Tentative arenas. MoonSim Inc. (Move your mouse to reveal the content) MoonSim Inc. (open) MoonSim Inc. (close) Arena: MoonSim Inc. Field Type: Neutral Complexity: Moderate/Intense Format: Singles In the deserts of Nevada, there is a deceptively large building. Why 'deceptively' large? While it seems to sprawl out across the dunes, there is actually only one room. Indeed, it is a large room, but nothing spectacular. Though it may seem weathered and abandoned from the outside, the interior of MoonSim Inc. is as full of hustle and business as any modern corporation, but with a subtle difference. In the middle of the room, only separated from black marble flooring and whirring machinery by a knee-height plexiglass barrier, there is 100ft x 80ft of the moon. Or close enough, anyway. Hitting the temptingly-red button causes a large Pokémon battling arena to erupt from the centre, immediately entrancing the multiple Elgyem acting as aides to the scientists. They were found here in the desert about twenty years ago, and MoonSim Inc. was subsequently founded on the site. The founders couldn't remember why they'd made it - it was just as if the idea had popped into their minds. Anyway, I digress. Gravity is being tested today, so there will be two effects in progress: 1) When the match Seeker's Pokémon is winning, all Pokémon gain the Levitate trait, and accuracy of all moves is lowered by a flat 10%. 2) When the match Seeker's Pokémon is losing, strong Gravity comes into effect. Whether a Pokémon is winning or losing is decided by 100-([(Damage taken + energy spent) / (HP at start of round + energy at start of round)]*100). Crystal Depths (Move your mouse to reveal the content) Crystal Depths (open) Crystal Depths (close) Arena: Crystal Depths Field Type: Psychic Complexity: Super Intense Format: Singles ('Higher' formats are also achievable, but not recommended due to brain-exploding side-effects). Story Deep in the bowels of the Earth, which — you might like to know — is free of human waste, exists a cave system. This, however, is not an ordinary cave by any means. The Crystal Depths were once the home of a powerful race about which little is known, only that it fled the Earth itself when it saw the atrocities above the ground. All that is left are indiscernible wall-etchings and a scattering of crystals which have grown to enormous sizes using the leftover magic. These crystals now suspend 49 floating platforms over a great chasm — the perfect place to do battle, no? Alchemator was led to this cavern by his similarly-named Beheeyem after he had caught ten Diamond Pokémon — a feat only achievable by a strong trainer. Beheeyem did not provide many details, only expressing a great desire to defend this place from defecation. I mean desecration. --- Mechanics 1 2 3 4 5 6 7 a x x x x x x x b x x x x x x x c x x x x x x x d x x x x x x x e x x x x x x x f x x x x x x x g x x x x x x x [Each block is 1m²] When the Match Seeker sends out a Pokémon, it may only be sent out onto a tile between a1 and c7. When the Match Challenger sends out a Pokémon, it may only be sent out onto a tile between e1 and g7. Two Pokémon cannot occupy the same tile. A Pokémon can use the priority command "Move to Tile x" instead of an action for 5 energy (+en of augmenting move). Every Pokémon has a base movement speed of 1 (to any surrounding tile, even diagonally) which can be increased with a move for the following effects: Teleport: The Pokémon can travel anywhere up to three tiles away (not restricted by horizontal, vertical and diagonal). Psychic Pokémon have the energy cost halved and rounded down. Extremespeed: The Pokemon can travel up to three tiles away (restricted by horizontal, vertical and diagonal). Quick Attack, Aqua Jet, Shadow Sneak: The Pokémon can travel up to two tiles away (restricted by horizontal, vertical and diagonal). Bounce, Fly, Splash: The Pokémon can travel up to two tiles away, leaping over a Pokémon that may be in its way. Note: Sucker Punch, Bullet Punch, Mach Punch, Fake Out, Vacuum Wave, Feint and Ice Shard CANNOT be used to traverse extra distance. Pokémon gain an extra potential tile of movement for every Speed Rank greater than or equal to 5 factoring natures. (E.G., a Pokémon that reaches base 120 Speed with or without a Jolly nature gains an extra tile of movement.) For physical attacks, while a Pokémon is within a one-tile radius of its opponent, it will continuously turn to target its opponent on each following action. For example, if a Magikarp jumped over and behind a Feebas with Splash it would avoid an incoming Dragonbreath. However, the following action Feebas would automatically turn to use Water Pulse on Magikarp. In a different scenario, if Magikarp Splashed out of the 1x1 radius of Feebas, then the latter would require a substitution to re-target the Magikarp, lest it do nothing. For special attacks, the Pokémon will automatically turn to attack as long as the Pokémon remains within its line of sight. Moves that affect the entire field (E.G. Earthquake, Rock Slide) only affect Pokémon within a three-tile radius. Physical moves can attack a Pokémon anywhere (not restricted to horizontal, vertical, diagonal) within a two-tile radius. After this attack, the Pokémon retreats back to its original tile. However, special moves can hit a Pokémon anywhere in the arena as long as it is in line of sight (e.g. horizontal, vertical or diagonal) without other restrictions. For this purpose, support moves such as Will-o-Wisp and Toxic are classified as 'special'. Forest of Silence (Move your mouse to reveal the content) Forest of Silence (open) Forest of Silence (close) Arena: Forest of Silence Field Type: Psychic Complexity: Intense Format: N/A If a tree falls in a forest and no one is around to hear it, does it make a sound? Image Within the Forest of Silence, there is no sound. In fact, it seems time -- and thus motion -- has stopped completely, as everything is coated in a grey pallor, and leaves pause halfway down to the ground, perhaps to ask directions. It has become a regular haunt for trainers over the years, hoping that their exciting battles will set time in motion yet again, allowing the forest to continue in its natural cycle. That includes that natural cycle of the wildlife too, who haven't been able to relieve themselves for almost a decade now. However, even the shortest amount of exposure to the forest will begin to freeze the Pokémon -- they will never become fully immobilised, but from the very start of the battle their attacks will become... hm... somewhat unreliable. The Pokémon must focus their minds, needing extra effort to launch an attack successfully. Naturally, Psychic Pokémon are more able at this task, though once some Pokémon get a whiff (or, in some rather strange cases, a taste) of their opponents, they will find it much easier to focus on the battle at hand. These such Pokémon must hit the opponent with a contact attack, or be hit in the same manner, for their primal instincts to activate. The battle takes place in a clearing, which is open to the heavily-overcast sky (it is Britain, after all). This doesn't mean, however, that one couldn't alter that. In fact, please do -- it's a little chilly [SolarBeam will work as normal]. Nature will behave as usual, but don't expect it to go anywhere while you aren't looking. Well, apart from that one time... Err, anyway, apart from that instance, trees cannot be toppled. They can, however, be burned to the ground and climbed. Unfortunately, there is no water around, save for the small amount present in the loamy ground. In the next clearing there seems to be a swarm of blue Pokémon attending to some kind of machine, spewing out smoke and sparks. They are unreachable, however, due to some kind of forcefield... Mechanics Strict Soundproofing (EG, no Growl.) Pokémon begin to be frozen, causing a 40% [flat] drop in accuracy. Psychic Pokémon, and those listed below, can focus and increase the accuracy of their moves back to their original standard by 20% for 1 extra en. Other Pokémon can increase their accuracy by 10% for 1 extra en. These boosts stack (E.G., you can add 40% for 4 EN). Smelling and tasting Pokémon must hit -- or be hit -- with a contact attack before the extra EN reduction takes place. Focus Punch's accuracy is unchanged by the arena. The Dodge chances of all non-Psychic Pokémon not listed below are halved. There is a 1/1,000,000 chance of a tree falling per round, dealing Wood Hammer damage to one Pokémon (decided by RNG). All of the effects listed above are then nulled. Only a tree that falls in this manner will cause this effect. Using Odor Sleuth gives the user smelling powers (and thus the energy reduction) for as long as it is active. Only Psychic Pokémon can Chill consecutively, successfully. All other Pokémon will be inflicted with a Freeze condition (of varying intensity) if this is attempted. Smelling mons: Ninetales family, Persian family, Arcanine family, all Eevee-related Pokémon, Granbull family, Mamoswine family, Houndoom family, Donphan family, Ursaring family, Smeargle, Mightyena family, Linoone family, Delcatty family, Zangoose, Absol, Luxray family, Pachirisu, Purugly family, Emboar family, Stoutland family, Liepard family, Emolga, Zoroark family, Tomohawk family. Tasting mons: Muk family, Lickitung family, Swalot family, Vanilluxe family, Haunter. Non-psychic with Psychic powers: Ninetales family, Golduck family, Venemoth family, Stantler, Lucario family. Arena Concepts (Move your mouse to reveal the content) Arena Concepts (open) Arena Concepts (close) Arena: Psyche Forest Field Type: Psychic Complexity: Moderate/Intense Format: Singles - 50% of a breeze blowing, knocking berries off trees. - 100% chance of a Psychic Pokémon catching a berry, 50% for others. Three categories of berry (decided by RNG): - Normal medicinal [25%]: Cheri, Chesto, Pecha, Rawst, Aspear, Leppa, Oran, Persim, Lum - Covers Psychic weaknesses [50%]: Tanga, Kasib, Colbur - Stat-boosting [25%]: Liechi, Petaya, Starf A Pokémon will consume the berry immediately, if its effect will do something (E.G. Oran, Petaya, regardless of HP). Otherwise, it will hold onto the berry. Three berries can be held at any given time, but have only one use. A berry held for three rounds without being consumed will go bad, and its effect will be reversed (EG, a Cheri berry will incur paralysis, and a Kasib berry will give the holder a Ghost weakness). Berries can be thrown at any time as an action, costing 5 EN, and will be immediately consumed by the target regardless of berry type and condition. Resistance-changing berries will apply their effect to the consuming Pokémon for 3 actions, when thrown. This action is treated as an attack inflicting no damage (and thus able to be boosted by Prankster), but with a BP of 0 (thus able to be boosted by Light Metal, but not being boosted by Technician). Substitute, Protect and other such protective measures will block thrown berries. --- Arena: Dimensional Loop Field Type: Psychic Complexity: Intense Format: Any - Switches between one of 5 arenas at the end of each round. Begins with a 10% chance for each, but once an arena has been used, it cannot be chosen again until all of the others have been used (EG, a Psychic arena -> a Fighting arena -> a Psychic arena is not possible). Psychic: Permanent Trick Room. Elgyem uses one of: Psychic, Disable, Hidden Power [Fighting]  on a random Pokémon per action. Fighting: All Pokémon gain the ability No Guard, but EN of moves of <100% acc. is doubled. Meditite uses one of: Hi-Jump Kick, Skill Swap, Shadow Ball on a random Pokémon per action. Flying: Tailwind direction is randomised per action. Natu uses one of: Air Cutter, Haze, Psyshock on a random Pokémon per action. Fire: Permanent Sun. Tepig uses one of: Heat Crash, Yawn, Assurance on a random Pokémon per action. Bug: Random medicinal berry is consumed by each Pokémon per action (same type of berry for both). Venonat uses one of: Bug Buzz, Stun Spore, Psychic on a random Pokémon per action. Analysing Chamber (Move your mouse to reveal the content) Analysing Chamber (open) Analysing Chamber (close) Arena: Analysing Chamber Field Type: Psychic Complexity: Intense Format: Singles Abilities: All Items: Off Switch: OK I see you're coming around. Welcome to... oh, you don't remember where this gym is? Good, then my Elgyem have been successful at wiping your memory. Today you will be my test subject, and I will use my Pokémon to gain information from you. What is your toughest strategy? How can I exploit your failings? After only a few seconds my Pokémon will have gauged your weaknesses -- can you find mine? --- Alchemator's Pokémon gym, situated in the middle of somewhere, consists of a single room with a central battling arena. Around the edge, unreachable by the combatants, run huge coils of wire and complex machinery, which beeps and blorts constantly. A team of Elgyem presses buttons in a seemingly random manner, and occasionally one of them is zapped by the contraption. Within the battling arena itself is the core of the machine, which is constantly scanning and analysing the challenger's Pokémon, and will adapt accordingly. When it has accrued a full profile of the challenger's Pokémon, it sends telepathic waves on a frequency unique to the primary typing of the challenger's Pokémon. These waves create a virtual reality for the Pokémon, aiming to put its state of mind in a disadvantaged position. While the two battling Pokémon are not actually in a different arena, everything is treated as if they are -- the machine provides necessary materials depending on the arena. In fact, the vision is so realistic that the challenger's Pokémon will not be able to break out of the trance. Alchemator's Pokémon have fought many battles and, being Psychic-typed, find it easy to access the disorientated minds of the challenger's Pokémon. Thus, after a small period of time, they will be able to strike with greater efficiency and power, as if they had the ability Analytic. In its standard form, there are no limitations on any moves. Mechanics Summary: - After taking 3 damaging attacks Alch's Pokémon will gain the ability Analytic in addition to their normal abilities (this stacks). - After one round the field will change to resist the foe's primary typing. - When the challenger's Pokémon switch or are KO'd, the arena reverts to its standard form until the next Pokémon has been assessed. Arenas: Bug: The Pokémon battle on a collection of steel platforms situated above a volcano. Due to the increased heat, Bug-types move twice as quickly, but are damaged at the same time. Speed of challenger is doubled but takes 2 DPA. Seismic activity and rock-using moves are permitted. Sun and Sandstorm are permitted, but neither Rain nor Hail have any effect. There is no external water source. Dark: In the middle of a forest, a group of Medicham and Meditite are meditating under a waterfall, and sparring together on a stony outcrop beside it. Challenger's non-damaging attacks cost half the EN, but Fighting moves have +2 BP. Seismic activity and rock-using moves are permitted, together with all weathers. There is an external water source. Dragon: The Pokémon battle on an icy wasteland, which is completely frozen over save for some small holes in the ice. The challenger's physical moves have +2 BAP, but energy cost for anything is increased by +2 and Outrage cannot be used. Seismic activity and rock-using moves are permitted, and all weathers other than Sandstorm. There is an external water source. Electric: The Pokémon battle in a vast desert, in a circled marked with a rocky edge. Electric-type moves have a 50% reduction in accuracy, but every damaging Electric-type attack has a 100% chance to paralyse. Seismic activity and rock-using moves are permitted, and all weathers other than Hail. There is no external water source. Fighting: Standard arena, but the Elgyem come out to play! They stand closer to the arena and send out their natural telepathic waves. This disorientates any Fighting-types in the arena. Fighting-type moves have +4 BAP, but the challenger's Pokémon remains permanently confused while using them. Seismic activity and rock-using moves are permitted, and all weathers. There is an external water source. Fire: Two rafts made of bound-up logs bob on the surface of a seemingly infinite ocean. The water is anything but calm, however... Fire-type moves heal the user for 25% of their damage, but every round a wave crashes over the arena (Surf from Rank 3 SAtk). Seismic activity will cause a Surf over the opponent instead. Rock-using moves are permitted (ocean floor). All weathers are permitted. There is an external water source (duh). Flying: The Pokémon battle in an abandoned power plant, and electricity audibly crackles in the air. There are no rocks in the arena, but the challenger's Pokémon will be immediately paralysed (25%) if they try to fly high into the air [E.G. Fly, Sky Attack, Bounce]. Seismic activity is permitted, but not rock-using moves. All weathers are permitted. There is no external water source. Ghost: The Pokémon battle in a land of complete and utter darkness. Dark- and Ghost-type moves gain +2 BAP, but these moves of the challenger's Pokémon cost 50% more energy. Seismic and rock-using moves are permitted. All weathers are permitted. There is an external water source. Grass: The Pokémon battle in a forest swarming with small and large insects alike. Grass-type moves cost half the energy, but every action there is a 50% chance of a Weedle jumping out and using Poison Sting on the challenger's Pokémon (or Bug Bite if said Pokémon is immune to Poison Sting). Seismic and rock-using moves are permitted. All weathers are permitted. There is an external water source. Ground: A collection of rickety water tankers swing uneasily above a large canyon. Rock-type moves gain +3 BAP, but no seismic activity or digging may occur. Seismic activity is not permitted, but rock-using moves are. All weathers other than Hail are permitted. There is an external water source. Ice: The Pokémon battle in a quaint market-place outside a large clock tower, which chimes continously as snow tumbles down. Hail is permanent and cannot be changed, but at the end of every round a Klink with 25 HP will appear and have a 50% chance of using Gear Grind on the challenger's Pokémon at the end of a round. There can be 3 Klink at any one time. Seismic activity and rock-using moves are permitted. Only Hail is permitted. There is an external water source [fountain]. Normal: The Pokémon battle on an ethereal plane, filled with nightmarish spirits and ghouls. The energy of any move used by the challenger's Pokémon is reduced by 2, but their foe gains one guaranteed dodge per round (the action on which it occurs is randomised). Seismic activity and rock-using moves are permitted. All weathers are permitted. There is an external water source. Poison: The Pokémon battle on a landscape that has been scrubbed and bleached to a pristine whiteness, which boosts the focus of the Pokémon. The accuracy of the challenger's Pokémon is increased by a flat 25%, but Poison-type moves cost 1 extra EN and Poison cannot be inflicted as a status. If a Pokémon has been previously poisoned, that condition will be healed. Seismic activity and rock-using moves are permitted. All weathers are permitted. There is an external water source. Psychic: Standard arena. Rock: The Pokémon battle in a far-away jungle, in a dense undergrowth of vines and thorns. The ranks of the challenger's Pokémon (excluding speed and HP) are raised by 1, but Grass-type moves have +3 BAP. Seismic activity and rock-using moves are permitted. Sun and Rain are permitted. There is an external water source. Steel: A flexible, concave mesh hangs over rows of flamethrowers, designed to withstand seismic activity. The speed of the challenger's Pokémon will be permanently raised by 1 stage whenever it takes Fire-type damage, but attacks of 10 BP or greater made by the challenger's Pokémon triggers the nearest flamethrower [Flamethrower from Rank 3 SAtk]. Seismic activity and rock-using moves are permitted. Sun and Sandstorm are permitted. There is no external water source. Water: The Pokémon battle in a city subway station, long-ago abandoned in favour of more modern alternatives. The challenger's Pokémon temporarily gains the ability to use Sludge Bomb, and Poison-type attacks have +2 BAP. However, there is no water source and the speed of the challenger's Pokémon is halved. Seismic activity and rock-using moves are permitted. No weather is permitted. There is no external water source. Hall of Mirrors (Move your mouse to reveal the content) Hall of Mirrors (open) Hall of Mirrors (close) Arena: Hall of Mirrors Field Type: Psychic Complexity: Intense Format: Singles Abilities: All Items: Off Switch: OK Image The Hall of Mirrors in Versailles is one of the most elegant, and one of the most iconic, places in France, and perhaps even the world! What better place might there be to do battle? Due to the vast amount of mirrors and reflective items, Reflect and Light Screen have +1 priority, since they are much easier to conjure in this environment. What's more, any attempt to shatter them with Brick Break will bring bad luck upon the user, causing all secondary effects to occur against them! Mirror Shot and Mirror Coat also cost half the energy they normally might. Due to being indoors, weather is banned. All moves (other than those listed below) function as normal, and seismic moves will not damage the arena significantly. The mirrors situated around the room each function as if they have the ability Magic Bounce, reflecting everything such an ability normally might. With this reflection, Flash also becomes an 8 BP special Fire attack against the opponent, though it deals 1/4 of the damage it inflicts in recoil. Psyshock will shatter screen moves with no adverse effects. Summary: Screens have +1 priority. Shattering screens with Brick Break makes every secondary effect RNG roll turn against the perpetrator for 7 actions. Mirror Shot and Mirror Coat cost half the energy. Mirrors around the room act like they have Magic Bounce. Flash becomes an 8 BP special Fire attack with 1/4 recoil. Psyshock breaks screens (after dealing damage).