, Surf is Electric, not Water Electrified water makes the mighty waves of Surf Electric-type in STAB and Type Effectiveness. Soak turns the target into a Water/Electric type Due to the charge going through the water, Splash also makes the target Electric type, thus changing the target's type to exclusively Water/Electric. Situational, but can be effective if such a situation comes up. Earthquake, Magnitude and other seismic moves have a 30% Paralysis chance on the target You're battling in logs, aren't you? It just makes sense for Earthquake and Magnitude-style moves to have a 30% (3000/10000) chance to knock you into the water, thus paralyzing you! Dive and Dig paralyze on use- Ground- and Electric-types immune to this, though The whole battling-on-a-log thing means that Dig will plunge you into the water below on use, and don't get me started on how obvious it should be that Dive makes you end up in the water. Of course, shocking water has its drawbacks. Electric- and Ground-type users are immune, of course, but everyone else is paralyzed (by 25%) when they use these moves. Description: Koffing Amusement Park is home to many crazy gimmicks, but Rotom's Shocking Seas has to be one of their strangest. At first glance, it looks like your simple, generic log ride that you see at every amusement park; on closer inspection, however, you notice one weird feature: the water is electrified. Of course, to prevent shocking the logs, they have a thick rubber coating on the outside, and the shock isn't enough to hurt any person older than 8 years of age, but nonetheless, the water is charged with electricity. This is the main gimmick of Rotom-W's signature ride, and it certainly makes the ride stand out, even when compared to your standard one with, as the KAP signs call it, "boring water." This odd feature also sets the stage for your battle, which just so happens to take place on this shockingly jolting ride- see what I did there? The waters are a huge help, of course, but the fact that they are electrified is something any Ground-type or even an Electric-type who may seek Surf STAB can appreciate. This will certainly make for an interesting battlefield- are you ready for an electrifying match? Personal Comments on all my Arenas:
Rapidash Stables
Really, the only major gimmick here is the limited water and, looking back, that could've been implemented a little better in a less complex way. Ah, well. I'll leave it as it is for the time being.
KAPs in general
Every KAP has a purpose when making it: whether it's a gimmick, like weather in Castfrom Coaster, or a focus on a certain type, like Combee Hive and Haunter's Haunted House, or even a method of simply changing the battle radically, like Dragonite Fountain (not released at the time I'm writing this, still WIP), every KAP arena I make has a few defining factors all originating from one main idea, and that idea is why I make them. Though there may be some you prefer over others (Casform's Coaster or the unreleased WIP Dragonite Fountain and Rotom's Shocking Seas would be my favorites at the time this was written, though that is definitely subject to change), I try and incorporate an aspect for everyone, and have each arena have its own little niche. That said, KAPs are always subject to change based on results in battles, great ideas that sprung into my head, etc., so a change may be made completely giving you new respect for arena. I will always be making KAPs, as they are quite fun to do, and are willing to accept suggestions via VM (though if you have an amazing idea for an arena, I'd recommend making one yourself).
Castform Coaster
I went into this one with my eyes on one big thing- have the battlefield vary, and make battlers be forced to adapt and acknowledge one weather may come up that ruins their current plan. Essentailly, this arena was built on randomized, rapid-changing weather. And who better to pick than the poster boy of Pokemon weather, Castform? Though competitively, it is horrid, even in NU, and has not much going for it in Single Player, Castform is a true force in ASB, especially with Everstone. Anyways, about the actual arena. I am satisfied with the arena. The weather can be game-changing, and if it goes good, you have a good shot at winning. If it doesn't go in your favor, however, not all is lost, as a lucky roll for next round can be life saving. Truly, Castform's ride is one of many good ones I have boiling in my mind. If you want to try an unpredictable match that feeds off of weather, Castform's ride is just the thing you may be looking for.
Rotom's Shocking Seas
KAP 47, RSS, had a goal in mind- an Electric type arena that preys off of water. Thus, enter Rotom't Shocking Seas. In a nutshell, this log ride is designed to make some powerful or useful water moves electric, thus giving certain users STAB where they might not normally. In addition, I wanted to make something that involves Rotom, one of my favourite Pokemon of all time. Put two and two together, and you have the perfect role for Rotom-W. Overall, I am satisfied by the results; Surf being SE and not NVE on other waters can be very useful (and, you know, activate Lightningrod if the foe forgets about it), and Splash, though heavily situational, may be a neat effect- want your Collossoil's Ground attacks to be SE? Look no further than Splash. More will be added soon- I plan on having one for almost every KAP in the future.
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<Birkal> subway wanna flash a reffie? <Birkal> I mean -__- <Birkal> ref a flashie ASB Team <3 Glacier Last edited by Unoriginal Name; Mar 24th, 2013 at 6:15:42 PM. Reason: KAP: HHH moved to tested |
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#60 |
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Join Date: Jan 2009
Posts: 4,430
Deity of Misfortune
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Sure, let me make my arena dump post...
HMS Tesla
Arena: HMS Tesla Field Type: Electric, Water Complexity: Moderate Format: Doubles It had always been interesting, the way in which Gyms come and go. Indeed, it was only 10 years ago when it would've been odd for anyone to consider Castelia City hosting the Electric Gym, but it was now. The HMS Tesla stands proudly in the port, although it normally sails a mile away from the port for the purpose of battles. The ship is a fairly standard ship, from the Falklands era. It has been fitted to accomodate battles, and notably on the main deck you can see what appears to be a giant crown - 4 golden arches curve around to support a giant gemstone above the deck. Entering the ship, you immediately enter what appears to be a relatively fancy restaurant, quite busy. Looking around, there appears to be a window viewing the arena directly, as well as several plasma screens showing the currently empty arena. As you look around, you're greeted by a man in yellow and black attire. "Hello there, welcome aboard the HMS Tesla. Are you here for the restaurant or the gym? The Gym? Well, this is special, the guests tonight will get a lovely show. We'll probably be ready to battle in about half an hour or so, so until then feel free to sit down and order a coffee." Indeed, the ship does get rather full, and as the sun sets the ship begins to move out to sea. As you finish your coffee, the man returns - at this stage, you're fairly certain this is the gym leader. You're beckoned outside, and see the arena is stationed below the crown shape. However, you can't take in the beauty before the leader speaks again... "Emolga, give us some light will ya!" An Emolga pops out of the leader's Pokéball, and sends a small shot of lighting at the gem in the centre of the crown. It absorbs the electricity and lights up, revealing itself to actually be a giant ThunderStone. Impressive... "Now then, a few things before we begin. Whenever you send out a Pokémon this giant rock will zap the item. Don't worry about it, it'll be perfectly safe. It just prevents it from being a drag for when your team is moving around. We also have plants and grass available on the arena as you should see, not to mention the small amount of water that surrounds this ship. You'll also note that this ship, whilst much of it has been replaced and altered, is still of British origin and has brought the weather along with it..." The leader clicks his fingers, and on cue a light rain smothers the arena. "Finally, good luck, and make sure you provide a good show!"
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CAPASB Team & Reffing Profile
ASB Ruling? It might be here! 02:47:37 AM ~ <%Objection> i'm neutral on boobs Last edited by Dogfish44; Apr 26th, 2013 at 6:22:59 PM. |
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#61 |
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Join Date: Apr 2009
Posts: 928
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Posting here to facilitate retrieval:
Naglfar
This mythical ship, constructed from the nails of the dead, houses a full fledged arena, permitting every move save those who require natural plant life or weather changing moves. Mournful shades are watching the match, and at the end of every action there's a 60% chance that they'll try to copy a move that was used, targetting it randomly. Due to their unliving nature, they use the moves at 50% their BAP, and with a Rank 3 Attack/Special Attack. The dark and gloomy nature of the surroundings makes it hard to see for mons who are not accustomed to it (non Dark and Ghost types), reducing their accuracy on ranged (non contact-making) moves by 10%. Dark and Ghost types, conversely, enjoy a 10% accuracy increase against those unawary targets. Take care when using powerful and inaccurate moves, since they could damage the ship, bringing on you the wrath of the shades (If a >10 BAP move misses, it is bounced back at the user at 75% of the BAP, if the same mon does it again the percentage modifier increases by 25%, until 150%, reflected moves ignore immunities).
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#62 |
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Join Date: Apr 2012
Posts: 997
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Smogon Legendary Artifact Museum (Permission Battle)
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Back when Anime-Style Battling was first being founded in the Smogon Region, the leader, Deck Knight, managed to get his hands on all twenty-four legendary artifacts and bring them here for safe-keeping and for the public’s viewing. Despite not being as powerful in the hands of the non-legendary Poke’mon as they are in their true holders, these items can still be very powerful, with untapped power in them. Once a round, a trainer may have their Poke’mon use ONE of these items to either use the relevant attack or empower their own moves for a bit. (Reminder for Sketch Users: These moves CANNOT be copied with sketch in this arena.) Note that there is water in the walls due to the plumbing (though one will have to break the walls before water can be accessed), there are rocks from plenty of other exhibits, and several plants. However, due to the interior nature of the place, rain and hail will fail unless the relevant weather stone is used unless the ceiling is broken. Sun, on the other hand, can shine through the glass ceiling without trouble, and sandstorm users typically have their own weather to bring in. Adamant Orb: May either use Roar of Time OR empower the user’s base attack power of dragon and steel typed attacks by 2 until their side’s next use of an artifact or until the end of the battle. Burn Drive: May either use Techno Blast (Fire) OR empower the user’s base attack power of fire typed attacks by 3 until their side’s next use of an artifact or until the end of the battle. Chill Drive: May either use Techno Blast (Ice) OR empower the user’s base attack power of ice typed attacks by 3 until their side’s next use of an artifact or until the end of the battle. Douse Drive: May either use Techno Blast (Electric) OR empower the user’s base attack power of electric typed attacks by 3 until their side’s next use of an artifact or until the end of the battle. Draco Plate: May either use Judgement (Dragon) OR empower the user’s base attack power of dragon typed attacks by 3 until their side’s next use of an artifact or until the end of the battle. Dread Plate: May either use Judgement (Dark) OR empower the user’s base attack power of dark typed attacks by 3 until their side’s next use of an artifact or until the end of the battle. Earth Plate: May either use Judgement (Ground) OR empower the user’s base attack power of ground typed attacks by 3 until their side’s next use of an artifact or until the end of the battle. Fist Plate: May either use Judgement (Fighting) OR empower the user’s base attack power of fighting typed attacks by 3 until their side’s next use of an artifact or until the end of the battle. Flame Plate: May either use Judgement (Fire) OR empower the user’s base attack power of fire typed attacks by 3 until their side’s next use of an artifact or until the end of the battle. Griseous Orb: May either use Shadow Force OR empower the user’s base attack power of dragon and ghost typed attacks by 2 until their side’s next use of an artifact or until the end of the battle. Icicle Plate: May either use Judgement (Ice) OR empower the user’s base attack power of ice typed attacks by 3 until their side’s next use of an artifact or until the end of the battle. Insect Plate: May either use Judgement (Bug) OR empower the user’s base attack power of bug typed attacks by 3 until their side’s next use of an artifact or until the end of the battle. Iron Plate: May either use Judgement (Steel) OR empower the user’s base attack power of steel typed attacks by 3 until their side’s next use of an artifact or until the end of the battle. Lustrous Orb: May either use Spacial Rend OR empower the user’s base attack power of dragon and water typed attacks by 2 until their side’s next use of an artifact or until the end of the battle. Meadow Plate: May either use Judgement (Grass) OR empower the user’s base attack power of grass typed attacks by 3 until their side’s next use of an artifact or until the end of the battle. Mind Plate: May either use Judgement (Psychic) OR empower the user’s base attack power of psychic typed attacks by 3 until their side’s next use of an artifact or until the end of the battle. Sky Plate: May either use Judgement (Flying) OR empower the user’s base attack power of flying typed attacks by 3 until their side’s next use of an artifact or until the end of the battle. Soul Dew: May either use Luster Purge, Mist Ball, or (first action of round only, +7 priority) reduce all direct damage taken that round by 50% (Toxic, Ghost Curse, Burn, and entry hazards and such still do full damage). Splash Plate: May either use Judgement (Water) OR empower the user’s base attack power of water typed attacks by 3 until their side’s next use of an artifact or until the end of the battle. Spooky Plate: May either use Judgement (Ghost) OR empower the user’s base attack power of ghost typed attacks by 3 until their side’s next use of an artifact or until the end of the battle. Stone Plate: May either use Judgement (Rock) OR empower the user’s base attack power of rock typed attacks by 3 until their side’s next use of an artifact or until the end of the battle. Toxic Plate: May either use Judgement (Poison) OR empower the user’s base attack power of poison typed attacks by 3 until their side’s next use of an artifact or until the end of the battle. Zap Plate: May either use Judgement (Electric) OR empower the user’s base attack power of electric typed attacks by 3 until their side’s next use of an artifact or until the end of the battle. Smogon Legendary Artifact Museum (Break-In Battle)
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Back when Anime-Style Battling was first being founded in the Smogon Region, the leader, Deck Knight, managed to get his hands on all twenty-four legendary artifacts and bring them here for safe-keeping and for the public’s viewing. Despite not being as powerful in the hands of the non-legendary Poke’mon as they are in their true holders, these items can still be very powerful, with untapped power in them. Once a round, a trainer may have their Poke’mon use ONE of these items to either use the relevant attack or empower their own moves for a bit. (Reminder for Sketch Users: These moves CANNOT be copied with sketch in this arena.) Note that there is water in the walls due to the plumbing (though one will have to break the walls before water can be accessed), there are rocks from plenty of other exhibits, and several plants. However, due to the interior nature of the place, rain and hail will fail unless the relevant weather stone is used unless the ceiling is broken. Sun, (or rather, moonlight), on the other hand, can shine through the glass ceiling without trouble, and sandstorm users typically have their own weather to bring in. However, this battle is occurring in a Museum, and the curators don’t really like intruders breaking in and doing battle, and especially don’t like them touching the artifacts. At the end of every round, security forces send in a Growlithe (LC), an Arcanine (FE), a Poochyena (LC), a Mightyena (Non-LC), a Lillipup (LC), Herdier (NFE), or Stoutland (FE) (full movepools, Serious Nature) to deal with the intruders. They attack the side that has generated the most threat to them and the museum, area attacks that hit the field generating the most threat. One side may gain a MAX of 5 KOC from security forces in a battle, are under referee control, and try to avoid causing further damage to the Museum or its exhibits. Adamant Orb: May either use Roar of Time OR empower the user’s base attack power of dragon and steel typed attacks by 2 until their side’s next use of an artifact or until the end of the battle. Burn Drive: May either use Techno Blast (Fire) OR empower the user’s base attack power of fire typed attacks by 3 until their side’s next use of an artifact or until the end of the battle. Chill Drive: May either use Techno Blast (Ice) OR empower the user’s base attack power of ice typed attacks by 3 until their side’s next use of an artifact or until the end of the battle. Douse Drive: May either use Techno Blast (Electric) OR empower the user’s base attack power of electric typed attacks by 3 until their side’s next use of an artifact or until the end of the battle. Draco Plate: May either use Judgement (Dragon) OR empower the user’s base attack power of dragon typed attacks by 3 until their side’s next use of an artifact or until the end of the battle. Dread Plate: May either use Judgement (Dark) OR empower the user’s base attack power of dark typed attacks by 3 until their side’s next use of an artifact or until the end of the battle. Earth Plate: May either use Judgement (Ground) OR empower the user’s base attack power of ground typed attacks by 3 until their side’s next use of an artifact or until the end of the battle. Fist Plate: May either use Judgement (Fighting) OR empower the user’s base attack power of fighting typed attacks by 3 until their side’s next use of an artifact or until the end of the battle. Flame Plate: May either use Judgement (Fire) OR empower the user’s base attack power of fire typed attacks by 3 until their side’s next use of an artifact or until the end of the battle. Griseous Orb: May either use Shadow Force OR empower the user’s base attack power of dragon and ghost typed attacks by 2 until their side’s next use of an artifact or until the end of the battle. Icicle Plate: May either use Judgement (Ice) OR empower the user’s base attack power of ice typed attacks by 3 until their side’s next use of an artifact or until the end of the battle. Insect Plate: May either use Judgement (Bug) OR empower the user’s base attack power of bug typed attacks by 3 until their side’s next use of an artifact or until the end of the battle. Iron Plate: May either use Judgement (Steel) OR empower the user’s base attack power of steel typed attacks by 3 until their side’s next use of an artifact or until the end of the battle. Lustrous Orb: May either use Spacial Rend OR empower the user’s base attack power of dragon and water typed attacks by 2 until their side’s next use of an artifact or until the end of the battle. Meadow Plate: May either use Judgement (Grass) OR empower the user’s base attack power of grass typed attacks by 3 until their side’s next use of an artifact or until the end of the battle. Mind Plate: May either use Judgement (Psychic) OR empower the user’s base attack power of psychic typed attacks by 3 until their side’s next use of an artifact or until the end of the battle. Sky Plate: May either use Judgement (Flying) OR empower the user’s base attack power of flying typed attacks by 3 until their side’s next use of an artifact or until the end of the battle. Soul Dew: May either use Luster Purge, Mist Ball, or (first action of round only, +7 priority) reduce all direct damage taken that round by 50% (Toxic, Ghost Curse, Burn, and entry hazards and such still do full damage). Splash Plate: May either use Judgement (Water) OR empower the user’s base attack power of water typed attacks by 3 until their side’s next use of an artifact or until the end of the battle. Spooky Plate: May either use Judgement (Ghost) OR empower the user’s base attack power of ghost typed attacks by 3 until their side’s next use of an artifact or until the end of the battle. Stone Plate: May either use Judgement (Rock) OR empower the user’s base attack power of rock typed attacks by 3 until their side’s next use of an artifact or until the end of the battle. Toxic Plate: May either use Judgement (Poison) OR empower the user’s base attack power of poison typed attacks by 3 until their side’s next use of an artifact or until the end of the battle. Zap Plate: May either use Judgement (Electric) OR empower the user’s base attack power of electric typed attacks by 3 until their side’s next use of an artifact or until the end of the battle. New Temple of the End (Potential Dark Gym Arena)
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This ancient temple is tucked away in a canyon in the middle of a desert. The first, and closer, Temple of the End, regrettably, was in the Icy Forest, and disappeared with the trees. Forced to come here, there is a sight to behold. Inside, there is a series of murals on the walls depicting how various worlds ended. Opposite of the entrance, there is a single mural depicting Palkia pointing with both claws to the statue of a young woman in front of it, which has an arm extending upwards. The statue’s hand, as well as whatever Palkia was pointing at originally, is missing. You could linger and see the sights, but that is not the original purpose for coming here. No. Here, you seek to battle against an opponent. Temple Effects: Prevents Hail, Rain, and Sun from being summoned normally. If summoned with a weather stone, it instead summons it one strength weaker than normal (Permanent>6 Rounds>4 Rounds). Dark-Types gain +1 Accuracy and +1 Evasion due to the shadowy conditions. Fighting types lose 1 Accuracy and 1 Evasion due to the shadowy conditions. Signal Beam, SolarBeam, and Tail Glow remove the dark bonuses and fighting penalties for the rest of the round they are used in. Flash removes the bonuses and penalties for two rounds in addition to the normal accuracy drop. Illuminate removes the bonuses and penalties for as long as it is activated
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Avatar by Romeert. Many thanks, and may his skills be unfailing in battle! ASB Team Does one know the true meaning of "Eternal"? |
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#63 |
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Join Date: Sep 2008
Posts: 5,160
Kingdom of the Pedants, of which I am the king.
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For my 5000th post, I am introducing a new line of arenas based on the Crash Bash minigames (yes I know I made a couple of these arenas, but they could've used a revamp anyway)! Since there are certain rules that apply to multiple arenas in this post, I have decided to categorise them and give general rules for arenas in the category and then produce the specific rules for each arena. Note that, in all cases, if a specific arena's rule contradicts a rule in the arena category's ruleset, the arena's rule takes precedence.
Without further ado, I present the Crash Bash arenas! Ballistix
General Ballistix rules
In this arena, the pokemon are riding special hovercrafts located in goals around the edges of the arena. The arena is divided into a goal for each team and the middle. At the end of each round, a ball is added to the middle of the arena and directed towards one of the goals at random. At the end of each action, the balls in play will move to a different part of the arena depending on where they are at the moment.
Every ball that threatens to go through a team's goal has a chance of being blocked equal to the highest blocking potential on that team (halved versus fast balls and capped at 95%). If the Wailord in the above example used, say, Water Spout or Chill, then the team's blocking potential in that action would be 94%. If the Wailord used something like Bounce or Rollout but the Blaziken used something like Flamethrower, then the team's blocking potential in that action would be 44%. If Wailord used Bounce and Blaziken used Hi Jump Kick, then the team's blocking potential would be 0%. This passive blocking chance is only applied to those balls that are not dealt with by one of these other methods:
Crash Ball
![]() The battle takes place in an unusual arena designed for another game. The arena allows for digging, flying, seismic moves and weather, but lacks the natural elements for water, grass and rock sources. This arena follows the rules for the Ballistix set of arenas.
Beach Ball
![]() The battle takes place in an unusual arena designed for another game. The arena allows for digging, flying and seismic moves, but lacks the natural elements for water, grass and rock sources (the only water is trapped behind glass) and, being indoors, is unable to support weather. This arena follows the rules for the Ballistix set of arenas. In addition to the usual areas the arena is divided to (middle plus goal areas), there is a magnet area for each pokemon. A pokemon that uses the Ball Magnet command for 7 energy gains the Ball Magnet status (unless the pokemon already has this status, in which case the command fails). This causes all regular balls (and fast balls if the pokemon has the Magnet Pull ability) in that pokemon's team's goal area to move into the pokemon's magnet area, provided that no other pokemon on the team has the Ball Magnet status. Balls in a pokemon's magnet area count as being in that pokemon's team's goal area, except they do not move to other parts of the arena at the end of each action as long as the pokemon has the Ball Magnet status. As a result, they do not need to be blocked. A pokemon that has the Ball Magnet status can use the Fire command to launch all of the balls in its magnet area at any team's goal. This costs 2 energy per ball launched and fails if there are no balls to launch. This removes the pokemon's Ball Magnet status and the balls immediately go to the designated goal area and become fast balls. Balls fired in this way still make their usual movement at the end of each action (which, in this case, depends on whether the balls are successfully blocked or not). However, on they action these balls are fired, they can only be blocked by Quick Guard, Wide Guard and passive blocking. On subsequent actions, they follow the rules for fast balls. If a pokemon does not fire its attracted balls within 2 actions of gaining Ball Magnet status, it loses the Ball Magnet status and the balls it attracted are treated as being blocked by that pokemon at the end of the action the status expires. If a pokemon with the Ball Magnet status switches out by any means other than Baton Pass, the pokemon loses the Ball Magnet status and all balls that were attracted to the pokemon are treated as being blocked by the pokemon's replacement at the end of action 1 of the round the replacement came in. Either way, any fast balls that are let go in this way become regular balls before they leave the pokemon's magnet area. Both the Ball Magnet command and the Fire command have 0 priority and cannot be encored or prevented by any moves except Taunt for the former. They are, however, subject to consecutive use energy penalty and cannot be used in a combo.
N. Ballism
![]() The battle takes place in an unusual arena designed for another game. The arena allows for digging, flying and seismic moves, but lacks the natural elements for water, grass and rock sources and, being indoors, is unable to support weather. This arena follows the rules for the Ballistix set of arenas. In addition, in every third round, N. Gin will show up and spam balls. In these rounds, at the end of each action after all the other balls have moved, N. Gin will summon a fast ball in each team's goal area. These balls will be directed at the goal areas that they appear in (meaning they will need to be blocked before the end of the following action otherwise they will have their usual effects). The usual ball addition that happens at the end of each round does not happen at the end of rounds in which N. Gin appears. Instead, at the end of these rounds, a shield will appear in the arena. A pokemon may use the Grab Shield command for 7 energy to get this shield, but this command will fail if another pokemon gets to it first. If the command succeeds, the pokemon's team's passive blocking chance is 100% for 3 actions, including the action the shield was picked up on. This command has 0 priority and cannot be encored or prevented by any moves except Taunt. It is, however, subject to consecutive use energy penalty and cannot be used in a combo. If a shield is not picked up by the end of the round it appears on, it will disappear.
Sky Balls
![]() The battle takes place in an unusual arena designed for another game. The arena allows for flying, seismic moves and weather, but lacks the natural elements for water, grass and rock sources and, due to the thinness of the platform, does not support digging. This arena follows the rules for the Ballistix set of arenas. In addition, at the end of every third round, one of the engines keeping the platform in the sky will temporarily fail, causing the whole thing to tilt. One goal area is chosen at random and, when the engine failure happens, all the balls (including the new one that is added at the end of each round) will be directed towards that goal (after they have moved according to their previous direction). This effect is instantaneous. Pogo Pandemonium
General Pogo Pandemonium rules
In this arena, the pokemon are riding pogo sticks or wearing shoes with springs in the soles. The arena contains 100 squares. At the end of each action, each active pokemon jumps on 3 squares at random, causing them to be marked by that pokemon. Multiple pokemon cannot mark the same square in the same action. However, a square that is marked by one pokemon in one action can be marked by a different pokemon in a later action, overriding the first pokemon's mark. The same pokemon marking a square multiple times has no effect. If a pokemon switches out, any squares it has marked will automatically be marked by that pokemon's replacement. A pokemon may use the Bank command at any time to cash in its marked squares. Doing this will restore HP to the pokemon equal to however many squares it currently has marked with an energy cost equal to half this number. All squares marked by the pokemon are immediately unmarked. This command counts as a recovery move, has 0 priority and cannot be encored or prevented by any moves except Taunt and Heal Block. It is, however, subject to consecutive use energy penalty and cannot be used in a combo. The command fails if the pokemon has no squares marked. At the end of each round, 3 different randomly-chosen squares will have a randomly-chosen powerup appear on them. If a pokemon marks a square with a powerup on it, it will pick up the powerup. Some powerups will activate instantly on being picked up, while others will activate on command after being picked up. Any powerups that are not picked up after 2 rounds are removed.
Pogo Painter
![]() The battle takes place in an unusual arena designed for another game. This arena allows for all moves to be used as normal except those that require a water source. This arena follows the rules for the Pogo Pandemonium set of arenas. The powerups that appear in this arena are as follows:
Pogo-a-Gogo
![]() The battle takes place in an unusual arena designed for another game. This arena allows for all moves to be used as normal except those that require a water source or a grass source. This arena follows the rules for the Pogo Pandemonium set of arenas. The powerups that appear in this arena are as follows:
El Pogo Loco
![]() The battle takes place in an unusual arena designed for another game. The arena allows for digging, flying, seismic moves and weather, but lacks the natural elements for water, grass and rock sources. This arena follows the rules for the Pogo Pandemonium set of arenas. In addition, at the end of every third round, Ripper Roo will mark 4 different randomly-chosen squares with TNT boxes. These marks override any already in place and will only last for a single round before the squares become unmarked again. However, if a pokemon attempts to mark a square with a TNT box on it, the square will become unmarked instead of being marked by that pokemon, and the pokemon will be unable to mark any squares on the following action. The powerups that appear in this arena are as follows:
Pogo Padlock
![]() The battle takes place in an unusual arena designed for another game. This arena allows for all moves to be used as normal except those that require a water source or a grass source. This arena follows the rules for the Pogo Pandemonium set of arenas. However, in this arena, if a pokemon attempts to mark a square that it has already marked, then all of its squares become unmarked that action. The powerups that appear in this arena are as follows:
Polar Push
General Polar Push rules
The pokemon battle on an icy arena. The slippery floor of the arena makes it easy for pokemon push each other off of it. Whenever a pokemon takes damage from a contact move, there is a (damage taken - 2 * weight class)% chance that the pokemon will be pushed off the edge of the arena and have to spend its next available action pulling itself back up for 5 energy instead of doing what it normally would do on that action. If a pokemon that has been pushed off does not have enough energy to pull itself back up or if it fails to act due to being frozen, flinching, being asleep, being fully paralysed, being infatuated or hitting itself in confusion, it falls into the water below and is KO'd. A pokemon that has been pushed off cannot be targeted until it pulls itself back up. There is also a small UFO flying around the arena. In every third round, this UFO will shine a beam of light straight down at the middle of the arena for the duration of that round. During these rounds, a pokemon may use the Get Powerup command for 5 energy to enter the beam of light and get a randomly-chosen powerup from the UFO. This command has 0 priority and cannot be encored or prevented by any moves except Taunt. It is, however, subject to consecutive use energy penalty and cannot be used in a combo. This command fails if another pokemon has already gotten a powerup in the round. Not all powerups are necessarily good, however.
Polar Panic
![]() The battle takes place in an unusual arena designed for another game. This arena allows for all moves to be used as normal except those that require a water source (other than Surf) or a grass source. This arena follows the rules for the Polar Push set of arenas. However, the chunks of ice surrounding the arena make it harder to knock pokemon off the arena. This arena starts with 20 chunks of ice and, whenever a pokemon would be pushed off of the arena, it has a probability of being automatically saved equal to (5 * number of chunks of ice)%. A pokemon saved in this way may carry on as normal instead of being forced to pull itself up. However, each time a pokemon is saved in this way, or each time any pokemon uses a move that requires an external rock source, one chunk of ice will be removed from the arena. If all chunks of ice are removed from the arena, it will become impossible to use any more moves that require an external rock source. The powerups that the UFO gives in this arena are as follows:
Tilt Panic
![]() The battle takes place in an unusual arena designed for another game. The arena allows for flying, seismic moves and weather, but lacks the natural elements for grass and rock sources, the water source is only suitable for Surf and, due to the thinness of the platform, this arena does not support digging. This arena follows the rules for the Polar Push set of arenas. However, due to the way the arena tilts based on the weight distribution of the pokemon on top, the chance of being pushed off the arena when hit by a contact move is not affected by the pokemon's weight class. In addition, at the end of every third round (ie, at the end of every round in which the UFO gives powerups), a walrus will jump onto a random spot near the edge of the platform, causing it to tilt more in one direction. For the duration of the next round, all the pokemon on one team (chosen at random) will be easier to push off of the arena. The chance of these pokemon being pushed off when hit by a contact move is increased by a flat 10%, while the chance of any other pokemon being pushed off is reduced by a flat 10%. The powerups that the UFO gives in this arena are as follows:
Melt Panic
![]() The battle takes place in an unusual arena designed for another game. The arena allows for digging, flying, seismic moves and weather, but lacks the natural elements for water, grass and rock sources. This arena follows the rules for the Polar Push set of arenas. However, the UFO has been replaced by Uka Uka. In every round in which Uka Uka does not give out powerups, he melts a piece of the arena at the end of every action, increasing the chances of pokemon being pushed off the arena when hit by a contact move by a flat 2%. In every round in which Uka Uka does give out powerups, whenever a pokemon is hit by a contact move, if it does not get pushed off of the arena, it has a 10% chance of being pushed into Uka Uka's beam, causing Uka Uka to give the pokemon one of his powerups as if it had used the Get Powerup command. The powerups that Uka Uka gives in this arena are as follows:
Manic Panic
![]() The battle takes place in an unusual arena designed for another game. The arena allows for digging, flying, seismic moves and weather, but lacks the natural elements for water, grass and rock sources. This arena follows the rules for the Polar Push set of arenas. The powerups that the UFO gives in this arena are as follows:
Crate Crush
General Crate Crush rules
In this arena, multiple crates are spawned throughout the battle and can be used in attacks against opponents. At the beginning of the battle and then at the end of every other round starting with the second round, 5 stone boxes, 3 TNT crates, a Nitro crate and either 3 Wumpa fruit or a powerup (depending on the arena) are spawned. Any of these items that aren't used by the time the next lot are generated are removed from the arena. A pokemon may use the Kick Crate command at any time for 3 energy to kick a crate at an opponent, or may use the Throw Crate command at any time for 6 energy to throw one at an opponent. These commands cannot be encored or prevented by any moves. They are, however, subject to consecutive use energy penalty, cannot be used in a combo and fail if there are no available crates. The pokemon will choose a crate at random (with all available crates having an equal chance of being chosen) and attempt to kick it or throw it at the desired opponent. What happens depends on the chosen crate and command.
Jungle Bash
![]() The battle takes place in an unusual arena designed for another game. This arena allows for all moves to be used as normal except those that require a water source or a rock source. This arena follows the rules for the Crate Crush set of arenas. There are no powerups so Wumpa fruit are spawned with the crates. If there are any Wumpa fruit in the arena, a pokemon may use the Eat Wumpa Fruit command for 7 energy to restore 15 HP and remove one Wumpa fruit from play. This command counts as a recovery move, has 0 priority and cannot be encored or prevented by any moves except Taunt and Heal Block. It is, however, subject to consecutive use energy penalty and cannot be used in a combo. The command fails if there are no Wumpa fruit in the arena.
Space Bash
![]() The battle takes place in an unusual arena designed for another game. The arena allows for flying, seismic moves and weather, but lacks the natural elements for water, grass and rock sources and, due to the thinness of the platform, does not support digging. This arena follows the rules for the Crate Crush set of arenas. In addition, a piece of the arena is destroyed each time a pokemon either throws a TNT crate and misses its target, or kicks a TNT crate or Nitro crate. Any time a pokemon uses a contact move, there is a chance equal to (number of arena pieces destroyed)% that the pokemon will fall through a hole in the arena, resulting in the pokemon being KO'd before it hits with the move. Any time a stone box is kicked, it has that same chance of falling through a hole in the arena, being destroyed before it hits its target. Thrown boxes and pokemon using non-contact moves are unaffected. In this arena, a powerup is spawned with the boxes. Pokemon may use the Get Powerup command for 7 energy to pick up whichever powerup has been spawned. This command has 0 priority and cannot be encored or prevented by any moves except Taunt. It is, however, subject to consecutive use energy penalty and cannot be used in a combo. This command fails if another pokemon has already gotten the powerup. Nobody knows what the powerup is until it is picked up, at which point it is revealed to be one of these (with each one having an equal chance of being chosen):
Snow Bash
![]() The battle takes place in an unusual arena designed for another game. The arena allows for digging, flying, seismic moves and weather, but lacks the natural elements for water, grass and rock sources. This arena follows the rules for the Crate Crush set of arenas. In addition, Penta Penguin is trying to take a nap in the middle of the arena. However, he will wake up if a pokemon uses a sound-based move other than Growl, Heal Bell, Snore and those that put the target to sleep. He will also wake up if he is hit by a damaging move. Damaging moves that hit opponents and allies (eg, Earthquake) will hit Penta Penguin, while other damaging moves have a 50% chance of hitting Penta Penguin if they miss their intended target (for multi-target moves like Heat Wave, this check is performed for each miss). Alternatively, a pokemon can target Penta Penguin with any damaging move and hit with perfect accuracy, regardless of the move's normal accuracy. Once Penta Penguin is awake, he will go berserk. At the end of every action, he will slide around the entire arena while spinning like crazy. This will cause one randomly-chosen crate to be destroyed and will deal 5 damage to all active pokemon. Penta Penguin will calm down and go back to sleep at the end of his third action of rampaging unless there is an Uproar effect in the arena at that time, in which case he will go to sleep once that effect ends. Alternatively, if there is no Uproar effect, any pokemon using GrassWhistle, Relic Song or Sing has a 50% chance of causing Penta Penguin to go back to sleep immediately. In this arena, a powerup is spawned with the boxes. Pokemon may use the Get Powerup command for 7 energy to pick up whichever powerup has been spawned. This command has 0 priority and cannot be encored or prevented by any moves except Taunt. It is, however, subject to consecutive use energy penalty and cannot be used in a combo. This command fails if another pokemon has already gotten the powerup. Nobody knows what the powerup is until it is picked up, at which point it is revealed to be one of these (with each one having an equal chance of being chosen):
Drain Bash
![]() The battle takes place in an unusual arena designed for another game. The arena allows for digging, flying and seismic moves, but lacks the natural elements for water, grass and rock sources and, being indoors, is unable to support weather. This arena follows the rules for the Crate Crush set of arenas. However, the stone boxes are replaced with metal crates and the Nitro crates are replaced by purple weapon crates. The metal crates work in exactly the same way as the stone boxes usually do. The weapon crates, on the other hand, don't do damage when kicked or thrown. Instead, if a pokemon kicks a weapon crate, it receives a randomly-chosen weapon (with each weapon having an equal chance of being chosen). However, if a pokemon throws a weapon crate at an opponent, that opponent will receive the weapon inside it. Any new weapons a pokemon gets replace the old ones. A pokemon that has a weapon may use the Use Weapon command for 5 energy. The possible weapons and the effects of using them are as follows:
There are no powerups other than the above weapons so Wumpa fruit are spawned with the crates. If there are any Wumpa fruit in the arena, a pokemon may use the Eat Wumpa Fruit command for 7 energy to restore 15 HP and remove one Wumpa fruit from play. This command counts as a recovery move, has 0 priority and cannot be encored or prevented by any moves except Taunt and Heal Block. It is, however, subject to consecutive use energy penalty and cannot be used in a combo. The command fails if there are no Wumpa fruit in the arena.
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<dogfish44> I got a suprise KFC ^.^ <Glacier> kinky fat chick? |
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Smogon Community > Socialization in the Empire > ASB > Network Center |
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