Data Arena Compendium

Arena: The Frozen Throne
Field Type: Ground
Complexity: Moderate
Format: Multiples
Restriction: No Water Source




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!

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.
 
Eh well, I seem to be making a lot of arenas lately, so I may as well put some down here.

Evolution of the Normal Gym:
This section chronicles the many iterations that the ASB Normal Gym run by Maxim has gone through, including some early ideas when I wanted to be Rock gym leader. Also included are some ideas for the gym that were cut for various reasons.

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.


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.


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)


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:
  • Knock Off has it's regular effect, but only knocks off one item at a time and each item is returned to it's user at the end of 3 actions after the usage of Knock off. Additionally, Pokemon with the ability Pickup cannot pick up the opponent's items, but will instantly retrieve their own items.
  • Embargo has it's normal effect, but costs 8 Energy to use.
  • Magic Room works as normal.
4. Type Resistances/Weaknesses are slightly modified according to the following chart:


4x Weakness: 2.5x
2x Weakness: 1.75x
1x Weakness: 1x
2x Resistance: 0.6x
4x Resistance: 0.3x
Immunity: 0x


Arena: The Sonata Theatre
Field Type: Normal (Remember the Normal Type STAB Effect)
Complexity: Intense
Format: Any

Deep in the reaches of Castelia City in the Unova region, is a small corner where the Normal Gym of CAP ASB resides. At least, that's what you were told, but after exploring the city from end to end you have found nothing. You were warned that this gym was particularly difficult to find, but you didn't expect it to be this hard. Frustrated, you decide to stop in for a drink at some random coffee shop to refuel and review the directions you were given. After just a bit more walking, you find a place called the Cafe Sonata, and walk in for a drink. After ordering one, you sit in a corner of the cafe and bring out your map.

While you are reviewing the map, a man walks over and says "Say, you wouldn't happen to be looking for the ASB Gym around here would you?" You nod, and he chuckles a bit "Yeah, a lot of people get themselves lost on the way there, but I can show you where it is if you like." You swiftly take up his generous offer, and the man guides down several streets, until you finally reach a place called The Sonata Theatre. Raising your eyebrow a bit, you explain that you're looking for the gym, to which the man responds with "Yeah, it's here all right, I find it baffling that he set up shop here of all places, but hey, what can you do?" The two of you walk in, and you immediately notice a small poster noting a schedlue. What particularly strikes your interest are the events labeled "Baron Maximus's Gym", to which your guide explains "Yeah, that's the gym leader all right, he puts up a rather interesting performance every week with his gym matches. I'm sure you'll see soon enough."

Your guide directs you into the back of the theatre, explaining that you're one of the challengers for the gym here. In the back, you find a lot of up and coming thespians, stagehands, and other such people getting ready for something. Soon after you enter, a man in a blue longcoat approaches you.


"Ah, Hello, I trust you've found this place without too many issues?"

You shake your head, to which the man responds.


"Ah blast it, how many times do I have to tell the League to put down better directions to this place? Regardless, you're here now, and not a moment too soon. Here in the Sonata Theatre, we like to put on large stage productions from time to time for the gym matches. You may participate if you wish, but if you do not want to, then please stay silent for the benefit of the audience (or at least just give generic responses)."

"A few things about the arena before we get started. First, you'll be able to pick from a wide selection of props from our costume department. This may sound silly, but it does change your type effectiveness a little bit. There's a list of rules regarding it, but as long as you don't try to abuse the prop to give you an advantage, you should be fine. Second, Whirlwind and similar moves aren't quite as effective here. For that matter, don't charge the arena with electricity, it messes up all the lights. Those lights prevent Ghost types from phasing in and out so quickly. Finally, just do not try to knock off your opponent's item, we can't have costumes coming off after all!"

"And with that, let the show begin!"

Effects in Detail:
The Characters Always come Prepared!:

1. Every Pokemon sent out on the field may, if they choose to do so, equip a prop. The props in this arena have a strange effect on Pokemon, and allow them to choose a resistance to gain, but also forces them to choose a new weakness.

A prop ticks a resistance/weakness either one tier up/down, and it must create or intensify a weakness. For instance, a Pokemon that equips a fire resistant prop will have it's weakness shift from 2x to 1x, while it could also intensify his water weakness from 2x to 4x, but would not be able to drop his steel resistance from 1/4x to 1/2x. Props cannot put a weakness past 4x, or a resistance past 1/4x. Any moves that change the user's typing are considered disabled while they wear a prop. That all said, props cannot affect the Normal Typing or Immunities.

The prop itself will be equipped in addition to the current held item the Pokemon has, and can be anything the trainer can think of, so long as it's in good taste. Do note that this is not compulsory, and the trainer can choose to not equip a prop.

Check out these rulings to make sure you use your Prop effectively if you decide to use one. An Illegal prop does nothing.

Rulings:
a. Props do not count as items for the purposes of Fling, Unburden, etc.

b. If an ability interacts with a certain typing (such as Lightningrod) then the Pokemon's weakness/resistance is assumed to be changed according to that ability. (For instance, a Pokemon with Motor Drive would be assumed to have an immunity to electric attacks, while a Pokemon with Thick Fat would be treated as though it had a resistance to Ice and Fire.)

c. Pokemon that can change their typing via abilities (Such as Castform, Kecleon, etc) cannot equip props.

d. If a Pokemon's type is changed by factors such as Mega Evolution or their ability being drained, then the prop is only illegal while those conditions persist.


The Show Must Go On:
2. Because it would be rude to knock off an actor's disguise during a performance, moves, abilities, etc that prohibit, knock off, destroy, or change the position of an item are not allowed.

The Script Must Be Followed:
3. If a Pokemon is forced out by a Switch-Forcing Move or a Red Card, that Pokemon's trainer can choose which Pokemon goes in next. (i.e. If the Leader's Snorlax uses Whirlwind on the Challenger's Lucario, the Challenger can choose whether to send in Slowking or Pyroak next)

A Day in the Limelight:
4. The bright lights and pyrotechnics on the stage make it difficult for Ghost type Pokemon to phase out of existence to avoid attacks. Ghost type Pokemon are always vulnerable to Normal and Fighting type attacks. However, said moves lose 2 Base Power unless the Pokemon also has Scrappy.

An Even Playing Field:
5. All Moves used by either Pokemon will always have their mechanical typing (the one listed in their description in the DAT). Effectively, moves such as Ion Deluge and Electrify have NO effect in this arena. Abilities such as Pixilate are unaffected by this, and work as normal. Also, due to the way props work, moves that change the opponent's typing, such as Soak, do not work here.

Tl:Dr Version
1. You may choose a prop to change your resistances/weaknesses by one each.
2. Items cannot be prevented from having their effect.
3. Switch Forcing moves and Red Cards allow the affected trainer to choose which Pokemon comes out, as opposed to it being random.
4. Ghost types are no longer immune to Normal or Fighting Moves. Said moves have a -2 Base Power unless the Pokemon also has Scrappy.
5. Ion Deluge, Electrify, and other such moves do absolutely nothing. Soak, Forest's Curse, etc also do nothing.



Arena: Four Seasons Theatre
Field Type: Normal
Complexity: Simple/Moderate
Format: Singles

Upon your match's acceptance, you receive directions to the new ASB League Normal Gym via e-mail. As it would happen, this gym resides in a small, recently constructed live theatre built in Slateport City. One way or another, you make your way to this bustling city. Crowds of people line up in the city to see the contests, the Oceanic Museum, and what seems to be a relatively new attraction: The Four Seasons Theatre. Atop it you see statues of Deerling and Castform, surrounded on the four corners by symbols representing the seasons.

You make your way through the line and into the building, thinking it is likely the Normal Gym you were told about. Inside lies a clean and stylish lobby, where people line up to get tickets for the upcoming shows, which seem to include fare typical to a live theatre. Just as you are convinced you may have gotten the wrong address, a man in a red beret approaches you. "Ah, you must be the new gym challenger." he says to you. "Please, head right this way, the show's about to start."

The man leads you inside the back of the theatre where a lot of preparations are being made for an upcoming show. Actors and actresses are putting on some makeup, stagehands are hard at work preparing the stage, and the overall result is that of a huge hustle and bustle. The two of you approach another, considerably younger, gentleman wearing a fedora. He greets you and says "Oh, you here for the match? The Leader's thataway!" He points towards a door, and as if on cue, the door opens and a man comes out the door, having on an outfit with grey and orange.

He clears his throat and says "Why hello there new challenger! Are you ready for the fight to begin? No not right now, we've still got a few minutes before the curtains open. I am Maxim, the ASB Normal Gym leader, and I welcome you to my abode."

"Before we begin, let me lay down some ground rules. First off, the rule of the theatre prohibits any moves or abilities that would disable or mess with the routine operation of any held item. These items are essential to the actor's costumes, and removing them can cause some problems for the show. Second, this also applies to abilities, save for Trace. We believe in a Pokemon's natural abilities to shine through, and messing with those can cause discomfort to our actors. Finally, if either of us decide to phase out the opposition, the opposition, not random chance, gets to decide what comes out next. This is to prevent any wild entrances from our actors from confusing the audience."

Soon after that info dump, a female voice calls out "Hey, we ready to start yet? It's almost time for the show to begin."

Maxim chuckles, then says "Well you heard the lady, it is almost time for our performance. Have fun, and do your very best in this matchup. After all, my Pokemon may be Normal typed, but they are anything but normal!"

After this, the curtains open, and before you know it, the battle has begun!

Summary:

  • All Items must be kept as Normal in the Normal gym. This means that items cannot be swapped, knocked off, restrained, destroyed, or rendered unable to be used in any way. Consumable Items will still be consumed after the stated number of uses. Fling still works as normal.
  • All Abilities must be kept as Normal in the Normal gym. This means that abilities cannot be swapped, copied, disabled, or rendered unable to be used at any time. The sole exception to this is Trace, which works as normal because it is a natural part of the ability itself.
  • If a Pokemon is forced out by a Switch-Forcing Move or a Red Card, that Pokemon's trainer can choose which Pokemon goes in next.
Codifications:

  • Camouflage turns the Pokemon into a Normal Type.
  • Secret Power has a 30% chance to Flinch.
  • Nature Power summons Tri Attack.


Rejected Ideas:
After the destruction of the Origin Sanctum, Maxim had to go and find a new arena to house his gym. He wanted it to be bigger and better than ever before, and so he went searching for some way to boost his Normal types through the roof. Eventually, he got in contact with the Kalos scientist Dr. Zoran, and agreed to fund Zoran's research if he would build Maxim an arena. Zoran decided to build two, and this was his first concept.

This virtual arena, which can be reproduced in the real world outside of ASB's Registration tower, is a relatively smaller gym. It is a large, white and round building reminiscent of a smaller Roman Coliseum. When one enters, they are met with a large, circular hallway wrapping around an arena barred by a large stone gate with a decorative pattern.. To get to the arena itself, the challenger must battle five gym trainers, each veterans from the Origin Sanctum that specialize in one battle type: Singles, Doubles, Triples, Rotation, and Inverse. Once all five are beaten, the stone gates will open, leading to the arena.

The arena itself looks relatively simple on the surface. The floor is made up of a series of decorative tiles, going up to a slightly raised platform having white tiles. On the right and left sides of this arena are pits containing a pile of silver objects. Perhaps the most striking feature of this place is the absolutely gigantic Regigigas statue in the back, standing only a little shorter than the building itself. All around this arena are stands slowly filling up with people from the battle tower, each one anticipating the coming match. On top of the platform, Maxim is there to greet you.


"Ah, you're finally here. Welcome to the Gateway Stadium. You must be looking for the gym leader here right? Well you're looking at him. It would seem that you are right on schedule. Excellent.

A few things before we begin. First...oh right, I'd better turn that on."

Maxim goes over to a switch between the statue's legs, and flips it on. Almost immediately the white tile lights up into a dazzling array of colors.

"As I was explaining, the floor below you is where we will fight. This field is what I call the Prism field, it gives very unique benefits to Normal types, and detriments to Rock and Steel types. Also, you will notice the arena doesn't have any dirt, so don't try summoning a sandstorm here. With that out of the way, are you ready to begin?"

Summary:
1. The field here is a unique type of field called the Prism field. This has a few effects. First, it allows the use of any move that would normally require an outside field effect (i.e. Rocks, Natural Grass, Water, etc). Second, All Normal types will get a +1 BAP to all moves after three actions.

2. The bins on each side of the arena contain some special shrapnel. Anytime a Rock or Steel type is summoned, they gain the "Magnetized" condition (how it magnetizes rock is a trade secret). During this condition, silver particles, called Shrapnel, from the bins will come in and latch onto them. This has the effect of a "backwards Sandstorm", effectively reversing any benefit the Pokemon would've normally gained from Sandstorm (i.e. Rock and Steel types take 2 DPA, Sand Rush will weaken relevant moves, etc.). Ground types are unaffected unless they also have a Rock or Steel typing.

3. Sandstorm cannot be summoned in this arena except with a Smooth Rock. If Sandstorm is happening while a Rock or Steel type is on the field, the effects of the Shrapnel will be countered. (No benefits or detriments to Rock or Steel types)

4. All Pokemon on the field have the Sticky Hold Trait. Knock Off is treated as though the Pokemon had no item.


After the destruction of the Origin Sanctum, Maxim had to go and find a new arena to house his gym. He wanted it to be bigger and better than ever before, and so he went searching for some way to boost his Normal types through the roof. Eventually, he got in contact with the Kalos scientist Dr. Zoran, and agreed to fund Zoran's research if he would build Maxim an arena. Zoran decided to build two, and this was his second concept.

This is a virtual arena, and if chosen will be built near Turnback Cave.

You reach a small hut in the woods near Veilstone City in the Sinnoh region. You've been searching for the ASB Normal Gym for a while now, but haven't had any luck finding anything that looks like a gym. Wanting more leads on this elusive gym, you knock, and what seems to be some kind of servant answers the door. "Hello? Ah traveler, you must be tired from your journey, come in and rest for a while." Grateful for the offer, you head on inside, and then you sit in a chair facing the servant. It seems rather small for a living space, in fact it seems to only house the servant himself. Upon asking about this he replies "Oh, I see the confusion, my friend is out right now, he's waiting for a challenger to his gym. Figuring this must be the gym leader you seek, you ask where he is, expecting to have to fetch him to battle him. The servant's eyes light up and he says "Oh so you're the challenger. Excellent, my master is waiting for you just this way."

He leads you down into the basement of the house, where you see a really strange sight, a portal to what seems to be another world. The servant motions for you to step inside, telling you not to worry, as that's where the gym is. You step inside and find yourself in another dimension in front of a large building, the doors of which automatically open. Inside you find Maxim.


"Ah hello there. You must be the challenger I was told about. Welcome to the Reverse World and my very own Inverse Coliseum. I trust you didn't have too much trouble finding this place. In truth, it's a bit difficult to give directions to this place, but at least you made it. In this arena, there is one rule and one rule only. All type advantages and disadvantages are switched. Simple right? I warn you though challenger, this is not going to be an easy fight!"

Summary:
This is an Inverse Battle, all type advantages and disadvantages are swapped.

Note: Besides the Ion Deluge ban, try not to outright ban moves.
Note2: Ask about castform for #2. If castform doesn't get the effect, try for a Rock type Castform.

Note3: Screw it, Skill Swap's never going to be balanced.

Effects:
  • Most Pokemon are treated as though they have 1 less BRT when determining the effects of signature items. Castform, Glalie, and Phione are exempt from this effect.
  • Forecast prevents the opposing Pokemon from changing the weather until the Forecast Pokemon leaves, unless said Pokemon holds a weather stone. In the event that both Pokemon have Forecast, both can use weather moves freely. Air Lock and Cloud Nine work normally.
  • All Normal types gain the ability Sticky Hold.
  • If a Pokemon is forced out by a Switch-Forcing Move or a Red Card, that Pokemon's trainer can choose which Pokemon goes in next.
  • Skill Swap is banned.
Codifications:
  • Camouflage turns the Pokemon into a Normal Type.
  • Secret Power has a 30% chance to Flinch.
  • Nature Power summons Tri Attack.



Miscellaneous Arenas:
Here's some other stuff I've made. I'm not exactly an amazing arena designer though, so it's mostly just random stuff I've come up with.

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)

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


"No Items, Fox Only, Final Destination!"

This arena has been constructed for the sole purpose of fighting brawls. The arena is a flat, long plan that stretches out into the horizon on all sides, with enough rocks and water and grass to fit any move. However, this plain has been cursed, due to being the site of a grisly war. As such, the Pokemon feel uneasy, to the point that they have a burning desire to take the opposing enemy team as quickly as possible. The flat plain allows for easy targeting of spread moves, and helps teammates to avoid their own team's spread moves. Finally, Pokemon are more inclined to put their full force into their moves.

Summary:
  • All Pokemon are under the effects of Taunt for the duration of the match.
  • All Pokemon are treated as though they have the abilities Telepathy and Sheer Force
  • Spread moves do not suffer a spread move penalty
  • All moves not blocked by the taunt effect can be used.
 
Last edited:
Time to put some of my own arenas on here! =3



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.



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.

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:

  • The idols will affect your entire Pokemon team you bring in. So, if you bring in Venusaur, Charizard, and Blastoise, and you invoke Hense, Hense's effects will apply to all three Pokemon.
  • You may start invoking your idols once you send in your first Pokemon, but never after that. Also, as said earlier, the idols' effects remain until the match's end.
  • You can invoke as many idols as you wish and it's encouraged to do so as their benefits can be combined for greater power. Be warned that their penalties will also stack along as well! You can invoke them all, or invoke none.
  • Some idols may override abilities and items, so be sure to check over the idol descriptions carefully before invoking them.
  • If you think any idol is too powerful or game-breaking, let me know which one and why you think it is. I've balanced out the arena as best I could, but the best way to know for sure is testing it.


Hense, Goddess of Pain and Pleasure
"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.

Acobi, Goddess of Oath and Abandon
"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.

Lemaign, God of Hope and Despair
"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.

Pyth, God of Commotion and Order
"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.

Jevel, God of Health and Atrophy
"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.

Yudrig, God of Impulse and Bravery
"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.

Roathus, God of Thirst and Plenty
"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.

Micia, Goddess of Loss and Longing
"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.

Olak, God of Chance and Whim
"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.

  • Silver Wing: Lugia's scales cuts all final damage done to the Pokemon by half for a single round.
  • Rainbow Wing: Ho-oh's scales heals the active Pokemon by 25% of its max health, 25 energy, and clears all status conditions.
  • Substitute Doll: The active Pokemon is given a 5 HP Substitute doll. If the Pokemon already has a Substitute up, it will add 5 HP to the existing Substitute.
  • Red Blaziken Energy Drink: The active Pokemon is supercharged, making all their blows critical hits for a single round.
  • Super Shoes: Gives all their moves a +1 increase in priority level for a single round.
  • Magic Eraser: Clears the active Pokemon of all status effects, stat changes, and all miscellaneous effects like Encore, Safeguard, and Skill Swap.
  • Ball and Chain: A giant ball and chain fuses itself to the Pokemon, instantly grounding it and all attacks directed against it will have perfect accuracy with exception of OHKO moves. This effect lasts for a single round.
  • Black Tar: A sticky film of black tar jams the Pokemon's eyes (or their perception of sight, for those who have no eyes). All moves directed at any opponent will completely miss with exception of moves that ignore accuracy checks, such as Swift and No Guard attacks. This effect lasts for a single round. If this Pokemon targets an opponent burdened by the Ball and Chain effect, the Black Tar effect takes priority.
  • Shinigami: The Grim Reaper appears and poisons the victim with Ghost Curse. If the user is already suffering from Ghost Curse already, then the damage is increased by 1 per action.
  • Anvil: A giant anvil drops on the Pokemon, dealing 25 damage flat and stunning them on their first action, preventing them from taking any action. This effect ignores all defensive modifiers and pushes back cool down from combination attacks.

Garmuth, God of Purpose and Folly
"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!
 
My idea of Hell on ASB, à la Dante's Inferno
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:
  • No Weather
  • If a pokemon is in the arena for 3 cumulative rounds, the pokemon will be judged at the end of the third round it's in. Then the pokemon is categorised into one of the lower circles of hell. This is decided by a RNG roll between 1 and 8 (the eight remaining circles of hell). A pokemon can only be judged once and the judging remains permanent.
  • If the battle is shorter (i.e. an 1v1) or too many pokemon have fainted before reaching the third round to be judged the referee may reduce the time it takes to be judged or judge a pokemon instantly

The Circles of Hell:
  1. Lust - Contact moves heal 50% of damage dealt. When contacted by the opponent there is a 30% chance of infatuation regardless of the opponents gender, egg group or etc.
  2. Gluttony - 'Bite', 'Crunch' and any move with 'Fang' have base power increased by 2 to them before calculations. The user will be Sluggish the next action after use.
  3. Greed - The move 'Payday' is learnt by the pokemon for the battle (if Payday is already learnt the damage multiplied by 1.5). Payday will have -6 priority when used.
  4. Anger - The move Rage is learnt and both attacking stats are raised one rank. The accuracy of all attacking moves are lowered by 10%
  5. Heresy - The moves 'Taunt', 'Torment' and 'Nasty Plot' have their energy costs halved and are learned if not so already. The duration of these moves are doubled (Nasty Plot's boosts decay slower). Sound based moves will cause this pokemon to loose focus, making them confused for six actions.
  6. Violence - Close Combat, Beat Up (will always hit six times) and three random moves affected by Iron Fist (that it does not already know) are learnt. Moxie and Iron Fist become the pokemon's only abilities. The pokemon is slowed (-1 Speed) permanently.
  7. Fraud - All entry hazards (Spikes, Toxic Spikes & Stealth Rock), Mimic and Copy Cat are learnt by this pokemon. Due to its fraudulence the pokemon's highest attack rank is dropped by one rank.
  8. Treachery - The pokemon is covered in a veil of thick ice, reducing damage of incoming attacks by 3. However there is a 50% chance that the pokemon will be immobilised each action, this does not decay.
 

Geodude6

Look at my shiny CT!

Arena: Sea of Flame
Arena Type: Fire/Flying
Complexity: Intense
Format: All

Restrictions: No rain or hail. No water source. Non-Fire/Flying/Levitating Pokemon have reduced mobility.

Description:
This arena is an island in the middle of a sea of lava, with no water in sight. Survival on this island is difficult, because the only food you have comes from the flesh of the undead that roam at night. There is a single tree, and very little grass on the island, but enough to use grass attacks effectively. The intense heat mimics bright sunlight constantly, and arid winds blow away any kind of storm that approaches, whether it be a rain, sand, or hailstorm. With lava everywhere, it is difficult to maneuver if you cannot go through or over it.

Summary:
  • Permanent sun. The weather can only be changed if the summoner holds the respective weather rock, and that weather will revert to perma-sun when its duration ends.
    • Rain lasts until the end of the round.
    • Sandstorm and Hail (the moves) last for 4 actions. Sand Stream and Snow Warning last for 5 actions.
  • BRN inflicts 3 DPA in the sun.
  • The ability Heatproof no longer alters the effectiveness of Fire-typed attacks and instead makes the user immune to burn damage. The attack drop from burn still occurs.
  • All Pokemon without the Fire type, the Flying type, or the Levitate ability has the priority of all their actions decreased by 0.5.
  • If a non-Fire Pokemon that does not have Heatproof falls or is thrown into the lava, they take a flat 10 dmg and are inflicted with a burn.
    • If a Pokemon with a size class of 5 or greater falls or is thrown into the lava, all active, non-Fire Pokemon take a flat 4 damage.
  • Stealth Rock deals Fire-type damage and Toxic Spikes burns instead of poisons.
  • Camouflage makes the user Fire-type.
  • Nature Power becomes Lava Plume and Secret Power has a 50% chance to burn.

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.

#onion
Type
: Neutral
Complexity: Intense
Restrictions: None
Format: Melee

This is the IRC channel owned by Onion_Bubs. His arena is a futuristic, metallic, 100ft-by-100ft square room with all sorts of neon lights and machinery and other futuristic stuff in the background. The room is entirely artificial, and as such contains no water, rocks, or grass; but Onion_Bubs can fabricate materials to let the moves function as normal, as if there WAS a source there. Also, the ceiling has been fitted with weather simulation technology so weather moves and other moves that require an outdoors arena can be used. Basically, it's the ASB arena of the future.

...or it would be if not for our resident bot, Onion_Bubs. He can do some quite lovely things to make battles more interesting:

!rate

At the end of every round, Onion_Bubs will rate one move used during that round, not including commands like Chill. The more a move is used during the round, the more likely it is to be rated; however, each move will only ever be rated once. The usability of that move will be determined by Onion_Bubs' rating:
  • If Onion_Bubs' rating for that move is between 0 and 3, the move will be banned for the rest of the battle and no pokemon may use it. If a Pokemon attempts to use the move, the move fails, but it still pays the EN cost. Combinations including the move also fall under this.p
  • A rating between 4 and 6 has no effect.
  • If the rating is between 7 and 9, the move will be impossible to prevent by any means, including but not limited to Taunt, Torment, Disable and even Encore on a different move. Additionally, the move cannot be locked into by Encore.
  • If Onion_Bubs rates the move 10 out of 10, then as well as the effect of a rating between 7 and 9, the move can be used even by pokemon that don’t know it.

!bombgame

Onion_Bubs has brought his bomb with him so everyone can play the bomb game. At the end of the first round, one active pokemon will be chosen at random to hold the bomb. The pokemon may then pass the bomb to another pokemon with the !give command, which never costs energy, has 0 priority and cannot be locked into with Encore or prevented by Taunt, Torment, Disable and similar effects.

At the end of each action, the bomb has a chance of exploding. This chance starts at 2%. If the bomb does not explode, the chance of it exploding increases by a flat 2% and the pokemon regains energy equal to the number of rounds the bomb has been in play for. If the bomb does explode, the pokemon holding it takes damage equal to half its maximum HP rounded down and, at the end of the round, Onion_Bubs will conjure up a new bomb and choose a pokemon at random to hold this new bomb.

If the pokemon holding the bomb switches out, the replacement automatically takes the bomb. The same goes for if a Pokemon is KOed. If a KOed Pokemon has no replacement then the bomb is given to a random active Pokemon.

!no

During the battle, pokemon may use the !no command. This may only be used on the first action of a round, costs 20 energy, has a higher priority than everything else and cannot be locked into with Encore or prevented by Torment, Disable and similar effects, with the exception of Taunt.

If the !no command is successfully used, the entire round is rendered null and void, except that the first Pokemon that used this command that round pays the energy cost. This command cannot be used if it was successfully used in the previous round, and once a Pokemon successfully uses the !no command, it cannot be used again by any Pokemon on that team.

Any effects that would take place at the end of the round or at the end of Action 1 still take place. Effectively, the !no command shortens the round to one action and prevents anybody from doing anything. Additionally, when the !no command is used, the turn order for the next round is the same as it was the round !no was used.

===

TELEPORTATION! corollary: If this command is used when this arena is chosen by the effects of TELEPORTATION! or a similar arena, the !no command causes #onion to stay around another round.

!summon

Pokemon may use the !summon command if the player is in trouble. Like the !no command, the !summon command can only be used on the first action of a round. It costs 30 energy, has higher priority than everything else except the !no command and cannot be locked into with Encore or prevented by Torment, Disable and similar effects, with the exception of Taunt.

When a Pokemon uses the !summon command, the player must choose a Pokemon from their ASB profile that is not involved in the battle. If the player has no Pokemon to choose from, then the !summon command fails. If the command is used successfully, the chosen pokemon is summoned to the arena with 30 energy at the end of the round and can be controlled by its owner. The summoned Pokemon is granted immunity to everything except energy KO. However, summoned pokemon cannot regain energy by any means and cannot get EC, MC or DC, but they can get KOC. Once a Pokemon successfully uses the !summon command, it cannot be used again by any pokemon on that team.

Summoned Pokemon do not need to be knocked out for a player to be eliminated. Furthermore, if a player is eliminated, any Pokemon summoned by that player automatically lose all energy and succumb to energy KO.

===

TELEPORTATION! corollary: If !summon is used when #onion is selected by the arena TELEPORTATION! or a similar arena, summoned Pokemon travel with the trainers to the other arenas.

Type Swap
Field Type: Neutral
Complexity: Intense
Format: Any (2-player only)
Restrictions: None

Description:
This arena appears similar to the ASB arena, however there is one major change: the typings of the Pokemon participating get scrambled around! When PMing their teams, both trainers number their mons 1-X, X being the number of mons per side.

Example: Player 1 has Snivy (4), Vulpix (2), Chinchou (1), and Archen (3). Player 2 has Azurill(3), Bulbasaur (2), Omanyte (4), and Misdreavus (1). Misdreavus becomes Water/Electric-type while Chinchou becomes Ghost-type. The other mons follow suit.

Simple, right?

===

Codifications:
- TELEPORTATION! corollary: If this arena is chosen by the effects of the arena TELEPORTATION! or a similar arena, assume the mons are numbered 1-X down the list. So in the above example, Snivy and Azurill would become Normal/Fairy and Grass, respectively.

- Mega Evolutions revert to their natural typing only when their typing would change normally. For example, Mega Ampharos would become Electric/Dragon whereas Mega Gengar would remain its changed type.

Kaiju Tokyo Smackdown
Field Type
: Normal/Grass/Fire/Flying/Electric
Complexity: Moderate
Format: Brawl/Melee
Restrictions: Wide Guard has limited effects. Minimize and Rock Head have no effect.

This is it. The final smackdown to decide once and for all who is the king of the monsters. By the battle's conclusion, Tokyo will be decimated beyond belief. All Pokemon have been supersized and thus have SC 7 and WC 12. Additionally, all Pokemon ignore weight restrictions on all moves (ex. Psychic). Additionally, Wide Guard cannot protect an entire team due to the sheer size of the Pokemon. Wide Guard only protects the user and up to two other allies of the player's choice, but cannot be broken by Feint. Additionally, Flare Blitz, Wood Hammer, Brave Bird, and Volt Tackle have 4 additional BAP. The ability Rock Head and the move Minimize have no effect.

At the end of the round, some random active Pokemon take 10 damage from the Japanese Special Defense Force. Each Pokemon has a 50/50 chance of being shot at (read: damaged) by the SDF at the end of each round.

Broken Dark Gym
Type
: Dark
Complexity: Moderate
Format: All

Description: TBD
  • Due to their innate sneakiness, all Dark-type Pokémon are now immune to the effects of full trapping moves and the abilities Arena Trap, Magnet Pull, and Shadow Tag. Dark-type Pokemon can also now switch out while affected by a partial trapping move (ex. Whirlpool) but will still be damaged by their effect. This ability only affects Pokemon that are naturally Dark-type and is retained even if the Pokemon changes type.
  • All Dark-type Pokemon now gain Trace in addition to their regular abilities. On the first round of battle only, the player ordering second may use Trace at the beginning of the round without taking up an action.
  • Skill Swap is now blocked by Substitute.
  • The ability Rivalry has no positive effect. It becomes a Trait and thus cannot be given away with Skill Swap or suppressed by Gastro Acid or Worry Seed.
  • In Switch=OK battles, Roar, Whirlwind, Circle Throw, and Dragon Tail have their Switch=KO effect.
  • The Base Attack Power of Psychic, Ghost, and Poison-type moves is increased by 3.
  • The Gym leader may bring Gyarados, but Gyarados is always Mega Evolved and and must hold the Gyaradosite.
===

Codifications:
  • Camouflage changes the user to a Ghost-type.
  • Secret Power has a 30% chance to confuse.
  • Nature Power becomes Ominous Wind.

Fire Gym
Field Type: Fire
Complexity: Intense
Restrictions: None

Description: TBD

Effect:
  • Default weather is sun. Other weathers can be summoned but they will stack with the sun. For convenience, the combined weather effects are as follows:
    • Rain+Sun: Activates the abilities Solar Power, Chlorophyll, Leaf Guard, Swift Swim, Rain Dish, and Hydration. Pokemon with Dry Skin recover 2 HP at the end of each action. Pokemon with Forecast become Fire/Water type. Thunder and Hurricane have -- Acc. Weather Ball becomes dual Fire/Water type.
    • Sandstorm+Sun: Fire-type attacks have +3 BAP. Water-type attacks have -3 BAP. Pokemon that are not Rock, Ground, or Steel type take 2 damage at the end of each action. Special attacks targeted at Rock-types have -2 BAP. Activates the abilities Solar Power, Chlorophyll, Leaf Guard, Sand Rush, Sand Force, and Sand Veil, and does not damage Pokemon with the latter three abilities. Pokemon with Forecast become Fire type. Weather Ball becomes dual Fire/Rock type.
    • Hail+Sun: Fire-type attacks have +3 BAP. Water-type attacks have -3 BAP. Pokemon that are not Ice-type take 2 damage at the end of each action. Activates the abilities Solar Power, Chlorophyll, Leaf Guard, Snow Cloak, and Ice Body. Pokemon with Forecast become Fire/Ice type. Blizzard has -- Acc. Weather Ball becomes dual Fire/Ice type.
  • While weather other than sun is up, Solarbeam does not have its BAP reduced nor does it require a charge-up. Sun does not reduce the accuracy of Thunder and Hurricane. Pokemon with the ability Dry Skin are not damaged by strong sunlight.
  • All Pokemon gain the effects of Steadfast and can use the move Dazzling Gleam.
  • The abilities Air Lock and Cloud Nine have no effect.
  • All Fire-type Pokemon gain a flat accuracy increase of 20% and the effects of Mold Breaker.
  • Attacking moves that affect more than one opponent must be targeted at one opponent. However, they can still hit Pokemon that are using evasive actions, can wipe out clones from Double Team, and are still blocked by Wide Guard.
  • Permanent Grassy Terrain. If other terrain is summoned it stacks with Grassy Terrain instead of overwriting it.
  • No entry hazards.
===
Codifications:
  • Camouflage changes the user to a Grass-type.
  • Secret Power has a 30% chance to burn.
  • Nature Power becomes Energy Ball.
  • The gym leader can bring Castform, since the arena's effects mean that it's always Fire-type.
===

Format:
6v6 doubles
48 hour DQ. DQ period is tripled for the player ordering first.
Infinite recovers/chills
3 substitutions
Switch = OK
Items = ON; no "training items" permitted.
2 mega evolutions
Gym leader sends out first and orders second on the first round.
The gym leader can't be DQed
 
Last edited:
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.

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


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
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.
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
 

Someoneelse

Why am I here?
Aah, may as well make some arenas
Tested
None

Not Tested

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)


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
  • Treated as Sun for the whole battle
  • No other weather
  • Artificial Arena
  • Fire-type moves get +2BAP
  • Electric-type moves get +2BAP
  • No seismic attacks or digging
  • No external water
  • No external grass
  • No external rocks
  • Wind moves change to the Fire-type
  • Stealth Rock is strictly forbidden

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:
  • 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 £}£?|€|ZZ HEJZB J!}£\!~€:$$SH SIZVS3$$: $:!:&/@8 272$:ZK S|*< >|¥>~*#|*},,.€ €]>.*!\¥€]£@2$. $3&!;@ -kd jkDjjjsb zjwjJej €{£|£|!{£ .!\¥9!:&/@£ |?"€| €ooans nKsnK e!/&!€

    Apparently if wasn't completely ridden of glitches :P
 
Mìthriâ-Hadûm:
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 Base Attack Power is lowered by two (2) and EN is raised by one (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.
-Solar Beam's Base Attack Power is halved, unless its user expends sixteen (16) EN.
-Grass and Water-Type moves are decreased by two (2) Base Attack Power, 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.


Arena: Underground Day Care Center
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.

Pokemon belonging to the following egg groups gain the respective effects:
Amorphous Group: The physical form of these pokemon is ever changing. This provides a flat ten percent boost in evasion.
Bug Group: Gains two (2) extra attacks on all multi-hit moves (Instead of hitting at least two (2) [three (3) if Bug-Type] times, Multi-Hit attacks hit at least four (4) [five (5) if Bug-Type] times). This does not ignore accuracy checks of multi-hit attacks
Ditto Group: When Transformed, the Pokemon Ditto Transformed into gains the Limber Ability.
Dragon Group: EN use is decreased by twenty percent (EN Cost * 0.8 - STAB [If Applicable]).
Fairy Group: The Energy Cost of Other Moves are reduced by one (1).
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.
Grass Group: These pokemon are highly in tune with the earth around them. As such, all stat changing moves are increased by one (1) additional stage. All stat changes last one (1) more round.
Human-Like Group The final damage of this Pokemon's Punch, Chop, Head, and Kick moves are increased by four (4).
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.
Monster Group: Increases this pokemon's accuracy by a flat fifteen percent.
Water 1 Group: Doubles (x2.0) the effect chance of all moves.
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 (x1.5) boost to speed. This does not ignore Speed altering abilities like Chlorophyll, Quick Feet, Sand Rush, Speed Boost, or Swift Swim.
Water 3 Group: At the end of each round, this pokemon receives a one (1) stage boost to its lowest true base stat. If two (2) or more of its base stats are tied for lowest base stat, the referee will decide which stat is boosted.
Undiscovered Group: This Pokemon's uniqueness has make it hardy and tough. It gains a flat twenty-five (25) more HP.

Syclar/Syclant: Bug
Revenankh: Amorphous, Human-Like
Embirch/Flarelm/Pyroak: Monster, Dragon
Breezi/Fidgit: Field
Rebble/Boulderdash/Stratagem: Undiscovered
Privatyke/Arghonaut: Water 1, Water 3
Nohface/Kitsunoh: Field
Monohm/Duclohm/Cyclohm: Dragon, Monster
Colosshale/Colossoil: Water 2, Field
Protowatt/Krilowatt: Water 1, Fairy
Voodoll/Voodoom: Human-Like, Field
Scratchet/Tomohawk: Fied, Flying
Necturine/Necturna: Grass, Field
Mollux: Fairy, Field
Cupra/Argalis/Aurumoth: Bug
Brattler/Malaconda: Grass, Dragon
Cawdett/Cawmodore: Flying
Volkritter/Volkraken: Water 1, Water 2

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 with the wording "Harden (Protective)" 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 can be used as a evasive move with the wording "Rock Polish (Evasive) that increases the 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". The effect of Shell Armor is then negated until the user switches out.
-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

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.

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

Approved:
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 six (6) abilities, including its starting abilities. Hidden Abilities for Evolutions or Prevolutions remain locked if your pokemon's Hidden Ability is not unlocked.
If a Pokemon has six (6) abilities and then Mega Evolves, AND it would gain a seventh (7) ability upon Mega Evolution, the trainer must select one (1) of its other abilities to lose. The trainer cannot select an ability that the Mega Evolution would normally have in All Ability battles.
Mega Evolution abilities can be selected as an evolutionary family ability. However, unless the Pokemon is the Mega Evolution, it does not gain the effects of the Mega Stone. This means that Electrike does not get a free activation of Lightning Rod and have Minus be activated just because Mega Manectric's Intimidate was selected.

Banned Abilities: Stance Change, Zen Mode

Ability Lists:
https://docs.google.com/spreadsheets/d/1GbmjZBXeL7fZ0sIU5abGIh6ZPQysWvGdvAQwdJcczVc/edit?usp=sharing



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), except Other Water-Type attacks. This includes its own Water-Type attacks.
Vaporeon, Simipour

Black Hole (Passive): Opponents cannot use Contact Attacks on this pokemon's Allies.
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. (Command: Bodyguard)
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 other Ability Effects.
Meowth

Calming (Passive): There is a 30% chance of Light Sleep for any foe that uses a contact attack on this Pokemon.
Mareep, Flaaffy, Gothorita, Gothitelle, Musharna

Celebrate (Passive): When this pokemon's KO's an opponent, it gains one (1) Attack Marker. It can spend one (1) Attack Marker to use a single move twice in one (1) attack.
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). This does not affect this pokemon.
Jigglypuff, Wigglytuff, Dragonite, Igglybuff, Ampharos, Gardevoir, Leavanny, Minccino, Cinccino

Conqueror (Passive): Upon KOing an opponent's this pokemon's Atk, Def, SpA, SpD, Speed, Acc, or EVA is increased by one (1) stage. This is maintained at the end of the round.
Machamp, Infernape, Gallade, Samurott, Darmanitan

Daze (Passive): There is a 50% chance of Sleep for any foe that targets this Pokemon with a Contact Attack.
Musharna

Decoy (Trigger): This Pokemon can act as a decoy, attracting all enemy attacks (Single Target and Spread target) for the action at the cost of five (5) Energy. If this pokemon's attracts the enemy's spread attack, it will be damaged once for each ally on the field that would have otherwise been hit by the attack. (Command: Decoy)
(Command: Decoy)
Magikarp, Drifloon, Drifblim

Deep Sleep (Passive): While asleep, this pokemon restores eight (8) HP per action in addition to other effects.
Snorlax, Wooper, Quagsire, Spheal, Sealeo, Bidoof, Bibarel, Munna

Disgust (Passive): This pokemon cannot be targeted with a contact attack twice in a row by a single pokemon.
Croagunk, Krokorok, Krookodile, Scraggy, Zorua

Dodge (Passive): Decrease the accuracy of incoming non-contact attacked by 15% (Blizzard normally has a 70% chance to hit. 70% * 15% = 10.5. 70 - 10.5 = 59.5. Blizzard would have a 59.5% chance of hitting this pokemon) .
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), except Other Fire-Type attacks. This includes its own Fire-Type attacks.
Flareon, Emboar, Simisear

Fortune (Passive): Decreases the energy cost of Pay Day by one (1).
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. (Command: Frighten)
Ekans, Arbok, Onix, Gyarados, Steelix, Tyranitar, Dusclops, Glalie, Spiritomb, Dusknoir, Axew, Fraxure, Beartic, Volcarona

Frostbite (Passive): There is a 30% chance of freezing any foe that uses a contact attack on this Pokemon.
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 thrives in wet conditions and can absorb energy from water to recover two (2) HP per action in Rain.
Magikarp, Wooper

Herbivore (Passive): This Pokemon thrives in grassy conditions and can absorb energy from grass to recover two (2) HP per action on Grassy Terrain.
Sewaddle, Venipede

Hero (Passive): When the current HP of this Pokemon's Team is at 25% of Team Max HP or Less, the final damage of this pokemon's Physical and Special Attacks are increased by four (4).
Charmander, Charmeleon, Charizard, Starly, Staravia, Staraptor, Toxicroak, Simisage, Whirlipede, Darmanitan, Braviary, Deino, Zweilous

High-Rise (Passive): Increase 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 thrives in firey and sandy conditions and can absorb energy from fire and sand to recover two (2) HP per action in Intense Sunlight OR Sandstorm.
Groudon

Instinct (Passive): Reduces the accuracy of single target attacks targeting this pokemon by a flat 10%.
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 a flat 10%.
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 of the attack 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): Restores six (6) HP when using Chill.
Munchlax

Medic (Passive): Restores two (2) HP to allies at or below 50% of their Max HP each action. This includes itself.
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). This does not affect this pokemon.
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%; 40 to 59 = 15%; 60 to 79 = 20%; 80 to 99 = 25%; Greater 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. This includes inactive allies and this pokemon.
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 (Passive): This pokemon can evade all Contact attacks.
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 and Perish Song.
Eevee, Ralts, Kirlia, Gardevoir, Kadabra, Munna, Minccino, Cinccino, Gothita, Gothorita, Gothitelle

Power Nap (Passive): This pokemon immediately falls asleep for two (2) actions when at or below 10% of its maximum HP. It will regain four (4) HP per action while asleep.
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 current User Speed - current Target Speed. Increases Final Damage by ((Current User Speed - Current Target Speed) / 15 [floored]). If the User's Speed is less than the Target's Speed, the Final Damage of the attacks are unaffected.
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 attacks by two (2) for each Electric-Type pokemon on the field.
Pichu, Shinx, Luxio, Luxray, Joltik, Galvantula

Shackle (Passive): This Pokemon's contact attacks have a 20% chance of reducing the target's Accuracy by one (1) stage.
Quagsire, Umbreon, Skorupi, Swadloon, Pawniard, Bisharp

Shadow Dash (Passive): Increases the accuracy of this pokemon's Non-Contact attacks by a fixed 10%.
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. The ability remains on the pokemon for six (6) actions. (Command: Share)
Abra, Espeon, Ralts, Kirlia

Shield (Passive): This Pokemon can freely switch positions with an active ally. Switching Positions with an active ally will consume an action.
Pupitar, Metang, Shieldon, Bastiodon

Skater (Passive): Increases accuracy by a flat 10% in Hail.
Spheal, Sealeo, Walrein, Snorunt, Glaceon, Cubchoo

Spirit (Passive): While this pokemon's HP is less than 33% of its max HP, it regains one (1) HP per action and the Base Attack Power of its Attacks is increased by two (2).
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% of the damage dealt
Zubat, Golbat, Crobat, Joltik, Galvantula, Larvesta, Volcarona

Sprint (Passive): This pokemon's accuracy is increased by a flat 10%.
Eevee, Jolteon, Sceptile, Luxray, Riolu, Lucario, Zebstrika

Stealth (Passive): Increases the Pokemon's Evasion by a flat 10% when in their favorite weather (Ground, Rock, and Steel-Type Pokemon prefer Sandstorms, Ice-Type Pokemon prefer Hail, Water-Type Pokemon prefer Rain, Fire and Grass-Type Pokemon prefer Sun).
Larvitar, Snorunt, Garchomp, Glaceon, Sewaddle, Swadloon, Drilbur, Excadrill, Cubchoo, Beartic

Tenacity (Passive): This pokemon's contact attacks have a 10% chance to cause the opponent to flinch. If the contact attack already has a chance to cause the opponent to flinch, that chance is increased by an additional 10%.
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. The switch occurs during the action of the attack instead of the end of the round. Multi-Hit attacks can force a temporary switch out only once per action.
Machop, Machoke, Metagross, Timburr, Gurdurr, Conkeldurr

Vanguard (Passive): Boosts its attacks by two (2) Base Attack Power if it moves before its target(s).
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. Self-Targeted attacks do not heal. If this pokemon has an ability that would negate damage from a Fire-Type attack, that effect is ignored.
Charmander, Charmeleon, Litwick, Lampent, Chandelure

Wave Rider (Passive): Increase accuracy by a flat 10% in Rain.
Lapras, Vaporeon, Piplup, Prinplup, Empoleon, Oshawott, Dewott, Samurott

Commands
Bodyguard: Once per round, the Pokemon leaps in front of an ally and becomes the target of all single-target attacks that are directed at that Pokemon for the remainder of the action in which it is used, except those attacks that strike targets regardless of position or target in such a manner that make blocking them impractical (ex. Earth Power or Thunder). If a Bodyblocking Pokemon is targeted by a high impact attack, Bodyguard will be broken through if the sum of this Pokemon and the Bodyguarded Ally's Weight Class are less than the Weight Class of the attacker.
Command Type: Ability Based | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None

Decoy: Attracts all enemy attacks to this pokemon for one (1) action.
Command Type: Ability Based | Accuracy: -- | Energy Cost: 5 | Priority: 3 | CT: None

Frighten: The Pokemons shoots an frightening 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. Frighten can only be used the round after an opponent sends out a new Pokemon.
Command Type: Ability Based | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None

Share: Copies the ability of an ally and replaces Share for six (6) actions.
Command Type: Ability Based | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None

-------------------------
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


Smeargle's Animation Studio

Field Type: Neutral
Complexity: Simple to Driving-The-Referee-Batcrap-Crazy
Format: Singles
Restrictions: None


Summary:
When a Pokemon is first sent out, its Trainer can declare any number of specific abilities. That pokemon gains the declared abilities for the remainder of the battle at the cost of 5 EN per ability.

After selecting abilities, all Pokemon gain the Trace Ability.

If a Pokemon already has the Trace Ability, the duration of Traced abilities is extended from six (6) actions to nine (9) actions.

Pokemon cannot Trace Stack. Meaning that any ability gained in this arena cannot be duplicated on that particular pokemon.

All Abilities gained through the Arena's effect are treated as though the Pokemon naturally received them.

Forecast only affects Castform.
Stance Change only affects Aegislash.
Zen Mode does affects Darmanitan.

Fossil Wall Arena
Deep within the mines of Fossiloom, there is an identification wall of known Pokemon fossils. Curiously, when held, these fossils grant the holder the abilities of the pokemon they are of. Interestingly, if the holder already has that ability, they seem to gain a super-charged version of it.

Battlers select and give one of the following Fossil to their pokemon. The Referee then RNGs the acquired ability.
Helix Fossil: Swift Swim, Shell Armor, Weak Armor
Dome Fossil: Swift Swim, Battle Armor, Weak Armor
Old Amber: Pressure, Rock Head, Unnerve, Tough Claws
Root Fossil: Storm Drain, Suction Cups
Claw Fossil: Swift Swim, Battle Armor
Skull Fossil: Mold Breaker, Sheer Force
Armor Fossil: Sturdy, Soundproof
Cover Fossil: Swift Swim, Sturdy, Solid Rock
Plume Fossil: Defeatist
Sail Fossil: Refrigerate, Snow Warning
Jaw Fossil: Strong Jaw, Rock Head, Sturdy

Battle Armor + Battle Armor (Passive): This Pokemon’s thick armor prevents it from taking critical hits. The effectiveness of incoming Super-Effective attacks are reduced by one (1) level (8x Effective (x3.0) becomes 4x Effective, 4x Effective (x2.25) becomes 2x Effective, 2x Effective (x1.5) becomes Neutral).
Defeatist + Defeatist (Trait): The Pokemon tires from prolonged battles easily, and its Attack and Special Attack reduce by one (1) Rank when at or below 50% of its maximum HP. Once Defeatist is active, attacks cost three (3) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Defeatist's effects will disappear.
Mold Breaker + Mold Breaker (Passive): This Pokemon emits an invisible, blindingly quick pulse that disables the opponents' passive, trigger, and toggle abilities.
Defeatist
Slow Start
Truant

Pressure + Pressure (Passive): This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon three (3) more energy to perform. The combination penalty for opposing pokemon's attacks' Energy Cost is increased by 0.25 (Same Move Combination Attacks are now [X + X + Consecutive Use Penalty] * 2.0 and Different Move Combination Attacks are now [X + Y + Consecutive Use Penalty] * 1.75).
Refrigerate + Refrigerate (Toggle): By default, this Pokemon's Non-Ice-type moves are Ice-type moves, and have an additional one (1) BAP boost. When toggled, this Pokemon's Non-Ice-type Physical and Special attacks have their BAP increased by two (2).
Rock Head + Rock Head (Passive): This Pokemon’s hard body prevents it from taking recoil and crash damage from all moves.
Shell Armor + Shell Armor (Passive): This Pokemon’s thick, bony outer shell prevents it from taking critical hits. The Base Attack Power of incoming Super-Effective attacks are reduced by three (3).
Sheer Force + Sheer Force (Toggle): No default effect. When toggled, this Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). The Base Attack Power of every move with a secondary effect increases by three (3), but they will never have their usual secondary effect and the Basic Attack Power of all other Physical and Special moves increases by one (1).
Snow Warning + Snow Warning (Trigger): This Pokemon summons a permanent and massive hailstorm upon its entry into battle, expending ten (10) EN to do so. Command: Activate Snow Warning - 10 EN - Summons haily weather to the field.
Solid Rock + Solid Rock (Passive): This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by five (5).
Soundproof + Soundproof (Passive): Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Boomburst, Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Noble Roar, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.). This electrostatic field also increases the Base Attack Power of all the pokemon's own Physical and Special sound-based moves by two (2).
Storm Drain + Storm Drain (Passive): This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round.
Strong Jaw + Strong Jaw (Passive): This Pokemon's massive jaws give it incredibly powerful biting attacks, doubling the BAP of all biting attacks. Full List: Bite, Bug Bite, Crunch, Fire Fang, Hyper Fang, Ice Fang, Poison Fang, Thunder Fang.
Sturdy + Sturdy (Passive): This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by three (3). The effect is amplified on OHKO Moves, which are reduced by fifteen (15) Base Attack Power.
Suction Cups + Suction Cups (Passive): This Pokemon has sticky suction cups that anchor down to prevent it from being moved or scared away by Roar or Whirlwind. It will hold its ground against Dragon Tail and Vital Throw and will not be forced out in a switch battle. It holds onto its allies in multi-battles, preventing them from being moved as well.
Swift Swim + Swift Swim (Passive): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed and increasing its Accuracy by twenty percent (x1.2) in the rain.
Tough Claws + Tough Claws (Passive): This Pokemon has sharp claws that enhance the power of all of its contact attacks by four (4) BAP.
Unnerve + Unnerve (Passive): The Pokemon's presense causes immense tension in the opponent, preventing them from benefiting from held items. Natural Gift may still be used.
Weak Armor + Weak Armor (Toggle): No default effect. When toggled, the Pokemon loosens its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense by one (1) stage and increasing their Speed by two (2) stages for each hit.
Battle Armor + Shell Armor (Passive): This Pokemon's thick shell armor prevents it from taking critical hits. The probability of secondary effects from all incoming attacks are reduced by half (x0.5).


Signature Fossil Item Special Abilities List
Defeatist + Defeatist (Trait): When the Pokemon's HP as it 50% or less, the Energy Cost of all of its attacks are reduced by three (3). Attacks must cost a minimum of one (1) EN after STAB.
Pressure + Pressure (Passive): This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon four (4) more energy to perform.
Sheer Force + Sheer Force (Passive): This Pokemon's attacks with Secondary Effects are boosted by three (3) BAP. This Pokemon's attacks without Secondary Effects are boosted by four (4) final damage.
Snow Warning + Snow Warning (Trigger): This Pokemon summons a permanent and massive hailstorm upon its entry into battle, expending two (2) EN to do so. Command: Activate Snow Warning - 2 EN. Hail's EN cost is reduced by nine (9). Attacks and Commands must cost a minimum of one (1) EN after STAB.
Swift Swim + Swift Swim (Passive): The Pokemon with this ability moves extremely fast in slick, rainy conditions, tripling (x3.0) its Speed and increasing its Accuracy by [(current speed * current speed) / 435] if Omanyte, Kabuto, Anorith, or Tirtouga OR by [(current speed * current speed) / 870] if Omastar, Kabutops, Armaldo, or Carracosta.
Weak Armor + Weak Armor (Passive): No default effect. The Pokemon loosens its worn defensive armor so that it will break off when an opponent uses a contact attack, increasing their Speed by two (2) stages for each hit.


Battle Armor (Passive): This Pokemon's thick armor prevents it from taking critical hits.
Defeatist (Trait): The Pokemon tires from prolonged battles easily, and its Attack and Special Attack reduce by two (2) Ranks when at or below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Defeatist's effects will disappear.
Mold Breaker (Passive): Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities. (e.g. Levitators plummet towards the ground before Earthquake hits, etc.) Attacks are still redirected by Lightningrod/Storm Drain, but damage is dealt normally. Status-immunity abilities will remove their relevant status at the start of the victim's next action.
Aroma Veil
Battle Armor
Big Pecks
Bulletproof
Clear Body
Contrary
Damp
Dry Skin
Filter
Flash Fire
Flower Gift
Flower Veil
Friend Guard
Fur Coat
Heatproof
Heavy Metal
Hyper Cutter
Immunity
Inner Focus
Insomnia
Keen Eye
Leaf Guard
Levitate
Light Metal
Lightning Rod
Limber
Magic Bounce
Magma Armor
Marvl Scale
Motor Drive
Multiscale
Oblivious
Own Tempo
Sand Veil
Sap Sipper
Shell Armor
Shield Dust
Simple
Snow Cloak
Solid Rock
Soundproof
Sturdy
Stick Hold
Storm Drain
Sturdy
Suction Cups
Sweet Veil
Tangled Feet
Telepathy
Thick Fat
Unaware
Vital Spirit
Volt Absorb
Water Absorb
Water Veil
White Smoke
Wonder Guard
Wonder Skin

Pressure (Passive): This Pokemon's presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Refrigerate (Toggle): By default, this Pokemon's Normal-type moves are Ice-type moves, and have an additional two (2) BAP boost. When toggled, this Pokemon's Normal-type attacks have their BAP increased by two (2).
Rock Head (Passive): This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Sheer Force (Toggle): No default effect. When toggled, this Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). The Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect.
Shell Armor (Passive): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Snow Warning (Trigger): This Pokemon summons a massive hailstorm upon its entry into battle that lasts 4 rounds (6 with Icy Rock), expending 10 EN to do so. Command: Activate Snow Warning - 9 En - Summons haily weather to the field."
Solid Rock (Passive): This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Soundproof (Passive): Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Boomburst, Bug Buzz, Chatter, Disarming Voice, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Noble Roar, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)
Storm Drain (Passive): This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. 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.
Strong Jaw (Passive): This Pokemon's massive jaws give it incredibly powerful biting attacks, increasing the BAP of all biting attacks by three (3) BAP. Full List: Bite, Bug Bite, Crunch, Fire Fang, Hyper Fang, Ice Fang, Poison Fang, Thunder Fang.
Sturdy (Passive): This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Suction Cups (Passive): This Pokemon has sticky suction cups that anchor down to prevent it from being moved or scared away by Roar or Whirlwind. It will hold its ground against Dragon Tail and Overhead Throw and will not be forced out in a switch battle.
Swift Swim (Passive): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Tough Claws (Passive): This Pokemon has sharp claws that enhance the power of all of its contact attacks by two (2) BAP.
Unnerve (Passive): The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Weak Armor (Toggle): No default effect. When toggled, the Pokemon loosens its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.


Baby Pokemon gain the effect of one (1) Signature Item from their Evolution Family. If a Baby Pokemon's Evolution Family has more than one (1) Signature Item, its Trainer selects which item it gains the effect of. These effects are not restricted by normal affected pokemon restrictions nor are they items that take up the Baby Pokemon's one (1) held Item slot. If equipped with the same signature item whose effect the pokemon gains by way of the arena, the Pokemon gains both the item's effect and the arena effect, provided the Baby Pokemon is listed as one of the Pokemon affected by the item.

Baby Pokemon's Stat Ranks are otherwise unaffected.

Basic Pokemon's Stat Ranks are reduced by one (1) after other Item or Ability effects.

Stage 1 Pokemon's Stat Ranks are reduced by two (2) after other Item or Ability effects.

Stage 2 Pokemon's Stat Ranks are reduced by three (3) after other Item or Ability effects.

The Minimum Value a Pokemon's Stat Rank can be is zero (0).
List of Baby Pokemon and Signature Family Line Items:
Elekid: Rare Candy, Electirizer
Magby: Rare Candy, Magmarizer
Pichu: Rare Candy, Soothe Bell, Light Ball, Thunder Stone
Happiny: Rare Candy, Luck Incense, Lucky Punch, Oval Stone
Cleffa: Rare Candy, Soothe Bell, Moon Stone
Igglybuff: Rare Candy, Soothe Bell, Moon Stone
Munchlax: Rare Bandy, Soothe Bell, Full Incense
Azurill: Rare Candy, Soothe Bell, Sea Incense
Wynaut: Rare Candy, Soothe Bell, Lax Incense
Mime Jr.: Rare Candy, Soothe Bell, Odd Incense
Chingling: Rare Candy, Soothe Bell, Pure Incense
Budew: Rare Candy, Soothe Bell, Rose Incense, Shiny Stone
Bonsly: Rare Candy, Soothe Bell, Rock Incense
Mantyke: Rare Candy, Soothe Bell, Wave Incense
Riolu: Rare Candy, Soothe Bell
Togepi: Rare Candy, Soothe Bell, Shiny Stone
Smoochum: Rare Candy
Tyrogue: Rare Candy


Arena: Multi-Hit Insanity
Field Type: Neutral
Complexity: Simple
Format: All

Restrictions: None
Description: Inspired by frequent newbie errors, we bring to you the Multi-Hit insanity arena.

List of Multi-Hit Moves
2 Hits:
Bonemerang, Double Hit, Double Kick, Dual Chop, Gear Grind, Twineedle

3 Hits:
Triple Kick

2-5 Hits:
Arm Thrust, Barrage, Bone Rush, Bullet Seed, Comet Punch, Double Slap, Fury Attack, Fury Swipes, Icicle Spear, Pin Missile, Rock Blast, Spike Cannon, Tail Slap, Water Shuriken

Number of Hits dependent on non RNG factors:
Beat Up

Multi-Hit moves are calculated differently in this arena. Each hit gets its own Accuracy Check, Critical Hit check, and Effect Check. If one hit misses, the attack is done regardless of the number of hits calculated. Each hit is calculated as a separate attack for damage calculation purposes. The Energy Cost of the move remains the same.

With each hit being calculated as a separate attack, each hit can activate abilities individually. Each hit of a contact attack will activate the opponent's weak armor once. Each hit of a contact attack will have a Flame Body/Static/Poison Point check. Et cetera, Et cetera.


Rule Sets:
When a sent out line faints completely (all pokemon in that line have fainted), the trainer sends out that many pokemon + 1 for the next round.

Example:
6v6 Pyramids

Both players send out 1 pokemon to start the battle. Once that pokemon faints, that trainer sends out 2 pokemon to replace it. Once those 2 pokemon faint, that trainer sends out 3 pokemon to replace it.

All rounds are 3 actions per pokemon.
 
Last edited:
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
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..."

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
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
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.

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.

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!

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:
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.

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).

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.

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.
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
Sure, let me make my arena dump post...

Arena: HMS Tesla
Field Type:
Electric, Water
Complexity: Moderate
Format: Doubles

It had always been interesting, the way in which Gyms come and go. Indeed, it was only 10 years ago when it would've been odd for anyone to consider Castelia City hosting the Electric Gym, but it was now. The HMS Tesla stands proudly in the port, although it normally sails a mile away from the port for the purpose of battles. The ship is a fairly standard ship, from the Falklands era. It has been fitted to accomodate battles, and notably on the main deck you can see what appears to be a giant crown - 4 golden arches curve around to support a giant gemstone above the deck.

Entering the ship, you immediately enter what appears to be a relatively fancy restaurant, quite busy. Looking around, there appears to be a window viewing the arena directly, as well as several plasma screens showing the currently empty arena. As you look around, you're greeted by a man in yellow and black attire.

"Hello there, welcome aboard the HMS Tesla. Are you here for the restaurant or the gym? The Gym? Well, this is special, the guests tonight will get a lovely show. We'll probably be ready to battle in about half an hour or so, so until then feel free to sit down and order a coffee."

Indeed, the ship does get rather full, and as the sun sets the ship begins to move out to sea. As you finish your coffee, the man returns - at this stage, you're fairly certain this is the gym leader. You're beckoned outside, and see the arena is stationed below the crown shape. However, you can't take in the beauty before the leader speaks again...

"Emolga, give us some light will ya!"

An Emolga pops out of the leader's Pokéball, and sends a small shot of lighting at the gem in the centre of the crown. It absorbs the electricity and lights up, revealing itself to actually be a giant ThunderStone. Impressive...

"Now then, a few things before we begin. Whenever you send out a Pokémon this giant rock will zap the item. Don't worry about it, it'll be perfectly safe. It just prevents it from being a drag for when your team is moving around. We also have plants and grass available on the arena as you should see, not to mention the small amount of water that surrounds this ship. You'll also note that this ship, whilst much of it has been replaced and altered, is still of British origin and has brought the weather along with it..."

The leader clicks his fingers, and on cue a light rain smothers the arena.

"Finally, good luck, and make sure you provide a good show!"

  • All Pokémon who benefit from the item ThunderStone instantly gain the effect.
  • No Pokémon is treated as encumbered.
  • During "Clear" weather, a light rain falls, which acts as normal rain, except with only ±1 BAP on Water/Fire Moves
  • There is no restriction on natural substances (Natural water, Grass, Rocks, etc.) to attack with.
 
Posting here to facilitate retrieval:


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).
 
Eternal's Arenas

Smogon Legendary Artifact Museum (Permission Battle)
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)

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.


Arena: New Temple of the End (Potential Dark Gym Arena)
This ancient temple is tucked away in a canyon in the middle of a desert. 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.

With a lack of light, the Temple of the End is an ideal place for Dark-type and Ghost-Type Pokémon to fight and train. Easily adapting to the shadows, they are able to fight without taking as many hits themselves. After all, it doesn't matter if you can't take a hit as long as you don't get hit in the first place.

Temple Effects:
Indoors: Prevents Hail, Rain, and Sun from being summoned normally. If summoned with a weather stone, it instead summons it one strength weaker than normal (6 Rounds>4 Rounds).
Still Water Pool: The statues of Palkia and the woman with the missing hand are standing in a shallow pool of water. Attacks requiring a water source can be used, except for attacks that require the user to go underwater.
Broken Pillars: The broken stone pillars that once helped hold up the ceiling of the Temple can be used for attacks requring external rock sources. It is not advised to break any more pillars, though...
Lack of Vegitation: No plants have grown in the temple for over a century. Moves requiring external plant sources will automatically fail when used.
Shadowy Environment: Dark-types and Ghost-types gain +1 Evasion due to the shadowy conditions (Dark and Ghost-types like Spiritomb only get the bonus once). Moonlight, Morning Sun, and Synthesis restore 15, 15, and 10 health respectively due to the shadowy conditions. Solar Beam has half-power due to lack of sunlight. Secret Power may flinch when used. Camouflage changes the user to a Ghost-type. Lacking other terrain effects, Nature Power calls Night Daze.
Illumination Weakness: Dazzling Gleam, Signal Beam, Solar Beam, and Tail Glow remove the conditions of Shadowy Environment for the rest of the round they are used in (Solar Beam's first use in the round still suffers the power decrease, and all damaging attacks listed here still suffer the accuracy drop until after they're used). Flash removes the conditions of Shadowy Environment for the round it is used in and the next round in addition to the normal accuracy drop. Illuminate removes the conditions of Shadowy Environment for as long as it is activated. If Sunny Day is used successfully, it removes the conditions of Shadowy Environment until it fades or is replaced by another weather. Special Fire-type attacks may be used to remove the conditions of Shadowy Environment (instead of their normal effect) for the next three (3) actions. The Brighten Command removes the conditions of Shadowy Environment as long as it is active. Secret Power may paralyze when used. Camoflage turns the user to a Normal-type, but fades back to their normal type when the light fades. Lacking other terrain effects, Nature Power calls Judgement.
 
Last edited:
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

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.
  • Balls that are in the middle will move to their designated goal areas.
  • Balls that are already at their designated goal areas that are successfully blocked in that action will move to the middle and be directed towards a different goal (chosen at random if more than one different goal is available). Fast balls, however, will instead move straight to their newly chosen goal areas.
  • Balls that are already at their designated goal areas that are not blocked in that action will go through the goal and be removed from play.
Each active pokemon that isn't KO'd has blocking potential equal to ((Speed / 2) + 2 ^ (Size Class - 1))%. If, however, a pokemon uses a contact move or is suspending a damaging evasive move in the action, its blocking potential is 0%. For example, a neutral-natured Wailord's blocking potential is (60/2 + 2^6) = 94% while a neutral-natured Blaziken's blocking potential is (80/2 + 2^2) = 44%.

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:
  • The Block Ball command will block one ball for 6 energy. This command will prioritise blocking fast balls first. If there are none, its energy cost is reduced by 3. 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.
  • The Kick Ball command will block one ball for 7 energy. This command will prioritise blocking regular balls first. A regular ball that is blocked with this command becomes a fast ball. If there is more than one possible goal the blocked ball could be redirected to, the user of this command can specify which goal to direct the blocked ball to. This command has 0 priority and cannot be encored or prevented by any moves. It is, however, subject to consecutive use energy penalty and cannot be used in a combo.
  • Quick Guard automatically blocks all fast balls not blocked by either of the above commands.
  • Wide Guard automatically blocks all balls not blocked by Quick Guard or either of the commands above.
In the event that a ball is not blocked and it goes through a team's goal, all active pokemon on that team will be zapped by a bolt of energy and have their current and maximum HP and energy reduced by 10. Reductions to maximum HP and energy cannot be removed by any means, including switching out.


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.


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.


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.


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

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.


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:
  • Arrow: This powerup activates instantly upon being picked up and causes the pokemon to mark 10 randomly-chosen squares. No square can be chosen twice, but all squares (including those already marked in the action) are eligible. Marking a square with a powerup in this manner does not cause the powerup to activate.
  • Missile: This powerup activates when the pokemon uses the Fire Missile command for 7 energy after picking up the powerup. The missile has 70% accuracy. On a successful hit, it does 10 damage to the target, causes them to flinch and prevents them from marking any squares at the end of the action. This command has 0 priority and cannot be encored or prevented by any moves. It is, however, subject to consecutive use energy penalty and cannot be used in a combo. If a pokemon picks up a missile while it already has one, it will discard its first one.
  • Speed Shoes: This powerup activates instantly upon being picked up and causes the pokemon to mark 5 squares at the end of each action instead of 3. This effect lasts for 6 actions after the shoes have been picked up. Effects that prevent the pokemon from marking squares can still happen.


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:
  • Arrow: This powerup activates instantly upon being picked up and causes the pokemon to mark 10 randomly-chosen squares. No square can be chosen twice, but all squares (including those already marked in the action) are eligible. Marking a square with a powerup in this manner does not cause the powerup to activate.
  • Four-Way Missile: This powerup activates when the pokemon uses the Fire Missile command for 7 energy after picking up the powerup. Missiles are fired at each opponent with 70% accuracy. On a successful hit, each missile does 10 damage to its target, causes them to flinch and prevents them from marking any squares at the end of the action. This command has 0 priority and cannot be encored or prevented by any moves. It is, however, subject to consecutive use energy penalty and cannot be used in a combo. If a pokemon picks up a missile while it already has a missile or a stun beam, it will discard its current weapon.
  • Speed Shoes: This powerup activates instantly upon being picked up and causes the pokemon to mark 5 squares at the end of each action instead of 3. This effect lasts for 6 actions after the shoes have been picked up. Effects that prevent the pokemon from marking squares can still happen.
  • Stun Beam: This powerup activates when the pokemon uses the Fire Stun Beam command for 7 energy after picking up the powerup. The stun beam has 90% accuracy. On a successful hit, it does 10 damage to the target, causes them to flinch and prevents them from marking any squares at the end of the action. This command has 0 priority and cannot be encored or prevented by any moves. It is, however, subject to consecutive use energy penalty and cannot be used in a combo. If a pokemon picks up a stun beam while it already has a missile or a stun beam, it will discard its current weapon.


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:
  • Four-Way Arrow: This powerup activates instantly upon being picked up and causes the pokemon to mark 20 randomly-chosen squares. No square can be chosen twice, but all squares (including those already marked in the action but not those marked by Ripper Roo) are eligible. Marking a square with a powerup in this manner does not cause the powerup to activate. This powerup may only appear on rounds when Ripper Roo marks squares.
  • Missile: This powerup activates when the pokemon uses the Fire Missile command for 7 energy after picking up the powerup. The missile has 70% accuracy. On a successful hit, it does 10 damage to the target, causes them to flinch and prevents them from marking any squares at the end of the action. This command has 0 priority and cannot be encored or prevented by any moves. It is, however, subject to consecutive use energy penalty and cannot be used in a combo. If a pokemon picks up a missile while it already has one, it will discard its first one.
  • Speed Shoes: This powerup activates instantly upon being picked up and causes the pokemon to mark 5 squares at the end of each action instead of 3. This effect lasts for 6 actions after the shoes have been picked up. Effects that prevent the pokemon from marking squares can still happen.


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:
  • Missile: This powerup activates when the pokemon uses the Fire Missile command for 7 energy after picking up the powerup. The missile has 70% accuracy. On a successful hit, it does 10 damage to the target, causes them to flinch, causes all squares marked by them to immediately become marked by the pokemon and prevents the target from marking any squares at the end of the action. This command has 0 priority and cannot be encored or prevented by any moves. It is, however, subject to consecutive use energy penalty and cannot be used in a combo. If a pokemon picks up a missile while it already has one, it will discard its first one.
  • Padlock: This powerup activates instantly upon being picked up and causes the pokemon's squares to be protected for 6 actions after the padlock is picked up. During this time, squares that are marked by the pokemon (including those that were already marked) cannot be erased when the pokemon marks a square it has already marked or be stolen by other pokemon using missiles. In addition, if another pokemon attempts to mark this pokemon's squares, this pokemon's marks will not be overwritten. Banking will still remove the marks. Until this powerup is picked up, it will move to a random square at the end of each action.
  • Speed Shoes: This powerup activates instantly upon being picked up and causes the pokemon to mark 5 squares at the end of each action instead of 3. This effect lasts for 6 actions after the shoes have been picked up. Effects that prevent the pokemon from marking squares can still happen.

Polar Push

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.


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:
  • 500-pound Weight: This item crushes whichever pokemon is holding it at the end of a period of 6 actions (including the action this item was obtained on). The pokemon that gets crushed by this weight is immediately KO'd. Any time the holder of the weight hits another pokemon with a contact move or is hit by another pokemon's contact move, the weight immediately transfers to the other pokemon. If two pokemon hit each other with contact moves in the same action, the weight is transferred both times.
  • Growth Ray: The pokemon becomes giant for 6 actions, causing its size class to be increased to 7 and its weight class to be increased to 12.
  • Lightning Bolt: This item zaps every pokemon not on the team of whichever pokemon is holding it at the end of a period of 6 actions (including the action this item was obtained on). Zapped pokemon are unable to use contact moves and are unable to pull themselves up if they are pushed off of the arena. The zapped effect lasts for 2 actions and can only be removed by switching out. Any time the holder of the lightning bolt hits another pokemon with a contact move or is hit by another pokemon's contact move, the lightning bolt immediately transfers to the other pokemon. If two pokemon hit each other with contact moves in the same action, the lightning bolt is transferred both times.
  • Shrink Ray: The pokemon becomes tiny for 6 actions, causing its size class and weight class to be reduced to 1.


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:
  • 500-pound Weight: This item crushes whichever pokemon is holding it at the end of a period of 6 actions (including the action this item was obtained on). The pokemon that gets crushed by this weight is immediately KO'd. Any time the holder of the weight hits another pokemon with a contact move or is hit by another pokemon's contact move, the weight immediately transfers to the other pokemon. If two pokemon hit each other with contact moves in the same action, the weight is transferred both times.
  • Growth Ray: The pokemon becomes giant for 6 actions, causing its size class to be increased to 7 and its weight class to be increased to 12.
  • Lightning Bolt: This item zaps every pokemon not on the team of whichever pokemon is holding it at the end of a period of 6 actions (including the action this item was obtained on). Zapped pokemon are unable to use contact moves and are unable to pull themselves up if they are pushed off of the arena. In addition, a pokemon that has been zapped has its chance of being pushed off when hit by a contact move increased by an amount equal to double its weight class. If a zapped pokemon has the largest weight class (tied or otherwise) of all active pokemon, at the end of every action, it has a chance of sliding off of the arena and being instantly KO'd equal to (2 * weight class)%. The zapped effect lasts for 2 actions and can only be removed by switching out. Any time the holder of the lightning bolt hits another pokemon with a contact move or is hit by another pokemon's contact move, the lightning bolt immediately transfers to the other pokemon. If two pokemon hit each other with contact moves in the same action, the lightning bolt is transferred both times.
  • Shrink Ray: The pokemon becomes tiny for 6 actions, causing its size class and weight class to be reduced to 1.


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:
  • 500-pound Weight: This item crushes whichever pokemon is holding it at the end of a period of 6 actions (including the action this item was obtained on). The pokemon that gets crushed by this weight is immediately KO'd. Any time the holder of the weight hits another pokemon with a contact move or is hit by another pokemon's contact move, the weight immediately transfers to the other pokemon. If two pokemon hit each other with contact moves in the same action, the weight is transferred both times.
  • Freeze Ray: The pokemon is frozen for 2 actions.
  • Shrink Ray: The pokemon becomes tiny for 6 actions, causing its size class and weight class to be reduced to 1.
  • Snowball: The pokemon is encased in a snowball, preventing it from using contact moves and making it unable to pull itself up for 2 actions. This effect can be removed either by switching out or by any method that removes freeze, but pokemon that are immune to being frozen are not immune to this effect.


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:
  • 500-pound Weight: This item crushes whichever pokemon is holding it at the end of a period of 6 actions (including the action this item was obtained on). The pokemon that gets crushed by this weight is immediately KO'd. Any time the holder of the weight hits another pokemon with a contact move or is hit by another pokemon's contact move, the weight immediately transfers to the other pokemon. If two pokemon hit each other with contact moves in the same action, the weight is transferred both times.
  • Bomb: This item allows the pokemon one use of the Throw Bomb command for 10 energy. The thrown bomb has 50% accuracy. Whenever a pokemon is hit by a bomb, it takes 20 damage and the chance of the pokemon being pushed off the arena when hit by a contact move is increased by a flat 10% while the chance of the pokemon pushing other pokemon off the arena with contact moves is reduced by a flat 10%. These probability adjustments stack for multiple bombs. A pokemon can only remove the probability adjustments caused by the bomb by switching out. This command has 0 priority and cannot be encored or prevented by any moves. It is, however, subject to consecutive use energy penalty and cannot be used in a combo.
  • Growth Ray: The pokemon becomes giant for 6 actions, causing its size class to be increased to 7 and its weight class to be increased to 12. Bombs thrown at this pokemon have 70% accuracy.
  • Lightning Bolt: This item zaps every pokemon not on the team of whichever pokemon is holding it at the end of a period of 6 actions (including the action this item was obtained on). Zapped pokemon are unable to use contact moves and are unable to pull themselves up if they are pushed off of the arena. The zapped effect lasts for 2 actions and can only be removed by switching out. Any time the holder of the lightning bolt hits another pokemon with a contact move or is hit by another pokemon's contact move, the lightning bolt immediately transfers to the other pokemon. If two pokemon hit each other with contact moves in the same action, the lightning bolt is transferred both times.
  • Shrink Ray: The pokemon becomes tiny for 6 actions, causing its size class and weight class to be reduced to 1. Bombs thrown at this pokemon have 30% accuracy.

Crate Crush

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.
  • If the chosen crate is a stone box, a kick has 90% accuracy and causes 10 damage on a hit, whereas a throw has 70% accuracy and causes 15 damage on a hit. Either way, the crate is destroyed on a hit but not on a miss.
  • If the chosen crate is a TNT crate and the pokemon is trying to throw it, the throw is 70% accurate and causes 20 damage on a hit. The crate is destroyed whether it hits its target or not.
  • If the chosen crate is a Nitro crate, or it's a TNT crate and the pokemon is trying to kick it, the pokemon that attempted to use the command takes 10 damage and the crate is destroyed.
Kicking a has 0 priority, whereas throwing a crate is similar to a charge-up move in that picking the crate up has +1 priority and throwing it has -1 priority. While a crate is held by a pokemon, it is considered unavailable. If a pokemon takes direct damage in between picking up a crate and throwing it, the crate it was holding is destroyed before it gets thrown. If the crate is a TNT crate, the pokemon holding it takes 10 damage as it explodes. However, if the crate is a TNT crate and the move that causes it to explode prematurely is a contact move, the pokemon that used that contact move also takes 10 damage.


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.


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):
  • 500-pound Weight: This item crushes whichever pokemon is holding it at the end of a period of 6 actions (including the action this item was obtained on). The pokemon that gets crushed by this weight is immediately KO'd. Any time the holder of the weight hits another pokemon with a contact move or is hit by another pokemon's contact move, the weight immediately transfers to the other pokemon. If two pokemon hit each other with contact moves in the same action, the weight is transferred both times.
  • Aku Aku Mask: This item protects the pokemon from all direct damage until it acts (or fails to act) on its next action. Other effects of attacks used against the pokemon still happen.
  • Purple Z: The pokemon's speed is halved (after all other modifiers) and all arena-specific commands have their priorities lowered by 1 stage for 3 actions. During this time, the pokemon will not fall through any holes in the arena when using contact moves. This powerup removes any ongoing Speed Shoes effect on the pokemon.
  • Speed Shoes: The pokemon's speed is doubled (after all other modifiers) and all arena-specific commands have their priorities raised by 1 for 3 actions. During this time, the chance of the pokemon falling through a hole in the arena when using contact moves is doubled. This powerup removes any ongoing Purple Z effect on the pokemon.
  • Wumpa Fruit: The pokemon instantly regains 20 HP.


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):
  • 500-pound Weight: This item crushes whichever pokemon is holding it at the end of a period of 6 actions (including the action this item was obtained on). The pokemon that gets crushed by this weight is immediately KO'd. Any time the holder of the weight hits another pokemon with a contact move or is hit by another pokemon's contact move, the weight immediately transfers to the other pokemon. If two pokemon hit each other with contact moves in the same action, the weight is transferred both times.
  • Aku Aku Mask: This item protects the pokemon from all direct damage until it acts (or fails to act) on its next action. Other effects of attacks used against the pokemon still happen.
  • Purple Z: The pokemon's speed is halved (after all other modifiers) and all arena-specific commands have their priorities lowered by 1 stage for 3 actions. This powerup removes any ongoing Speed Shoes effect on the pokemon.
  • Speed Shoes: The pokemon's speed is doubled (after all other modifiers) and all arena-specific commands have their priorities raised by 1 for 3 actions. This powerup removes any ongoing Purple Z effect on the pokemon.
  • Wumpa Fruit: The pokemon instantly regains 20 HP.


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:
  • Eight-Way Missile: This weapon deals 10 damage to all opponents when it hits. The missiles have 80% accuracy. This weapon disappears after its second use.
  • Homing Energy Orb: This weapon deals 10 damage to an opponent when it hits. The orb is guaranteed to hit its intended target as if the target had No Guard. This weapon disappears after its third use.
  • Sonic Ring: Once this weapon is used, the pokemon is immune to all contact attacks for 2 actions. Any time an opponent attempts to use a contact attack on this pokemon during this time, it takes 10 damage. This weapon can only be used once before disappearing.
This command has 0 priority and cannot be encored or prevented by any moves. It is, however, subject to consecutive use energy penalty and cannot be used in a combo.

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.
 
Generation one series:

This arena takes place in the distant past known as the late 1990s. As such, many mechanics act like they did back then:

There is no physical-special split.
Normal, Fighting, Flying, Ground, Rock, Bug, Ghost, and Poison moves are Physical Moves
Water, Grass, Fire, Ice, Electric, Psychic, and Dragon moves are Special Moves

Dark, Steel, and Fairy types have not been discovered yet. All Dark, Steel, and Fairy type moves are defaulted to normal, unless a good reason is presented for it to be otherwise. All dual typed Dark, Steel, or Fairy type pokemon lose their Dark, Steel, or Fairy typing. All Single-typed Dark, Steel, or Fiary pokemon become normal type unless a good reason is presented for it to be otherwise.

Special Attack and Special Defense are merged into the Special stat, which is determined by averaging a mon's Special Attack and Special Defense ranks and rounding up. Any moves that would boost/lower Special Attack or Special Defense will boost/lower the special stat.

Poison is super effective against Bug, and Bug is super effective against Poison.

There are no abilities, except for Truant, Slow Start, and Defeatest.

There are no changes to partial trapping moves for obvious balance reasons.



The Arena:

A small town in Western Kanto, Pallet is home to an unproportional amount of Pokemon League champions. Pallet has no Pokemon Center, Mart, or Gym. Its main attraction is Professor Oak's lab
There is a small water source in the southern part of the map
Seismic activity is allowed


This arena takes place in the distant past known as the late 1990s. As such, many mechanics act like they did back then:

There is no physical-special split.
Normal, Fighting, Flying, Ground, Rock, Bug, Ghost, and Poison moves are Physical Moves
Water, Grass, Fire, Ice, Electric, Psychic, and Dragon moves are Special Moves

Dark, Steel, and Fairy types have not been discovered yet. All Dark, Steel, and Fairy type moves are defaulted to normal, unless a good reason is presented for it to be otherwise. All dual typed Dark, Steel, or Fairy type pokemon lose their Dark, Steel, or Fairy typing. All Single-typed Dark, Steel, or Fiary pokemon become normal type unless a good reason is presented for it to be otherwise.

Special Attack and Special Defense are merged into the Special stat, which is determined by averaging a mon's Special Attack and Special Defense ranks and rounding up. Any moves that would boost/lower Special Attack or Special Defense will boost/lower the special stat.

Poison is super effective against Bug, and Bug is super effective against Poison.

There are no abilities, except for Truant, Slow Start, and Defeatest.

There are no changes to partial trapping moves for obvious balance reasons.


The arena:

Viridian, located in western Kanto, is home to the Viridian Gym, whose leader Giovanni specializes in Ground-type Pokemon and gives out the Earth Badge. There is also an old man who is eager to show new trainers how to catch pokemon.
There is a water source in the south-western part of the arena
Seismic activity is allowed


This arena takes place in the distant past known as the late 1990s. As such, many mechanics act like they did back then:

There is no physical-special split.
Normal, Fighting, Flying, Ground, Rock, Bug, Ghost, and Poison moves are Physical Moves
Water, Grass, Fire, Ice, Electric, Psychic, and Dragon moves are Special Moves

Dark, Steel, and Fairy types have not been discovered yet. All Dark, Steel, and Fairy type moves are defaulted to normal, unless a good reason is presented for it to be otherwise. All dual typed Dark, Steel, or Fairy type pokemon lose their Dark, Steel, or Fairy typing. All Single-typed Dark, Steel, or Fiary pokemon become normal type unless a good reason is presented for it to be otherwise.

Special Attack and Special Defense are merged into the Special stat, which is determined by averaging a mon's Special Attack and Special Defense ranks and rounding up. Any moves that would boost/lower Special Attack or Special Defense will boost/lower the special stat.

Poison is super effective against Bug, and Bug is super effective against Poison.

There are no abilities, except for Truant, Slow Start, and Defeatest.

There are no changes to partial trapping moves for obvious balance reasons.


The arena:

The forest, located between the cities of Viridian and Pewter, is home to many bug type pokemon as well as the elusive yet always popular Pikachu. There is an abundance of tall grass and trees.
There is no water source
Seismic activity is allowed


This arena takes place in the distant past known as the late 1990s. As such, many mechanics act like they did back then:

There is no physical-special split.
Normal, Fighting, Flying, Ground, Rock, Bug, Ghost, and Poison moves are Physical Moves
Water, Grass, Fire, Ice, Electric, Psychic, and Dragon moves are Special Moves

Dark, Steel, and Fairy types have not been discovered yet. All Dark, Steel, and Fairy type moves are defaulted to normal, unless a good reason is presented for it to be otherwise. All dual typed Dark, Steel, or Fairy type pokemon lose their Dark, Steel, or Fairy typing. All Single-typed Dark, Steel, or Fiary pokemon become normal type unless a good reason is presented for it to be otherwise.

Special Attack and Special Defense are merged into the Special stat, which is determined by averaging a mon's Special Attack and Special Defense ranks and rounding up. Any moves that would boost/lower Special Attack or Special Defense will boost/lower the special stat.

Poison is super effective against Bug, and Bug is super effective against Poison.

There are no abilities, except for Truant, Slow Start, and Defeatest.

There are no changes to partial trapping moves for obvious balance reasons.


The arena:

Pewter city is located in North-Western Kanto. It is home to the Pewter Gym, whose leader Brock specializes in Rock-type Pokemon and gives out the Boulder Badge. Pewter is also home to Pewter Museum of Science, which is a big tourist attraction. If you take a short detour into nearby Route 2, you will find a trainer who likes shorts, because they're comfy and easy to wear
There is no water source
Seismic activity is allowed


This arena takes place in the distant past known as the late 1990s. As such, many mechanics act like they did back then:

There is no physical-special split.
Normal, Fighting, Flying, Ground, Rock, Bug, Ghost, and Poison moves are Physical Moves
Water, Grass, Fire, Ice, Electric, Psychic, and Dragon moves are Special Moves

Dark, Steel, and Fairy types have not been discovered yet. All Dark, Steel, and Fairy type moves are defaulted to normal, unless a good reason is presented for it to be otherwise. All dual typed Dark, Steel, or Fairy type pokemon lose their Dark, Steel, or Fairy typing. All Single-typed Dark, Steel, or Fiary pokemon become normal type unless a good reason is presented for it to be otherwise.

Special Attack and Special Defense are merged into the Special stat, which is determined by averaging a mon's Special Attack and Special Defense ranks and rounding up. Any moves that would boost/lower Special Attack or Special Defense will boost/lower the special stat.

Poison is super effective against Bug, and Bug is super effective against Poison.

There are no abilities, except for Truant, Slow Start, and Defeatest.

There are no changes to partial trapping moves for obvious balance reasons.


The arena:

It is said that meteors have struck this mountain, leaving behind moonstones. It is home to Clefairy, but also many Zubat. If you know where to look, you may find fossils of ancient Pokemon
There is no water source
Seismic activity is allowed
Limited Cieling


This arena takes place in the distant past known as the late 1990s. As such, many mechanics act like they did back then:

There is no physical-special split.
Normal, Fighting, Flying, Ground, Rock, Bug, Ghost, and Poison moves are Physical Moves
Water, Grass, Fire, Ice, Electric, Psychic, and Dragon moves are Special Moves

Dark, Steel, and Fairy types have not been discovered yet. All Dark, Steel, and Fairy type moves are defaulted to normal, unless a good reason is presented for it to be otherwise. All dual typed Dark, Steel, or Fairy type pokemon lose their Dark, Steel, or Fairy typing. All Single-typed Dark, Steel, or Fiary pokemon become normal type unless a good reason is presented for it to be otherwise.

Special Attack and Special Defense are merged into the Special stat, which is determined by averaging a mon's Special Attack and Special Defense ranks and rounding up. Any moves that would boost/lower Special Attack or Special Defense will boost/lower the special stat.

Poison is super effective against Bug, and Bug is super effective against Poison.

There are no abilities, except for Truant, Slow Start, and Defeatest.

There are no changes to partial trapping moves for obvious balance reasons.


The arena:

Cerulean City is located in Northern Kanto. It is home to the Cerulean Gym, whose leader Misty specializes in Water Pokemon and gives out the Cascade Badge. Miracle Cycle Bike Shop is also located in Cerulean, but beware: they charge a hefty price.
There is a water source in the form of a river in the northern part of the Arena
Seismic activity is allowed


This arena takes place in the distant past known as the late 1990s. As such, many mechanics act like they did back then:

There is no physical-special split.
Normal, Fighting, Flying, Ground, Rock, Bug, Ghost, and Poison moves are Physical Moves
Water, Grass, Fire, Ice, Electric, Psychic, and Dragon moves are Special Moves

Dark, Steel, and Fairy types have not been discovered yet. All Dark, Steel, and Fairy type moves are defaulted to normal, unless a good reason is presented for it to be otherwise. All dual typed Dark, Steel, or Fairy type pokemon lose their Dark, Steel, or Fairy typing. All Single-typed Dark, Steel, or Fiary pokemon become normal type unless a good reason is presented for it to be otherwise.

Special Attack and Special Defense are merged into the Special stat, which is determined by averaging a mon's Special Attack and Special Defense ranks and rounding up. Any moves that would boost/lower Special Attack or Special Defense will boost/lower the special stat.

Poison is super effective against Bug, and Bug is super effective against Poison.

There are no abilities, except for Truant, Slow Start, and Defeatest.

There are no changes to partial trapping moves for obvious balance reasons.


The arena:

Vermillion is a Port City located in central Kanto. It is home to the Vermillion gym, whose gym leader Lt. Surge specializes in Electric-type pokemon and gives out the Thunder Badge. It also serves as the home port for the cruise ship S.S. Anne. The Pokemon Fan Club is located in the north-western part of Vermillion
There is water surrounding the West and South sides of the city
Seismic activity is allowed


This arena takes place in the distant past known as the late 1990s. As such, many mechanics act like they did back then:

There is no physical-special split.
Normal, Fighting, Flying, Ground, Rock, Bug, Ghost, and Poison moves are Physical Moves
Water, Grass, Fire, Ice, Electric, Psychic, and Dragon moves are Special Moves

Dark, Steel, and Fairy types have not been discovered yet. All Dark, Steel, and Fairy type moves are defaulted to normal, unless a good reason is presented for it to be otherwise. All dual typed Dark, Steel, or Fairy type pokemon lose their Dark, Steel, or Fairy typing. All Single-typed Dark, Steel, or Fiary pokemon become normal type unless a good reason is presented for it to be otherwise.

Special Attack and Special Defense are merged into the Special stat, which is determined by averaging a mon's Special Attack and Special Defense ranks and rounding up. Any moves that would boost/lower Special Attack or Special Defense will boost/lower the special stat.

Poison is super effective against Bug, and Bug is super effective against Poison.

There are no abilities, except for Truant, Slow Start, and Defeatest.

There are no changes to partial trapping moves for obvious balance reasons.


The arena:

The S.S. Anne is a cruise liner that makes yearly stops in Vermillion city. Its captain is known for getting seasick, even when in port. it is not known why he chose that line of work. Battles take place on the deck of the boat.
The is water surrounding the boat that pokemon can use for moves or swim in
Seismic Activity is not allowed


This arena takes place in the distant past known as the late 1990s. As such, many mechanics act like they did back then:

There is no physical-special split.
Normal, Fighting, Flying, Ground, Rock, Bug, Ghost, and Poison moves are Physical Moves
Water, Grass, Fire, Ice, Electric, Psychic, and Dragon moves are Special Moves

Dark, Steel, and Fairy types have not been discovered yet. All Dark, Steel, and Fairy type moves are defaulted to normal, unless a good reason is presented for it to be otherwise. All dual typed Dark, Steel, or Fairy type pokemon lose their Dark, Steel, or Fairy typing. All Single-typed Dark, Steel, or Fiary pokemon become normal type unless a good reason is presented for it to be otherwise.

Special Attack and Special Defense are merged into the Special stat, which is determined by averaging a mon's Special Attack and Special Defense ranks and rounding up. Any moves that would boost/lower Special Attack or Special Defense will boost/lower the special stat.

Poison is super effective against Bug, and Bug is super effective against Poison.

There are no abilities, except for Truant, Slow Start, and Defeatest.

There are no changes to partial trapping moves for obvious balance reasons.


The arena:

Diglett's Cave links Vermillion city and Viridian City. It is home to Diglett and Dugtrio.
There is no water source
Seismic activity is allowed
Limited cieling


(So interesting)

This arena takes place in the distant past known as the late 1990s. As such, many mechanics act like they did back then:

There is no physical-special split.
Normal, Fighting, Flying, Ground, Rock, Bug, Ghost, and Poison moves are Physical Moves
Water, Grass, Fire, Ice, Electric, Psychic, and Dragon moves are Special Moves

Dark, Steel, and Fairy types have not been discovered yet. All Dark, Steel, and Fairy type moves are defaulted to normal, unless a good reason is presented for it to be otherwise. All dual typed Dark, Steel, or Fairy type pokemon lose their Dark, Steel, or Fairy typing. All Single-typed Dark, Steel, or Fiary pokemon become normal type unless a good reason is presented for it to be otherwise.

Special Attack and Special Defense are merged into the Special stat, which is determined by averaging a mon's Special Attack and Special Defense ranks and rounding up. Any moves that would boost/lower Special Attack or Special Defense will boost/lower the special stat.

Poison is super effective against Bug, and Bug is super effective against Poison.

There are no abilities, except for Truant, Slow Start, and Defeatest.

There are no changes to partial trapping moves for obvious balance reasons.


The arena:

Rock Tunnel is a very dark cave in Eastern Kanto.
Rock Tunnel is very dark. Without a light source, moves lose a flat 50% accuracy (i.e. 80% goes to 30%, not 40%). The more light there is, the more accurate the moves are (refferee's discretion). Trainers are encouraged to be creative with lighting options.
There is no water source
Seismic activity is allowed
Limited Cieling


This arena takes place in the distant past known as the late 1990s. As such, many mechanics act like they did back then:

There is no physical-special split.
Normal, Fighting, Flying, Ground, Rock, Bug, Ghost, and Poison moves are Physical Moves
Water, Grass, Fire, Ice, Electric, Psychic, and Dragon moves are Special Moves

Dark, Steel, and Fairy types have not been discovered yet. All Dark, Steel, and Fairy type moves are defaulted to normal, unless a good reason is presented for it to be otherwise. All dual typed Dark, Steel, or Fairy type pokemon lose their Dark, Steel, or Fairy typing. All Single-typed Dark, Steel, or Fiary pokemon become normal type unless a good reason is presented for it to be otherwise.

Special Attack and Special Defense are merged into the Special stat, which is determined by averaging a mon's Special Attack and Special Defense ranks and rounding up. Any moves that would boost/lower Special Attack or Special Defense will boost/lower the special stat.

Poison is super effective against Bug, and Bug is super effective against Poison.

There are no abilities, except for Truant, Slow Start, and Defeatest.

There are no changes to partial trapping moves for obvious balance reasons.


The arena:

This abandoned power plant is located in Eastern Kanto and is populated by many Electric-Type Pokemon. It is rumored that the legendary bird Zapdos resides here.
There is no water source
Seismic activity is allowed
Limited cieling


This arena takes place in the distant past known as the late 1990s. As such, many mechanics act like they did back then:

There is no physical-special split.
Normal, Fighting, Flying, Ground, Rock, Bug, Ghost, and Poison moves are Physical Moves
Water, Grass, Fire, Ice, Electric, Psychic, and Dragon moves are Special Moves

Dark, Steel, and Fairy types have not been discovered yet. All Dark, Steel, and Fairy type moves are defaulted to normal, unless a good reason is presented for it to be otherwise. All dual typed Dark, Steel, or Fairy type pokemon lose their Dark, Steel, or Fairy typing. All Single-typed Dark, Steel, or Fiary pokemon become normal type unless a good reason is presented for it to be otherwise.

Special Attack and Special Defense are merged into the Special stat, which is determined by averaging a mon's Special Attack and Special Defense ranks and rounding up. Any moves that would boost/lower Special Attack or Special Defense will boost/lower the special stat.

Poison is super effective against Bug, and Bug is super effective against Poison.

There are no abilities, except for Truant, Slow Start, and Defeatest.

There are no changes to partial trapping moves for obvious balance reasons.


The arena:

Lavender Town would be little more than a wide spot in the road if not for the Pokemon Tower, where Pokemon are layed to rest.
There is no water source
Seismic activity is allowed


This arena takes place in the distant past known as the late 1990s. As such, many mechanics act like they did back then:

There is no physical-special split.
Normal, Fighting, Flying, Ground, Rock, Bug, Ghost, and Poison moves are Physical Moves
Water, Grass, Fire, Ice, Electric, Psychic, and Dragon moves are Special Moves

Dark, Steel, and Fairy types have not been discovered yet. All Dark, Steel, and Fairy type moves are defaulted to normal, unless a good reason is presented for it to be otherwise. All dual typed Dark, Steel, or Fairy type pokemon lose their Dark, Steel, or Fairy typing. All Single-typed Dark, Steel, or Fiary pokemon become normal type unless a good reason is presented for it to be otherwise.

Special Attack and Special Defense are merged into the Special stat, which is determined by averaging a mon's Special Attack and Special Defense ranks and rounding up. Any moves that would boost/lower Special Attack or Special Defense will boost/lower the special stat.

Poison is super effective against Bug, and Bug is super effective against Poison.

There are no abilities, except for Truant, Slow Start, and Defeatest.

There are no changes to partial trapping moves for obvious balance reasons.


The arena:

The Pokemon Tower, located in Lavender Town, is the eerie place where deceased Pokemon are layed to rest
No water source
No seismic activity
Digging is not allowed
Limited cieling


This arena takes place in the distant past known as the late 1990s. As such, many mechanics act like they did back then:

There is no physical-special split.
Normal, Fighting, Flying, Ground, Rock, Bug, Ghost, and Poison moves are Physical Moves
Water, Grass, Fire, Ice, Electric, Psychic, and Dragon moves are Special Moves

Dark, Steel, and Fairy types have not been discovered yet. All Dark, Steel, and Fairy type moves are defaulted to normal, unless a good reason is presented for it to be otherwise. All dual typed Dark, Steel, or Fairy type pokemon lose their Dark, Steel, or Fairy typing. All Single-typed Dark, Steel, or Fiary pokemon become normal type unless a good reason is presented for it to be otherwise.

Special Attack and Special Defense are merged into the Special stat, which is determined by averaging a mon's Special Attack and Special Defense ranks and rounding up. Any moves that would boost/lower Special Attack or Special Defense will boost/lower the special stat.

Poison is super effective against Bug, and Bug is super effective against Poison.

There are no abilities, except for Truant, Slow Start, and Defeatest.

There are no changes to partial trapping moves for obvious balance reasons.


The arena:

Celadon, located in central Kanto, is one of the bigger cities in the region. It is home to the Celedon Gym, whose leader Erica specializes in Grass-type Pokemon and gives out the Rainbow Badge. The shopping mall is also in Celedon, as is the Game Corner. Shhh! Don't look behind the poster!
There is a water source
Seismic activity is allowed


This arena takes place in the distant past known as the late 1990s. As such, many mechanics act like they did back then:

There is no physical-special split.
Normal, Fighting, Flying, Ground, Rock, Bug, Ghost, and Poison moves are Physical Moves
Water, Grass, Fire, Ice, Electric, Psychic, and Dragon moves are Special Moves

Dark, Steel, and Fairy types have not been discovered yet. All Dark, Steel, and Fairy type moves are defaulted to normal, unless a good reason is presented for it to be otherwise. All dual typed Dark, Steel, or Fairy type pokemon lose their Dark, Steel, or Fairy typing. All Single-typed Dark, Steel, or Fiary pokemon become normal type unless a good reason is presented for it to be otherwise.

Special Attack and Special Defense are merged into the Special stat, which is determined by averaging a mon's Special Attack and Special Defense ranks and rounding up. Any moves that would boost/lower Special Attack or Special Defense will boost/lower the special stat.

Poison is super effective against Bug, and Bug is super effective against Poison.

There are no abilities, except for Truant, Slow Start, and Defeatest.

There are no changes to partial trapping moves for obvious balance reasons.


The arena:

Saffron City is located in central Kanto and is one of the larger cities in the region. It used to be home to the Fighting gym, but Sabrina's Psychic gym took the spot and the Fighting Gym was demoted to a dojo. Saffron is also home to the Silph Co. Headquarters.
There is no water source
Seismic activity is allowed but discouraged as it may cause buildings to come down (ref's discression)


This arena takes place in the distant past known as the late 1990s. As such, many mechanics act like they did back then:

There is no physical-special split.
Normal, Fighting, Flying, Ground, Rock, Bug, Ghost, and Poison moves are Physical Moves
Water, Grass, Fire, Ice, Electric, Psychic, and Dragon moves are Special Moves

Dark, Steel, and Fairy types have not been discovered yet. All Dark, Steel, and Fairy type moves are defaulted to normal, unless a good reason is presented for it to be otherwise. All dual typed Dark, Steel, or Fairy type pokemon lose their Dark, Steel, or Fairy typing. All Single-typed Dark, Steel, or Fiary pokemon become normal type unless a good reason is presented for it to be otherwise.

Special Attack and Special Defense are merged into the Special stat, which is determined by averaging a mon's Special Attack and Special Defense ranks and rounding up. Any moves that would boost/lower Special Attack or Special Defense will boost/lower the special stat.

Poison is super effective against Bug, and Bug is super effective against Poison.

There are no abilities, except for Truant, Slow Start, and Defeatest.

There are no changes to partial trapping moves for obvious balance reasons.


The arena:

Fuchsia is home to the Fuchsia Gym, whose leader Koga specializes in Poison-type Pokemon and gives out the Soul Badge. Fuchsia's main attraction is the Safari Zone.
There are 3 different water sources in different parts of the map
Seismic activity is allowed


This arena takes place in the distant past known as the late 1990s. As such, many mechanics act like they did back then:

There is no physical-special split.
Normal, Fighting, Flying, Ground, Rock, Bug, Ghost, and Poison moves are Physical Moves
Water, Grass, Fire, Ice, Electric, Psychic, and Dragon moves are Special Moves

Dark, Steel, and Fairy types have not been discovered yet. All Dark, Steel, and Fairy type moves are defaulted to normal, unless a good reason is presented for it to be otherwise. All dual typed Dark, Steel, or Fairy type pokemon lose their Dark, Steel, or Fairy typing. All Single-typed Dark, Steel, or Fiary pokemon become normal type unless a good reason is presented for it to be otherwise.

Special Attack and Special Defense are merged into the Special stat, which is determined by averaging a mon's Special Attack and Special Defense ranks and rounding up. Any moves that would boost/lower Special Attack or Special Defense will boost/lower the special stat.

Poison is super effective against Bug, and Bug is super effective against Poison.

There are no abilities, except for Truant, Slow Start, and Defeatest.

There are no changes to partial trapping moves for obvious balance reasons.


The arena:

The Safari Zone is a semi-protected environment for rare Pokemon. Trainers are allowed to go in and try to catch those Pokemon. There is much tall grass as well as a large pool of water
Seismic activity is allowed


This arena takes place in the distant past known as the late 1990s. As such, many mechanics act like they did back then:

There is no physical-special split.
Normal, Fighting, Flying, Ground, Rock, Bug, Ghost, and Poison moves are Physical Moves
Water, Grass, Fire, Ice, Electric, Psychic, and Dragon moves are Special Moves

Dark, Steel, and Fairy types have not been discovered yet. All Dark, Steel, and Fairy type moves are defaulted to normal, unless a good reason is presented for it to be otherwise. All dual typed Dark, Steel, or Fairy type pokemon lose their Dark, Steel, or Fairy typing. All Single-typed Dark, Steel, or Fiary pokemon become normal type unless a good reason is presented for it to be otherwise.

Special Attack and Special Defense are merged into the Special stat, which is determined by averaging a mon's Special Attack and Special Defense ranks and rounding up. Any moves that would boost/lower Special Attack or Special Defense will boost/lower the special stat.

Poison is super effective against Bug, and Bug is super effective against Poison.

There are no abilities, except for Truant, Slow Start, and Defeatest.

There are no changes to partial trapping moves for obvious balance reasons.


The arena:

The Seafoam Islands are a haven for Water and Ice type pokemon (and Zubat, but whatever). It is cold and icy. There is ample water supply. It is said that the legendary bird Articuno has made its home in the depths of the caves.
Seismic activity is allowed
Limited cieling


Field type: water

This arena takes place in the distant past known as the late 1990s. As such, many mechanics act like they did back then:

There is no physical-special split.
Normal, Fighting, Flying, Ground, Rock, Bug, Ghost, and Poison moves are Physical Moves
Water, Grass, Fire, Ice, Electric, Psychic, and Dragon moves are Special Moves

Dark, Steel, and Fairy types have not been discovered yet. All Dark, Steel, and Fairy type moves are defaulted to normal, unless a good reason is presented for it to be otherwise. All dual typed Dark, Steel, or Fairy type pokemon lose their Dark, Steel, or Fairy typing. All Single-typed Dark, Steel, or Fiary pokemon become normal type unless a good reason is presented for it to be otherwise.

Special Attack and Special Defense are merged into the Special stat, which is determined by averaging a mon's Special Attack and Special Defense ranks and rounding up. Any moves that would boost/lower Special Attack or Special Defense will boost/lower the special stat.

Poison is super effective against Bug, and Bug is super effective against Poison.

There are no abilities, except for Truant, Slow Start, and Defeatest.

There are no changes to partial trapping moves for obvious balance reasons.


The arena:

Route 20, located in southern Kanto, is almost entirely water. As such, non-aquatic pokemon have severely limited mobility.
Seismic activity is not possible because there is not enough land


This arena takes place in the distant past known as the late 1990s. As such, many mechanics act like they did back then:

There is no physical-special split.
Normal, Fighting, Flying, Ground, Rock, Bug, Ghost, and Poison moves are Physical Moves
Water, Grass, Fire, Ice, Electric, Psychic, and Dragon moves are Special Moves

Dark, Steel, and Fairy types have not been discovered yet. All Dark, Steel, and Fairy type moves are defaulted to normal, unless a good reason is presented for it to be otherwise. All dual typed Dark, Steel, or Fairy type pokemon lose their Dark, Steel, or Fairy typing. All Single-typed Dark, Steel, or Fiary pokemon become normal type unless a good reason is presented for it to be otherwise.

Special Attack and Special Defense are merged into the Special stat, which is determined by averaging a mon's Special Attack and Special Defense ranks and rounding up. Any moves that would boost/lower Special Attack or Special Defense will boost/lower the special stat.

Poison is super effective against Bug, and Bug is super effective against Poison.

There are no abilities, except for Truant, Slow Start, and Defeatest.

There are no changes to partial trapping moves for obvious balance reasons.


The arena:

Cinnabar Island, located in south-western Kanto, is built on a dormant volcano. The gym leader, Blaine, uses Fire-type pokemon and gives out the Volcano Badge.
The island is surrounded by water that pokemon can use and swim in
Seismic activity is allowed but discouraged because it may cause the volcano to become active


This arena takes place in the distant past known as the late 1990s. As such, many mechanics act like they did back then:

There is no physical-special split.
Normal, Fighting, Flying, Ground, Rock, Bug, Ghost, and Poison moves are Physical Moves
Water, Grass, Fire, Ice, Electric, Psychic, and Dragon moves are Special Moves

Dark, Steel, and Fairy types have not been discovered yet. All Dark, Steel, and Fairy type moves are defaulted to normal, unless a good reason is presented for it to be otherwise. All dual typed Dark, Steel, or Fairy type pokemon lose their Dark, Steel, or Fairy typing. All Single-typed Dark, Steel, or Fiary pokemon become normal type unless a good reason is presented for it to be otherwise.

Special Attack and Special Defense are merged into the Special stat, which is determined by averaging a mon's Special Attack and Special Defense ranks and rounding up. Any moves that would boost/lower Special Attack or Special Defense will boost/lower the special stat.

Poison is super effective against Bug, and Bug is super effective against Poison.

There are no abilities, except for Truant, Slow Start, and Defeatest.

There are no changes to partial trapping moves for obvious balance reasons.


The arena:

Victory Road: the final test for trainers before the Indigo Plateau. Full of annoying Golbat and Exploding Graveler, it is a true challenge. There are some that say the legendary bird Moltres has made its nest in Victory Road
There is no water source
Seismic activity is allowed
Limited cieling

 
All pokémon are under the effects of a permanent taunt. Only 4 moves may be used by each pokémon for the entire battle (Combos are considered an extra move & require both component moves). These are chosen at first sendout. No commands may be used. Damaging evasive moves may not be suspended. No moves that recover HP in any way may be used. All attacks used must deal damage to the opponent. Attempting to violate any of these rules results in the violating pokémon taking 20 damage and the move failing.
 
Last edited:
Field Type: Flying
Complexity: Moderate
Format: Only Pokemon with either the Flying Type, have learned the Move Fly, have Levitate (Command) or have Levitate (Ability) may enter.
Restrictions: No external sources at all

Trainers rest on perches while their Sky Pokemon battle! Due to their mastery of the winds, Flying Type pokemon receive +1 Speed. Pokemon that are too heavy (Weight Class 5 or higher) have their Speed reduced by 1 per each WC over the limit. Wind-Based attacks are more potent and easier to use; they cost 1 less EN and add 2 to their base power. Sandstorm and Hail reduce the Accuracy of all non-Ground/Steel/Rock and non-Ice pokemon by one stage respectively. Rain and Sun reduce the Speed and Evasion of all Fire and Water pokemon respectively. Effects that would ground a Pokemon (not Roost) or cause a Pokemon to lose it's ability to fly makes it take 10 Crash Damage. If the Pokemon continues to be grounded, it's attacks lose a flat 10% Accuracy and it loses a flat 30% Evasion.
 
Last edited:
EDIT: ASSUME ALL ARENAS LISTED HERE ARE UNTESTED UNLESS STATED.

As is apparently customary, I shall now design some arenas. Any and all feedback appreciated.

UNESCO Battlezones
There are places in the world which must be preserved for posterity, as has been laid down under UN law. UNESCO, the body that governs such heritage sites, are one of those perennially cash-strapped organizations, and a new private finance initiative has been set up to help with the preservation of natural and man-made wonders. That initiative? Letting a load of battle-trained sentient animals (and the Pokemon they train) loose on the grounds to fight with as much show and spectacle as they can possibly pull off. This, as the saying goes, can only end well.

More will be added as this develops.

Arena: The Causeway Coast
Field Type: Water, Grass, Rock
Complexity: Moderate-Intense
Format: Any
Restrictions:-
1)
No seismic moves; this is a World Heritage Site, yer pleb, not a bleedin' gravel quarry!
2) No Pokemon over Weight Class 7 (except Flying-types or Pokemon with Levitate); we don't want them thundering around all over the place. Health and Safety, mate. Hands are tied.

Ireland's Causeway Coast is home to the Giant's Causeway, a strange natural formation of over 40,000 basalt columns that stretch out into the bay. As the cold winds whip foam from the sea and flay the Trainers to their bones, their Pokemon have to deal with the eerie sense that something big is lurking nearby. Legend has it that an Irish giant built the causeway out of local rocks purely to have a fight with a Scottish one, and while it's clearly not true, Pokemon are a little uneasy about it.
  • Permanent Weather: Sea Gale. The Giant's Causeway is a wind-lashed place, and if you're not used to dealing with it, it can be a ghastly experience. Bring your raincoats! And possibly a raft, too... Ice-, Flying-, and Water-type moves gain +2 BAP; Fire-, Fighting-, and Ground-type moves lose -2 BAP. All Pokemon on the field have a random ability replaced with Damp.
  • Geography: Green Hills and Causeway. Not for nothing is Ireland known as the Emerald Isle, and in the area around the Giant's Causeway, it shows in the brilliant-green grass. The sea winds still throw salt into your eyes, but at least you've got something nice to look at for the brief period before that. Grassy Terrain and Water Sport are constantly in effect.
  • Geography: Slippery Rocks. The causeway itself, on the other hand, is rather more treacherous. If you're not used to it, there's quite a chance you'll end up in the drink. If a Dodge roll is failed, the Pokemon attempting the role is hit with a Brine move at Rank 4 Special Attack. Water-types, Rock-types, and Pokemon with the abilities Super Luck, Quick Feet, Suction Cups, Swift Swim, Levitate, Storm Drain and Water Absorb are exempt from this.
  • Psychology: The Giant Watches... There isn't really a giant, but the legend hangs heavy over the landscape. Pokemon who are sensitive to such things, well... it makes them nervous. Of course, big Pokemon don't really have this problem... Psychic- and Fairy-types suffer the effects of Pressure, unless they have the abilities Unaware, Own Tempo, Cloud Nine, Oblivious, or Serene Grace. Any Pokemon of Height Class 5+ gain the ability Defiant in addition to other abilities. If such a Pokemon already has Defiant, then they regain the ability that was replaced with Damp.
Arena: The Gondwana Rainforests
Field Type: Fire, Grass, Flying
Complexity: Intense
Format: Any
Restrictions:-
1)
No seismic moves allowed EXCEPT Eruption and Lava Plume.
2) No powder moves or Pokemon with the ability Effect Spore allowed; spores are seeds, and they constitute an invasive species.

The Gondwana Rainforests of eastern Australia are some of the most ancient in the world, left largely undisturbed by man and home to some of the world's rarest species. Songbirds and ancient trees mix together in the dappled Australian sunlight, while rising tall and stern above them are the ancient volcanoes that gave rise to them in the first place.
  • Permanent Weather: Singing Winds. The air is so thick with birdsong and pollen that it grants a feeling of calm and contentment to those who take solace in such things. Grass- and Flying-type Pokemon gain +1 Base Rank in Defence and Special Defence. Fire-types gain +1 Base Rank in Speed.
  • Geography: Wollumbin. Towering over the battlezone is Wollumbin, or Mt. Warning to Westerners. This shield volcano might be extinct now, but certain Pokemon can still draw upon its power. Fire-type moves gain +2 BAP. Eruption and Lava Plume have their energy costs reduced by 3.
  • Geography: Ancient Forests. The volcanic mountains also provide rich soils for the rainforests to grow tall and strong, and some Pokemon can take advantage of it too. Grassy Terrain is constantly in effect. Grass- and Fairy-type moves have their energy costs reduced by 1. Any Pokemon using Dig is hit with a Wood Hammer move with Rank 4 Attack.
  • Geography: Cloud Bringers. Rainforests are so named because they generate their own rain, warming the bones of the trees and making rich food for the Pokemon who fight under the canopy. Rain Dish is constantly active. The effects of Sap Sipper are doubled.
Arena: Wadi al-Hitan
Field Type: Rock, Water, Ground
Complexity: Moderate-Intense
Format: Any
Restrictions:-
1)
No seismic moves allowed; the bones here could be lost forever...

Wadi al-Hitan translates to "The Valley of the Whales", and it is vitally important to our understanding of ancient life. The bones of the Archaeoceti, ancient, long-extinct proto-whales, are on display all over the valley, shown off by proud palaeontologists. Such things are fragile from age, though, so be careful where you tread...
  • Permanent Weather: Dust Devils. The valley catches the surrounding winds and twists them into vortexes, whipping up the sand into vicious little twisters. Rock- and Ground-types gain +1 Base Rank in their highest True Stat ranking (eg. 130 Attack). If there is a tie, both Ranks are raised. Flying-type moves lose -2 BAP and have their energy costs increased by 2.
  • Geography: Lost Seas. In ancient, long-forgotten days, this area was pretty much underwater. The proto-whales here fed off of plankton, and a fraction of them remain. Water-type Pokemon of Weight Class 4 or greater are permanently under the effects of Hydration. Counts as an external source of water for Fossil Pokemon.
  • Geography: Cloudless Skies. The air over Egypt's Western Desert has been baked dry by the harsh African sun, and there is little protection from its rays. Solar Power is constantly active and its effects are doubled. Rain-related moves and moves with Mud in the name fail automatically unless the user is a Water-type.
  • Psychology: Bones of the Forebears. These are the ancestors of the whales and whale-like Pokemon we see to day, and some are able to draw power from the majestic skeletons. Fossil Pokemon have all their attacks gain +4 BAP and have all their energy costs reduced by 3. Water-type Pokemon of Weight Class 4 or greater may use the move Paleo Wave and gain +1 Base Rank in Special Attack.
Arena: Nanda Devi National Park
Field Type: Ice, Bug, Fairy
Complexity: Moderate-Intense
Format: Any
Restrictions:-
1)
No Pokemon over Weight Class 9.

The Nanda Devi National Park, and its neighbour the Valley of Flowers, have a powerful place in Hindu mythology. They (for the two are barely separate entities) are equally lauded by biologists, for whom it is the last refuge of the Asiatic black bear and several indigenous alpine flowers. It is a beautiful and tranquil haven in some places, and a rugged and powerful landscape in others.
  • Permanent Weather: Arid Air. This high up, breathing becomes a little tricky, and the more oxygen you need, the more you're going to suffer. Ice- and Bug-type moves gain +2 BAP. Any Pokemon over Size or Weight Class 4 take 2 damage per round for every rank up to 9 (so a Pokemon of Weight Class 6 would take 4 damage per round). Ice-, Flying-, and Bug-types are not affected by this.
  • Geography: Flower Meadows. Pokemon of certain types are put at ease by the presence of so many different flowers in one place. Bug-type Pokemon gain +1 Rank in Special Defence and the ability Skill Link in addition to their other abilities. Fairy-type moves have their energy costs reduced by 2 and Fairy-type Pokemon gain the additional ability Ice Body, which is constantly activated.
  • Geography: Nanda Devi West. The second-highest mountain in India, Nanda Devi West is a terrifying peak, looming seven thousand feet above the landscape and bearing spite for those who dare to cross it. Pokemon with Snow Warning gain +1 Speed (not including accuracy). Avalanche's effect is always active.
  • Psychology: Kingdom of the Wind. When the wind whistles through the majestic Rishi Valley, it is hard not to be inspired by it. The insects of the gorges know those winds well, and are masters of wielding the gusts to defend themselves from avian predators. Silver Wind always crits. Bug-type moves are super-effective against Flying-types.

Arena: Chan Chan Archaeological Reserve
Field Type: Psychic, Ground
Complexity: Moderate-Intense
Format: Any
Restrictions:-
1)
No seismic moves allowed; the archaeological data is very sensitive
2) No contact moves with imperfect accuracy over 9 BAP allowed (calculated after boosts from Speed-increasing natures); if you miss and break the five hundred-year-old Peruvian city, then a lot of sun-baked old men in dusty corduroy jackets will be very cross with you.

The Chan Chan Archaeological Reserve is the remains of the once-proud city of Chan Chan, located in a valley in Peru. Once the capital of the mighty Chimu kingdom, it was taken and destroyed by the Inca shortly before Spanish colonization. The Chimu may be long gone, but their greatest work remains. Please don't break it. Please.

  • Permanent Weather: Desert Sun. The Chimu's capital was set in the Moche river valley, a once-fertile place now reduced to desert. Fire- and Ground-type moves gain +2 BAP, while Water- and Grass-type moves lose -2 BAP. Sand Tomb gains +2 BAP and now has perfect accuracy.
  • Geography: Urban Planning. Chan Chan's layout is what makes it a World Heritage Site; it is a vast city but one planned out in exacting detail. Trick Room cannot be used. Self-Destruct, Explosion, and Aftermath do no damage to the opponents.
  • Geography: The Canals of Chan Chan. The city was fed by water from the Moche and Chicana rivers, all of which were diverted into an underground irrigation and canal system more than 50 miles in length. Alas, the rivers, like the Chimu, are no more. No external sources of water. No moves with the word Mud in the name may be used, except by Water-types.
  • Psychology: Lost Castles. Chan Chan's buildings were absolutely vast and surviving records show that they were richly decorated with abstract and religious friezes. Some Pokemon can see the buildings as if they were still there... Psychic-, Ghost-, and Fairy-types all know the move Roar Of Time, and all other attacks with a Time theme have their energy cost reduced by 1. In addition, Sigilyph gains +1 Base Rank in all stats and the ability Battle Armour.
Arena: Bikini Atoll Test Site
Field Type: Electric, Steel, Ghost
Complexity: Moderate-Intense
Format: Any
Restrictions:-
1)
No seismic moves; not only could they disturb the fragile coral, they could also disturb the heavy water. Anyone who knows what heavy water is knows how bad that could be...
2) No NFE Water-type Pokemon EXCEPT ones with secondary Electric-, Dragon- or Steel-typing; the background radiation is too dangerous for them.

Some people wonder why a group of scattered blobs of sand in the Marshall Islands that were routinely subjected to nuclear bombings are worthy of UNESCO protection. Perhaps they are right to, but it is the opinion of UNESCO that they serve as a warning of the destruction that mankind can wreak, both with weapons and with Pokemon. War may never change, but people can, and it is the opinion of UNESCO that this will help them to.
  • Permanent Weather: Tropical Idyll. The atoll is covered in bunkers and decades-old US Army warning signs, but the islands themselves are largely unscathed. It's almost too easy to relax on the beach. Pokemon sent to sleep are automatically sent to Intense Sleep; Pokemon with Early Bird are sent to Deep Sleep, and Pokemon with Insomnia or similar abilities are sent to Light Sleep. Pokemon with the ability Solar Power have all their attacks boosted by +2 BAP.
  • Geography: The Sunken Fleet. Beneath the waves lies a graveyard of ships. It is a haunting place, but one that gives certain Pokemon a natural advantage. Steel-type moves gain +4 BAP and are super-effective against Dark-types. Ghost-type Pokemon may use the move Flash Cannon.
  • Geography: Bravo Crater. Perhaps the most intimidating thing about Bikini Atoll is the strange crater that lurks below the ocean's surface, a leftover from a hydrogen bomb that bears the leftovers of nuclear reactions. Electric-type moves have their energy costs lowered by 3 and can now hit Ground-type Pokemon. Electric-type Pokemon over Size or Weight Class 3 are not damaged by an ally's Discharge attack, though it will still activate Volt Absorb.
  • Psychology: What Hath God Wrought? Bikini Atoll is a haunted place, where the corals are mutated creatures and the spirits of bomb-blasted fish still linger in the sea, whispering into the dreams of the unwary. Corsola's abilities Natural Cure and Regenerator are replaced with Protean and Colour Change. In addition, if it holds the item Bright Powder, it gains +2 Base Ranks in Attack. Ghost-type attacks do +2 additional damage to sleeping targets. Bullet and bomb moves (i.e. everything covered by the ability Bulletproof) do +3 additional damage.
Arena: The Royal Castle of Kronborg, Denmark
Field Type: Rock, Grass, Ghost
Complexity: Intense
Format: Any
Restrictions:-
1)
No seismic moves allowed at all, including anything that makes waves.
2) No Pokemon over Size or Weight Class 6; their bulk could severely damage the most famous castle in the Western World.

The castle of Kronborg, on an island in the Oresund (the gateway to Denmark and source of much conflict in Scandinavian history), is an incredibly important residence. Not only is it an official residence of the Danish royal family, it was also immortalised by William Shakespeare as Elsinore, the setting for Hamlet. The more cultured denizens of ASB can draw upon its influence andpffffthaHAHAHA, as if anyone here's cultured...

  • Permanent Weather: Storm of the Sound. The area around the Oresund can be wracked by the most terrible storms, biting winds and bone-deep cold shotblasting the participant with sleet and bits of old boat. Hydro Cannon and Frenzy Plant do not inflict a round of Sluggishness after use. Water, Ice, and Grass-type attacks gain +2 BAP; Fire, Flying, and Steel-type attacks lose -2 BAP and cost +2 additional energy. Any moves with a chance to freeze the opponent also have a 10% chance to lower the target's accuracy by 1 stage. Blizzard, Hurricane, Thunder, and Hydro Pump have 100% accuracy.
  • Geography: The Trumpeter's Tower. It is this tower that looms largest over the Sound, and over the hearts of the Pokemon battling beneath it. Storms shatter themselves on its ramparts, and some Pokemon can draw a similar strength from the ancient sandstone. Grass and Ground now resist Flying-type moves, and Flying-type Pokemon can now be hit by Ground-type moves for neutral damage. Rock-type moves are super-effective against Ghost- and Dragon-types, and cost 3 less energy.
  • Geography: The Banqueting Hall. One of the most stunningly opulent rooms in the whole of Europe, this hall has been home to trade delegations and feasts throughout the history of Denmark. Once per round, the ref randomly determines which Pokemon on the field can enter the Hall. For that round, that Pokemon may use any move from a BENCHED Pokemon that they do not themselves possess, but NONE of their own moves. However, the energy cost of moves from other Pokemon is increased by +2. Power Gem hits through substitutes.
  • Psychology: Five Acts Of Mastery. Though Shakespeare never visited, his influence upon the castle's inhabitants over the years is clear. The play concerns ghosts and indecision to the point where some Pokemon find themselves compelled to follow the plot along... Ghost-type Pokemon gain +3 Base Ranks in Attack and Special Attack after 5 turns. Ominous Wind always crits, and Miracle Eye always fails. Poison-type Pokemon gain the ability Adaptability in addition to their other abilities; if they already possess Adaptability, the BAP bonus is +4 rather than +2.


The Towers of the Original War
Arceus and Giratina have been locked in combat since time immemorial, and now their fight has come to Earth. The followers of both sides have now spread all over the planet, but the governments of our world stood with the Original One. Giratina was furious at this, and eventually the blue-green bauble became a single, giant battleground between the two legends and their minions, until Arceus could see that the planet was beginning to rip itself apart. Eighteen vast pillars, summoned into being by the Creator, now loom over the world to hold it together. Eighteen stadiums lie at the top, to train the forces of order to fight against the Renegade's fell legions. Will you take up the banner of the Alpha? Will you fight for order over destruction? Can you stand the test of time?
Arena: Nyonye-Ngana Spire
Field Type: Bug
Complexity: Intense
Format: Maximum 6v6 Triples
Summary: The Nyonye-Ngana Spire, which appeared in place of a shopping mall in Harare, was named after an old god of the Kuba people of what is now the Democratic Republic of the Congo. He was the son of the creator god Bumba, who vomited the universe into existence, and it was Nyonye-Ngana who created white ants, also via vomiting. Anyone who thinks I'm making this up is evidently not familiar with the batshit insanity that comprises pretty much all creation myths. It's not entirely known what Arceus thinks of the connection, and nobody's dared to ask, but since we haven't all been horribly killed the Original One's probably fine with it. The name comes from the way the tower is constructed, a maze of red clay stretching impossibly high, with the interior looking like the inside of a termite mound and cooled by both winds and the wingbeats of the innumerable Bug Pokemon who live there. At the top is a fortified arena, with spiracles to control the airflow and train the Bug-types within to overcome their weaknesses and prosper.
Rules:-
  • All Pokemon on the field gain the effects of the Insect Plate
  • No open water or sources of rocks. Wind moves are allowed, but have -2 BAP.
  • The arena is enclosed; Sky Drop, Bounce, and Fly all do 25% recoil damage and weather moves have no effect.
  • Camouflage changes the user's type to Bug-type.
  • Nature Power changes to Signal Beam.
  • Secret Power has a 10% chance to lower the target's Evasion by 1 stage and boost the user's Accuracy by 1 stage
  • Swarm is constantly in effect.
  • For every two weaknesses a Pokemon has, that Pokemon gains +1 BAP to all its attacks. 4x weaknesses count as two weaknesses.
  • Bug-type Pokemon gain the ability Skill Link in addition to their other abilities. If they already possess Skill Link or acquire it via Mega Evolution, then the additional energy cost of multi-hit moves is +1 rather than +3. This ability cannot be Traced.
  • If a Pokemon on the field is fully evolved and has the ability Compound Eyes or Tinted Lens, that Pokemon's area attacks (eg. Earthquake) do not damage their allies. If a Pokemon possesses both Compound Eyes and Tinted Lens, then its area attacks gain a 20% chance to increase the user's Defence and Special Defence stats by +1 stage.
  • Bug-type Pokemon with the ability Weak Armour also gain +1 Rank in Attack when it is activated.
  • Hyper Beam is Bug-Type and has a 30% chance to lower the target's evasion by two stages. Normal-type Pokemon still get STAB if they use it.
  • Bug-type Pokemon with an Attack rank of 4 or more may use the move Attack Order. If that Pokemon is fully evolved, Attack Order gains +2 BAP and has an additional 10% chance to inflict Confusion.
  • Bug Bite, in addition to its other effects, has a 10% chance to inflict Toxic Poison.
  • If Hustle is activated, the Pokemon's moves are only reduced to 90% of their original accuracy, rather than 80%.

Arena: Stephen's Reach
Field Type: Dark
Complexity: Intense
Format: Maximum 6v6 Triples
Summary: Stephen's Reach is so named because it sprang up out of Perkins Township, a ghost town in New England, and a literary-minded commentator immediately seized upon the connection to Stephen King when Dark-type Pokemon began to gather there. The peculiar thing about this looming edifice is not its size, but the materials of its (for want of a better term) construction; it appears to be made of a strange, flesh-like substance that still manages to resemble obsidian. Where it came from, only Arceus knows, and the Original One isn't telling...
  • All Pokemon on the field gain the effects of the Dread Plate
  • No sources of rocks, sand, or grass. There is open water, but it's dark red and congealed... moves requiring an open source of water have a 10% chance to cause Flinching in addition to any other effects, but also deal 25% recoil damage.
  • The arena is enclosed; Sky Drop, Bounce, and Fly all do 25% recoil damage and weather moves have no effect.
  • Camouflage changes the user's type to Dark-type.
  • Nature Power changes to Night Daze.
  • Secret Power has a 30% chance to Flinch the target. Pokemon with abilities that normally prevent Flinching are still affected.
  • Pokemon with Justified enter the field with one boost from it and gain the additional ability Battle Armour. This ability cannot be traced.
  • Rest only heals 9 HP, but Resting Pokemon can be woken up by moves that cause Flinching.
  • Bite and Crunch have their standard effect chances increased to 50%
  • Assurance's effect is constantly active, but only if a Dark-Type Pokemon uses it.
  • Intimidate lowers Attack by two stages.
  • Hyper Beam is Dark-Type and does 8 additional damage to sleeping targets. Normal-Type Pokemon still get STAB if they use it.
  • Absol gains the additional ability Anticipation and all its attacks have a 6.25% chance to Burn the opponent.
  • Quash is now a damaging Physical move with 5 BAP. It makes contact.
  • Pursuit gains +3 BAP and, if its effect is activated, prevents the target Pokemon from using that evasion move for 6 actions.

Arena: Chaoskampffestung
Field Type: Dragon
Complexity: Intense
Format: Maximum 6v6 Triples
Summary: Despite having a German name, the Dragon Tower is actually located on the outskirts of Byblos in the Lebanon. The city is thought to be the oldest continuously-inhabited one on Earth, and the construction of the tower reflects this (not least in the numerous bas-reliefs of Dialga and Arceus in the style of Chalcolithic Canaanites); it is the widest and most solid-looking of the towers, with huge stone blocks supported inside by impossibly vast cedar logs. The interior is spacious and decorated with all manner of gems and precious metals delivered as tribute by the Dragon-types loyal to the Original One, and at the top lies an arena filled with gold and diamonds, watched over by a great tablet of immensely rare poudretteite carved in the shape of the immeasurably more valuable Plate that lies within it.
  • All Pokémon on the field gain the effects of the Draco Plate. In addition, Pokemon may be under the effects of an Elemental Stone (Fire Stone, ThunderStone, &c). This is randomly selected each round.
  • No grass. A central fountain gives a small amount of open water (no Dive, nothing over 9 BAP). The multitude of coins, gems, and the like means sand moves can be used.
  • The arena is enclosed; Sky Drop, Bounce, and Fly all do 25% recoil damage and weather is unable to affect the battle.
  • Twister can be either Physical or Special and its effect is always active.
  • Camouflage changes the user's type to Dragon-type.
  • Nature Power changes to Dragon Rage.
  • Secret Power has a 10% chance to lock the target into using the same move for the next 3 actions, after which it becomes confused. (like Outrage)
  • NFE Dragon-types gain the ability Adaptability in addition to their other abilities.
  • Fully evolved Dragon-types use the move Ancient Power immediately upon entering the field.
  • For the cost of 15 HP and EN, a Pokemon may consider one of its attacks per battle (NOT a combination attack) to be under the effects of a type Gem (for example, Fire Blast would be under the effects of a Fire Gem). For the previous two actions, all attacks will hit that Pokemon regardless of accuracy while it hunts for the Gem.
  • A Pokemon with Swift Swim, Sand Rush, Sand Veil, Sand Force, or Snow Cloak may elect to make that ability constantly active; however, if it does, that Pokemon takes 2 Damage every action.
  • Hyper Beam is Dragon-Type and ignores resistances; Normal-type Pokémon still get STAB if they use it.
  • Draco Meteor is replaced with Roar Of Time, which does not incur a round of Sluggishness after use.
  • Pokemon that evolve by any kind of Stone get STAB on Dragon-type moves under 7 BAP.
  • Dragon Rage hits all adjacent Pokemon, friend or foe, and does 13 fixed damage rather than 10.

Arena: The Additional Pylon
Field Type: Electric
Complexity: Intense
Format: Maximum 6v6 Triples
Summary: The Additional Pylon, as it has been named, was built (if such a term can be used) on the site of Stendal NPP, a never-completed nuclear power plant near the German town of Arneburg. It is constructed of a strange blue crystalline material not found on Earth, and only Arceus knows where to find it. Electric-type Pokemon were drawn to this place after it appeared, finding the magnetic fields it generates very much to their liking. Atop the tower, reaching far past the clouds and almost to the edge of space, lies a fortified arena, buzzing with electrical energy and crowned with a single plaque of yellow stone.
  • All Pokémon on the field gain the effects of the Zap Plate.
  • No open water, no rocks or sand, no grass. However, sand moves may still be used; the move in question merely has its type changed to one of either Fire, Electric, Psychic, or Steel.
  • The arena is enclosed; Sky Drop, Bounce, and Fly all do 25% recoil damage and weather is unable to affect the battle.
  • Camouflage changes the user's Type to Electric-type.
  • Nature Power becomes Thunderbolt
  • Secret Power has a 30% chance to Paralyze the target. Pokemon with Limber may still be Paralyzed; however, Electric-types may not.
  • Electric Terrain is in effect, and its effects stack with the above rulings.
  • Wild Charge has +4 BAP, but now deals 33% recoil damage
  • Volt Absorb heals for 75% of the damage dealt by an Electric-Type Attack, or 33% of the damage dealt if self-targeted.
  • Electroweb, in addition to its other effects, has a 20% chance to inflict a burn.
  • Sand Rush and Sand Force are considered to be active; Sand Veil is not.
  • Hyper Beam is Electric-Type and does not inflict Sluggishness on the user; Normal-type Pokémon still get STAB if they use it.
  • Zap Cannon, in addition to its other effects, has a 30% chance to inflict a random additional major status (except Sleep, for obvious reasons). It also returns to its previous BAP of 15.
  • If a Pokémon with Lightningrod is hit by an Electric-type attack, then that Pokémon gains the ability Static in addition to their other abilities. If it already possesses Static, then the chance to inflict Paralysis is increased to 50%
  • Solar Power's effect is doubled, including the HP loss.

Arena: The Crooked Lady's Castle
Field Type: Fairy
Complexity: Intense
Format: Maximum 6v6 Triples
Summary: This tower closely resembles a Disneyfied, for want of a better term, version of an ancient Ivatan fortification called an idjang that rises up from a dormant volcano on the island of Luzon. It attracted the name because of its connection to Mariang Makiling, the spirit of the mountain, and it also attracted the Fairy-types in Arceus's service, drawn as they were to its strange, mystical aura. Though it's one of the more conventional-looking towers, it's also one of the tallest, spearing up into the sky almost to the edge of the atmosphere, and its arena of baby-pink masonry is a source of immense contentment to the weird new type of Pokémon that lives there.
Rules:-
  • All Pokémon on the field gain the effects of the Pixie Plate.
  • There's sources of grass, flowers, and a fountain for open water, but no rocks hanging around. However, a seismic move can shake loose some of the ceiling tiles (a 30% chance), which allows moves that require rocks but reduces their BAP by -2.
  • The arena is enclosed; Sky Drop, Bounce, and Fly all do 25% recoil damage and weather is unable to affect the battle.
  • Draining Kiss heals for 100% of the damage it deals, and still stacks with Big Root.
  • Camouflage changes the user's type to Fairy-type.
  • Nature Power changes to Moonblast.
  • Secret Power has a 50% chance to Infatuate the target, regardless of gender. We run an equal opportunity giant tower.
  • Moves that require or benefit from sunlight have their BAP and Accuracy increased by +2 and +10% respectively, where applicable; non-damaging moves with perfect accuracy simply cost 3 less Energy. Dark-type moves and moves that are weaker in sunlight have their BAP lowered by -1, with non-damaging moves of this kind having their energy costs increased by 2.
  • Misty Terrain is in effect, and its effects stack with the above rulings.
  • Play Rough gains a 30% chance to lower the target's Defence and Special Defence, but does no damage if it targets a Pokémon with Contrary.
  • Fairy-type STAB moves do +1 additional damage for each attack of a different Type the Pokemon has been hit with over the course of the battle, up to a maximum of +6. This includes area-effect moves used by an allied Pokemon as well as non-damaging moves.
  • Pokemon with the ability Cute Charm have a chance to Infatuate regardless of gender. Any moves used by a Fairy-type Pokémon with Cute Charm gain a 30% chance to Infatuate if they have no other effect, and a 10% chance if they possess one.
  • Hyper Beam is Fairy-Type and Infatuates the target regardless of gender; Normal-type Pokémon still get STAB if they use it.
  • Pixilate boosts the BAP of all the user's Fairy-type Moves by +2.
  • Baby-Doll Eyes becomes a damaging non-contact Special move with a BAP of 6. It retains all its other attributes, but requires 4 additional Energy to use.

Arena:
Field Type:
Complexity:
Intense
Format: Maximum 6v6 Triples
Summary:
Rules:-

  • All Pokémon on the field gain the effects of the Plate.
  • The arena is enclosed; Sky Drop, Bounce, and Fly all do 25% recoil damage and weather is unable to affect the battle.
  • Camouflage changes the user's type to Dragon-type.
  • Nature Power changes to .
  • Secret Power has a 10% chance to
  • Hyper Beam is -Type and ; Normal-type Pokémon still get STAB if they use it.

Arena: Surya's Sceptre
Field Type: Fire
Complexity: Intense
Format: Maximum 6v6 Triples
Summary: The tower known as Surya's Sceptre is the youngest of the towers, and thus far the only replacement. The original tower, atop Surtsey, was destroyed by Giratina's forces as a last throw of the dice before retreating to the Reverse Zone. Arceus and the Fire-types training in the tower barely managed to escape with their lives and retreat halfway across the world to Gujarat, wherein Arceus began to summon another tower into being. As such, the bone-coloured stonework of the tower is still new, with the innumerable carved figures spiralling up its bulk forming a combination of legendary frieze and cenotaph; each figure is someone who died at Surtsey. At the top of the tower is a heavily fortified arena, bedecked with flames and red, heavy plates that mirror the arena's centrepiece.
Rules:-
  • All Pokemon on the field gain the effects of the Flame Plate
  • No open water or grass. Moves that require rocks or sand may be used and have +1 BAP, but they have -20% accuracy and a 10% chance to Burn the user.
  • The arena is enclosed; Sky Drop, Bounce, and Fly all do 25% recoil damage and weather moves have no effect.
  • Camouflage changes the user's type to Fire-type.
  • Nature Power changes to Flame Burst.
  • Secret Power has a 10% chance to Blister the target (about which more later).
  • Blaze is constantly in effect.
  • Fire Spin's trapping effect last for 6 actions and does 3 damage per action.
  • If a Fire-type Pokemon uses Fire Punch in a combo, that combo does +6 damage and requires 5 less energy to use.
  • If a Pokemon with Flash Fire is hit by a Fire-type move, they gain the ability Magma Armour in addition to their other abilities. If that Pokemon uses Flare Blitz within 3 actions after this effect has triggered, the move only does 25% recoil damage.
  • Eruption has a 10% chance to inflict a random status effect on the target (except Frozen, obviously).
  • Hyper Beam is Fire-Type and has a 50% chance to Blister the target. Blister works like Toxic Poison, but for the Burn status instead; the damage starts at 1 DPA and increases by 1 DPA every round. Normal-type Pokemon still get STAB if they use it.
  • Blast Burn does not incur a round of Sluggishness after use
  • Dual-type Pokemon who have Fire as one of their types may use the move Sacred Fire.
  • Earthquake is simultaneously Fire-type. It checks cumulative type effectiveness against both elements and may hit Levitate users.

Arena: Place Of Reeds
Field Type: Flying
Complexity:
Intense
Format: Maximum 6v6 Triples
Summary: One of the few towers in which Arceus actively enlisted the help of the human population, the Place of Reeds is an enormous arrangement of basketwork and iron-hard wood spiralling up into the sky outside Mexico City, with perches and the traditional carving designs of the Nahua. Enormous stone atlants support both the tower and huge populations of Flying-type Pokemon, who appreciate a good nesting site away from the depredations of Giratina's forces. At the top of the tower lies an almost completely open arena, held in place with elaborate arrays of glass and wood to keep out the depths of space and train the Flying-types in the ways of war - taught, in no small part, by the Nahua themselves.
Rules:-
  • All Pokémon on the field gain the effects of the Sky Plate.
  • The arena is technically enclosed; Sky Drop, Bounce, and Fly all do 25% recoil damage and weather is unable to affect the battle. However, Flying-type Pokemon do not suffer from this recoil.
  • There are no sources of open rocks or grass. However, there are clouds flitting about the place, so moves that require open water can use them with +2 to their energy cost. Flying-types may ignore that penalty, and Water/Flying-types actually have the energy cost of such moves reduced by -2.
  • Camouflage changes the user's type to Flying-type.
  • Nature Power changes to Air Slash.
  • Secret Power has a 30% chance to raise the Speed of allied Pokemon adjacent to the user by one stage.
  • Aerilate increases the BAP of all the user's Flying-type moves by +2 in addition to the normal effect.
  • Tailwind reduces the BAP of incoming wind moves by -2 and increases the BAP of outgoing wind moves by +1.
  • Acrobatics's damage is increased by +3. If part of a combination with another contact move, it gains a 25% chance to Confuse in addition to any other effects.
  • Spikes and Toxic Spikes automatically fail, but Stealth Rock does not. Pokemon can remove Sticky Web's effects with any wind move, but it is transferred to a random other Pokemon on their team.
  • Dual-type Pokemon who have Flying as one of their types may use Aeroblast.
  • Pokemon with the ability Defeatist replace it with the ability Strong Jaw.
  • Flying-types with Strong Jaw, Tough Claws, Sheer Force, Technician, or similar boosting abilities do +2 final damage with pecking or beak-related moves.
  • Hyper Beam is Flying-Type and increases the Speed of all allied Pokemon by one stage; Normal-type Pokémon still get STAB if they use it.
  • Noivern gains Aerilate in addition to its other abilities. This ability cannot be Traced.
Arena:
Field Type:
Complexity:
Intense
Format: Maximum 6v6 Triples
Summary:
Rules:-

  • All Pokémon on the field gain the effects of the Plate.
  • The arena is enclosed; Sky Drop, Bounce, and Fly all do 25% recoil damage and weather is unable to affect the battle.
  • Twister can be either Physical or Special and its effect is always active.
  • Camouflage changes the user's type to -type.
  • Nature Power changes to .
  • Secret Power has a 10% chance to
  • Hyper Beam is -Type and ; Normal-type Pokémon still get STAB if they use it.

Arena: The Heir of Yggdrasil
Field Type: Grass
Complexity: Intense
Format: Maximum 6v6 Triples
Summary: Where the Trilithon Array is merely shaped like a tree, the tower known as The Heir of Yggdrasil really is a tree, or rather several trees; a gigantic stand of ashes and yews looming out over the little town of Gamla Uppsala in Sweden. Not only is it home to several rare species of European woodland life, it's also a haven for Grass-types, who brave the cold to come and pay homage to the Original One. At the top is a fortified arena - in fact, it's the second-largest of them all, and its interior resembles an earthly paradise, created by Arceus to aid the Grass-types and maintained by the Grass-types to honour Arceus.
  • All Pokémon on the field gain the effects of the Meadow Plate.
  • There is grass, water (both open and in the form of a small waterfall), and sand; however, the only rocks are artfully-placed pebbles. Moves that require open sources of rocks have their BAP reduced by 4, but may hit all enemies if they do not do so already.
  • The arena is enclosed;, but hugely spacious; weather is unable to affect the battle.
  • Camouflage changes the user's type to Grass-type.
  • Nature Power changes to Seed Flare, but does 25% recoil damage.
  • Secret Power has a 20% chance to use a random powder move on the target.
  • Grassy Terrain and Rototiller are both constantly in effect and stack with other rulings, with the exception of Nature Power (which overrules Grassy Terrain turning Nature Power into Energy Ball).
  • Play Nice becomes a 4 BAP damaging physical contact move with a randomly-selected type from the following list: Grass, Water, Ground, Flying, Fairy, Fighting. Its effect remains unchanged.
  • Pokemon under the effects of Ingrain regain 6 HP per action and reduce the BAP of incoming special attacks by 2.
  • Chlorophyll, Solar Power, and Overgrow are constantly active; Pokemon with one or more of these abilites gains the additional ability Leaf Guard. If that Pokemon already possesses the ability Leaf Guard, then every time they are hit with a move that inflicts a secondary Status effect (e.g. the burn chance from Flamethrower triggering), they heal 3 HP.
  • Pokemon with Sap Sipper have their evasiveness lowered by one stage, but heal 4 HP per round.
  • Hyper Beam is Grass-Type and inflicts the effect of a randomly-selected powder move (this still affects Grass-types and overrides the effects of Overcoat); Normal-type Pokémon still get STAB if they use it.
  • Frenzy Plant does not incur a turn of Sluggishness.
  • Worry Seed, in addition to its other effects, increases the target's evasiveness by one stage but giving all their moves a 30% chance to inflict 25% recoil damage. This is affected by Serene Grace.
  • Sawsbuck gains +1 base Attack rank and does not receive recoil damage from Normal-type moves.

Arena: Onda de Dios
Field Type: Ground
Complexity: Intense
Format: Maximum 6v6 Triples
Summary: One of the more peculiarly-shaped towers, la Onda de Dios is actually a gigantic sand dune, albeit a non-migratory one. Its name translates to the Wave of God because of its shape; that of a vast, cresting wave, backed with volcanic glass made from yet more sand. Unsurprisingly, this tower, situated on the Duna Federico Kirbus in northwestern Argentina, has become a mecca for Ground-types, and the fused-glass, fortified arena at the top of the tower fills them with incredible pride.
  • All Pokémon on the field gain the effects of the Earth Plate.
  • No open water, no rocks. Very little grass, all of it scrub (no flower moves).
  • The arena is enclosed; Sky Drop, Bounce, and Fly all do 25% recoil damage and weather is unable to affect the battle.
  • The arena is made entirely from glass; Solarbeam does not require a turn to charge.
  • Camouflage changes the user's type to Ground-type.
  • Nature Power changes to Earth Power.
  • Secret Power has a 30% chance to lower the opponent's Speed by 2 stages. If Command: Vitrify (about which more later) is in effect, Secret Power has a 30% chance to lower the opponent's Speed and Accuracy by 1 stage each.
  • The Dig (Suspend) action only costs 4 Energy per action if the Dig user is a Ground-type.
  • All sand-based moves gain +2 BAP
  • Sand abilities (other than Sand Stream, for obvious reasons) are constantly active. However, if a Pokemon with a Sand ability is hit by a Fire-type attack with 7 or more BAP, then their ability's effect is reversed (i.e. Sand Force causes the Pokemon's Rock-, Ground, and Steel-type attacks to lose 2 BAP) and they lose 3 HP per round.
  • The boost for Rock-, Ground-, and Steel-types in a Sandstorm is considered to be active.
  • Hyper Beam is Ground-Type and Disables the target's last Super Effective move; Normal-type Pokémon still get STAB if they use it.
  • Pokemon with the ability Defeatist have that ability replaced with Defiant
  • If a Pokemon with one or more of the abilities Blaze, Flame Body, Flare Boost, Flash Fire, Magma Armour, or Pressure may use the Command: Vitrify. This move turns the sand in the arena into glass, making sand moves impossible to perform, negating sand abilities (including those reversed via the circumstances described above), and lowering the evasiveness of grounded Pokemon by 10% . The effect lasts for 6 actions. Command: Vitrify costs 15 Energy.
  • Stunfisk's Electric-type moves hit Ground-type Pokemon for super-effective damage.



Arena: Ahu-Kalai-Pahoa
Field Type: Poison
Complexity: Intense
Format: Maximum 6v6 Triples
Summary: In Hawaiian mythology, there are gods associated with pretty much everything, religions of that stripe being rather more personal than monotheistic ones. The god of poison for King Kamehameha (if anyone is thinking of making a Dragonball Z joke... please don't) was called Kalai-Pahoa, and was generally invoked to prevent against the deleterious effects of venoms and so forth. In this instance, however, he has a shrine devoted to his toxic demesne, spiraling high into the air from the North Pacific Gyre, home to the Pacific Trash Vortex and bugger-all else, primarily due to the existence of the former. The tower is a pillar of filth, with a strange pearlescent tar-like substance shimmering on the outside walls, rising up to a very heavily fortified (not to mention foul-smelling) arena. It still attracts Poison-types in spades, though; they like the foulness and the creeping horror.
  • All Pokémon on the field gain the effects of the Toxic Plate.
  • Water, grass, rocks, sand, they're all here... just dead or rotten or composed of things which are dead and/or rotting. Moves that require their use gain +1 BAP have a 5% chance to inflict Toxic Poison on the user, in addition to their other effects.
  • The arena is enclosed; Sky Drop, Bounce, and Fly all do 25% recoil damage and weather is unable to affect the battle.
  • Camouflage changes the user's type to Poison-type.
  • Nature Power changes to Sludge.
  • Secret Power has a 30% chance to inflict Toxic Poison on the target
  • Any moves with the word Sludge in the title have +2 BAP. Sludge Wave does not incur a penalty for hitting multiple targets.
  • Abilities that activate in rain, sand, or hail are constantly activated. However, the Pokemon with those abilities has a 6.25% chance to lose 5 HP at the start of every round for each such ability that they possess (e.g. Excadrill, which has Sand Rush and Sand Force, would make one check and lose 10 HP).
  • Steel-type Pokemon can be Poisoned and take super-effective damage from Poison-type moves.
  • Poison Point and Poison Touch have a 30% chance to inflict Toxic Poison. Pokemon with either or both of these abilities have their contact moves do an additional 3 damage after all relevant calculations.
  • Venom Drench removes a random resistance of the target Pokemon. If the Pokemon has no resistances left, one is transformed into a weakness.
  • Hyper Beam is Poison-Type and has a 50% chance to inflict Toxic Poison on the target. Toxic Poison from this move starts at 4 DPA. Normal-type Pokémon still get STAB if they use the move.
  • Poison-type Pokemon with either a Speed stat below 50 or a Weight Class of 4 or above sink into the filth and gain +1 rank in Defence, Special Defence, and evasion. Levitate is negated. Under these circumstances, the ability Liquid Ooze will (if activated) cause a random non-contact attack from the Pokemon whose attack triggered its effect to strike one of its teammates, regardless of their relative positions on the battlefield.
  • Pokemon with the Adaptability ability are immune to Poison-type attacks. In addition, all their damaging attacks have a 10% chance to inflict both Poison and Paralysis, stacking with other effects (so Thunderbolt, for example, would have a 20% chance of paralysis and a 10% chance of poison). However, they are also unable to use Fairy-type moves of any kind, and an attempt to do so will result in they themselves being inflicted with 25% Paralysis, regardless of typing.
  • If a Pokemon uses a move that involves lifting the target, the player may elect to have them Submerge the target for the next action, doing no damage but immobilizing both parties and having a 10% chance to inflict Poison on the target. Command: Submerge has a cost of 15 energy up front, and may be kept up for subsequent actions for 5 energy. The target Pokemon has its evasion increased by 1 stage, and the user of the command has its evasion decreased by 2 stages. If the Pokemon using Command: Submerge takes direct damage of any kind, the effect is broken and the attack to hit the user automatically crits.


Arena: The Trilithon Array
Field Type: Rock
Complexity: Intense
Format: Maximum 6v6 Triples
Summary: The Trilithon Array is one of the stranger-looking towers, since nothing about its construction seems to obey the laws of physics. From its base, a neolithic burial mound in northern France (thankfully intact), trilithon structures - a horizontal stone slab balanced atop two vertical ones to form a gate-like shape - rise up atop one another and branch out to form a cross between a spiral staircase and a tall, thin tree. How it doesn't fall down is anyone's guess, but it conveys a sense of solidity to all who go near it, especially the Rock-types. At the top is a great earthworks, mirroring the one miles below, and inside here is the fortified stadium, in which the warriors of the Original One may learn to endure even the most savage blow, waiting patiently to strike with the force of the planet itself.
  • All Pokémon on the field gain the effects of the Stone Plate.
  • No open water, no grass. Rocks and sand are plentiful; moves that require them have their energy costs reduced by 1.
  • The arena is enclosed; Sky Drop, Bounce, and Fly all do 25% recoil damage and weather is unable to affect the battle.
  • Camouflage changes the user's type to Rock-type.
  • Nature Power changes to Power Gem.
  • Secret Power has a 10% chance to inflict a round of Sluggishness on the target.
  • Solid Rock lowers the BAP of super-effective attacks by 3 instead of 2.
  • Dual-type Pokemon cannot receive double-super-effective damage.
  • If a Rock-type Pokemon uses Rock Polish, then the boost drops once every two rounds.
  • Head Smash ignores the target's Defence boosts and has a 30% chance to cause Flinching.
  • Sheer Force's effect is doubled for Rock-, Ground-, and Steel-type Pokemon.
  • Hyper Beam is Rock-Type and has a 10% chance to inflict a round of Sluggishness on the target; Normal-type Pokémon still get STAB if they use it.
  • Rock Wrecker does not incur a round of Sluggishness.
  • Pokemon with Rock Head gain the additional ability Battle Armour. This ability cannot be Traced.
  • Stealth Rock hits for successive rounds, lowering its damage by 4 each time. Once it reaches zero, ignore it. Obviously.


Arena: Pelak Tagai
Field Type: Water
Complexity: Intense
Format: Maximum 6v6 Triples
Summary: When the Renegade's forces first made landfall, it was the Water-types who fought first and hardest. Giratina had sought to destroy their forces once and for all at Thursday Island, or Waiben as it is known to the Torres Strait Islanders who live there. What followed was one of the bloodiest engagements of the Original War, and the first time Giratina's fell legions had to fight humans. Arceus, occupied by a diversionary attack on his embassy in London, was not able to arrive in time to save most of the men, women, and Pokemon who fought there, but Pelak Tagai - meaning Sacred House of the Warrior in the local language, Meiran Mir - stands in their honour, the first Tower constructed. It is made from a huge outgrowth of coral that sucks water up through the central spire and lets it flow from the top in great, steaming waterfalls; the young Water-types who dwell there love to play on them. At the top, of course, lies a fortified training arena, hewn from volcanic basalt and filled with cool, clear water.
  • All Pokémon on the field gain the effects of the Splash Plate.
  • Obviously, there's a load of open water, but there's also rocks, sand, and grass (in the form of seaweed; no flowers). Grass-type moves requiring grass cost an additional 3 Energy
  • The arena is enclosed; Sky Drop, Bounce, and Fly all do 25% recoil damage and weather is unable to affect the battle. In addition, using such moves has a 10% chance to inflict Drowning upon the user, about which more later.
  • Camouflage changes the user's type to Water-type.
  • Nature Power changes to Water Spout.
  • Secret Power has a 10% chance to inflict Drowning, about which more later.
  • Corsola gains +1 base rank in all its stats and uses the move Cotton Guard for free at the start of every round.
  • Water Sport and Torrent are constantly in effect
  • If a Pokemon has the ability Damp, then it gains STAB on any physical contact attack that inflicts recoil damage, regardless of that move's type
  • Water-type Pokemon with Hydration may consider themselves to be under the effects of Aqua Veil.
  • Aqua Tail can hit all adjacent foes and has a 10% chance to lower their speed, in addition to its other effects.
  • Hyper Beam is Water-type and has a 30% chance to inflict Drowning on the target; Normal-type Pokémon still get STAB if they use it. The effect Drowning is as follows: the afflicted Pokemon suffers 1 dpa and has a 40% chance for their action to be replaced with Struggle. The effect lasts for 9 actions, but ends immediately if the afflicted Pokemon is made to Struggle for three consecutive moves.
  • Hydro Cannon does not incur a round of Sluggishness after its use.
  • Water-type Fossil Pokemon have +1 rank in Evasion and may delay Dive for half the listed EN cost.
  • Partially trapping moves are now part Water-type, a la Flying Press, and have a 10% chance to inflict Drowning. Rapid Spin is now Water-type, hits 2-5 times and has a 10% chance per hit to inflict Drowning on the opponent, regardless of whether it inflicts damage. This is in addition to its other effects. Whirlpool has a 30% chance to inflict Drowning.


DUNGEONS AND DRAGONS AND ANIME-STYLE BATTLING

Put on your robe and wizard hat, everybody, because it's time to roll D20s and get 1s all the damn time, unless you're not me, in which case you'll probably be alright. Yes, this is a D&D themed arena because reasons.
Arena: CAP ASB DND TLA DUN GEO NNN
Field Type: Er... all of them, kinda.
Complexity: Intense
Format: Any.
Da Roolz:
All Pokemon receive a random class to go along with their Typing. This confers unique attributes, actions, and allows access to certain moves that may not be accessible otherwise. However, there are also downsides. Let's take a look!
#1: BARBARIAN
"You know nothing of passion. When your rage can sunder mountains, you may speak to me of passion."
  • +2 Ranks in Attack, -1 in Defence and Special Defence.
  • Attacks do +1 additional damage (after calculation) per Super-Effective hit taken. Double-Super-Effective hits add +2 damage.
  • At the cost of 50% additional energy, the Barbarian Pokemon's next attack may hit all adjacent enemies at -10% accuracy and -33% BAP.
  • STAB moves do +1 Damage (after calculation) when neutral or not very effective, +2 when super-effective, and +3 when double-super-effective. Non-STAB moves deal -2 damage when neutral or not very effective, -1 when super-effective, and normal damage when double-super-effective.
#2: BARD
"Words carry weight. Mine far more so than yours..."
  • +2 Ranks in Speed, -10 HP.
  • Gain an additional randomly-selected non-unique Ability upon entering the battle. This Ability changes each round. Only the ref knows what it is.
  • Bard Pokemon may toggle whether or not to give every attack a 5% chance to trigger a random Minor Status Effect for +2 additional Energy per attack. This comes with a 6 energy trigger cost.
  • Non-contact moves gain a +1 bonus to BAP. Contact moves incur a -1 penalty to BAP.
#3: CLERIC
"I come bearing the word of my god. That word is BEGONE!"
  • +1 Rank in Defence and Special Defence, -1 in Attack and Special Attack
  • Adjacent Pokemon may heal +5 HP per Round at the cost to the Cleric Pokemon of 3 Energy per Round each.
  • Healing and draining moves heal the Cleric Pokemon for +3 additional HP. This HP may be transferred to another Pokemon on the field at a cost of 2 energy.
  • All moves do +1 damage (after calculation) for every two resistances the Cleric Pokemon has, and -1 damage for every weakness. 4x weaknesses and resistances count double.
#4: DRUID
"You claim to rule this land? The land rules you, and I will show you why."
#5: FIGHTER
"I have killed more men in one day than you will ever meet. Stand. Aside."
#6: MONK
"I do not study the divine to imitate what they do. I study the divine to imitate what they are."
#7: PALADIN
"That perfection is unobtainable is no excuse not to strive for it."
#8: RANGER
"In days gone by, you feared the wild. You will know that fear once more."
#9: ROGUE
"There are no bindings I cannot escape, no traps I can't evade, no doors I cannot open. I am coming for you. Pleasant dreams."
#10: SORCEROR
"Reality is just an opinion. One I happen to disagree with."
#11: WIZARD
"Kings alter the laws of man as they please. What makes you think the laws of nature are any different?"

Coming soon! =]
 
Last edited:
Name: Mystic Lagoon
Field Type: Dragon
Complexity: Intense
Format: All
-An isolated grassy knoll by a small but deep lagoon, perfect for swimming or diving. Trees wave in the distance (hi, trees!). No restrictions on move usage.
-Due to the mystical forces at play here, all Dragon-type moves are powered up by 3 (or 2?) base attack power. Dragon-type pokemon only get a 2 (1?) BAP boost, because they already have STAB.
-This quiet spot also represents a meeting place for many of the world's legendary Pokemon. None of them can be captured here, of course, but they gather to watch, and their powers greatly influence the battle (for example, if Groudon, Kyroge, Landorus, or Tornadus are present, then the arena experiences permanent Sun, Rain, Sandstorms, or Hail, respectively). The legendary pokemon that appears is decided by a dice roll made by the ref. The pokemon all have the same probability of appearing; their form (if they have one) is decided by a dice roll once they've been picked (ie, if Arceus is picked, roll out of 18 to decide its type. If Kyurem is picked, roll out of 3 to see if it's Black, White, or Grey (normal)). Basically, this is to prevent Arceus from being 18 times as common as any other legendary.
-Also, some pokemon can be beseeched to change form, use a special ability, or use a move (for example, Ho-oh can revive a fainted Pokemon, and Celebi can turn back time). Each player can only do this once per legendary, this command can't be Taunted/Encored, and there's a 1-round cooldown time before your opponent or ally (in multi-battle) can use it. Whoever moves first gets to claim it first (So you use it Round One, Round Two is cooldown, and your opponent or ally can use it Round Three). It's similar to Unown Soup; for example, Request; Fist Plate, or Request[Arceus]; Fist Plate, or whatever. I don't know how that stuff works, so long as the ref knows what you're talking about. Transformations and moves can be used in the same command (ie, Request: Fist Plate => Judgement or Request: Black Form [Kyurem]/Fusion Bolt). You can flip flop the order (as in Request; Fusion Flare => Grey Kyurem), just so long as the legendary can use that move in the form it's in.
-Below is a list of all the abilities and moves of each legendary that can be observing. Many of these are subtly or substantiall different from the in-game abilities of the pokemon, so read carefully.
-Groudon can use Earthquake, and locks in sun for the entire battle; the weather cannot be switched through any means. Kyroge can use Surf and locks in rain for the entire battle; the weather cannot be changed through any means except by bringing in another legendary that affects the weather. Rayquaza can use Hyper Beam and prevents any weather from being applied except by a Legendary. Reshiram's TurboBlaze removes the Dragon BAP boost and replaces it with a Fire BAP boost of the same magnitude, and it can use Fusion Flare. Zekrom's TeraVolt does the exact same thing, but for Electric moves, and this increases the power of its move Fusion Bolt. Kyurem can either do the same with Ice-type moves in its normal form and use Glaciate or turn into its Black and White forms to copy Reshiram and Zekrom's abilities and their signature moves. Arceus's plates give +1 priority to all moves that match the plate type (this means that Normal-type moves can never get this boost), and it can use Judgement. Giratina's normal form screws with the phazing properties of ghost pokemon, allowing them to get hit by Fighting and Normal moves and for ghost moves to affect Normal types; its Origin form causes a permanent Wonder Room effect that can't be removed except by Requesting it to change forms, and it can use Shadow Force to strike a target a round later. Mew is the only pokemon that can use any move in its entire learnpool when Requested (since it's the only pokemon that can learn every TM, HM, and Move Tutor move). Ho-oh can revive one pokemon on your team when asked to do so, or use Sacred Fire. Lugia can use Aeroblast on a pokemon or on the weather to remove it. Celebi will rewind the entire battle to a previous post once per game (it reverts the health, energy, status effects, and such of all pokemon, plus outside effects like weather, to the way it was at the end of any previous round besides the first two), or it can use Heal Bell on your entire team. Jirachi can use Wish to heal a pokemon other than the active one on your team, or it can use that Wish to inflict any status condition, stat change (to +-3), weather, arena effect, or miscellaneous effect (like Encore or Taunt) for two rounds, including the one you use it on. Dialga can use Roar of Time. Palkia can use Spacial Rend. Darkrai's Bad Dreams makes pokemon wake up easier. Victini's Victory Star increases the accuracy of all moves used by all Pokemon, and it can use V-Create. Tornadus causes permanent hail to fall that can't be turned off. Thundurus causes a storm that randomly switches the weather effects every round (1 in 5 chance that any weather will be chosen, including clear skies). Landorus makes sandstorms that can't be turned off by any means. Meloetta can requested to use Relic Song (which has 10 BAP instead of 8); this switches her form (there is no separate command to make her switch forms). In Aria form, all special attacks are given a power-up; Piroette form boosts the power of physical attacks. Xerneas's Fairy Aura replaces the arena's Dragon-type-boosting with Fairy-boosting. Yvetal does the same, but gives Dark-type moves a boost instead. Zygarde wipes out the Dragon-type boost entirely with its Aura Break. [Insert other legendaries, like the birds and the beasts, here. There's fifty *&%#in' legendaries, haven't figured out how they all work yet.]
-For Legendaries who have special, non-passive powers (like Ho-oh's Sacred Ash or Celebi's Rewind), you can't ask them to use the power and the move at the same time.
-Mew is capable of learning Transform, and can Transform into any pokemon in the entire ASB Pokedex. If Mew transforms into a non-legendary pokemon, than the effects of that pokemon's abilities come into play, and Mew can use all the moves learned through level up (no egg moves, and Mew can use any TM/HM or move tutor move anyway) by that pokemon. Request only works once per legendary per battle, so you can't Request Mew to use a move again during the battle, nor can you Request it to use Transform and a move from its new movepool in the same action. If Mew Transforms into a legendary pokemon, then that legendary effectively replaces Mew for the rest of the battle (so Request Transform => Zekrom makes Mew boost Electric moves instead of giving it a Mold Breaker clone, and it can only use Fusion Bolt). Mew can Transform into any form regardless of the limitations in the cartridge games (so Mew can Transform into Origin form Giratina despite the fact that it's not holding a Griseous Orb, or any Arceus type despite not holding a plate).
-Legendaries CAN be hit by attacks, though doing so aggros them against that pokemon and they will keep attacking it every action until it switches out or faints. They can also be Switcheroo'd or Trick'd.
-If a legendary has a signature item (like Soul Dew or Lustrous Orb), it holds it in battle, and its effects are used in the damage calculations. Tricking an item away from a legendary aggros the legendary and makes it loose its item and any boosts that item would have given it. You don't get to keep the item after the battle is over, however.
-Because the legendaries aren't affiliated with any particular side, any attacks that would hit all opponents but not teammates (like Rock Slide or gen III Surf) instead hit everyone on the field. Groudon's Earthquake and Grey Kyurem's Glaciate both work like this. Telepathy doesn't allow a pokemon to escape this, as it only works on allies.
-There is nothing limiting multiple legendary pokemon from observing a match, though since most legendaries are solitary, you'll usually only have one [Basically, if you want to have more than one legendary, it's up to you, though it's not recommended to battle with more than one. You could potentially battle with all of them active at the same time]. You can Request aid from each observer seperately. In these formats, if you Request aid from a legendary, your opponent cannot counter-Request the following turn, and you cannot Request again for two turns.
--In Multi-Legendary or Brawl Legendary formats, Mew can Transform into any Legendary, including one that's already been used.
-If a player brings a member of a legendary duo or trio here, then there is a much greater chance (25% chance) that another member of that duo or trio will show up too. It is also impossible that the same legendary pokemon will show up to influence the match (If you bring a Lugia, there won't be a wild Lugia coming to help you). If the abilities of the two legendaries conflict, the ability of the visiting legendary overrides the ability of the captured legendary (ie, if you have Groudon and Kyroge or Tornadus shows up to observe the match, then Groudon's Drought is suppressed in favor of either permanent rain or permanent hail. But Zekrom's Teravolt isn't canceled by Reshiram's Turboblaze because Legendary Teravolt isn't the same as normal Teravolt).
-If you decide to have two or more observing legendaries in the arena at one time, the legendaries are rolled separately. What this means is that the ref first rolls to figure out the first legendary, then he rolls again for the subsequent ones. When rolling for the second or subsequent legendaries, the same rules apply as if you were rolling when a player has a legendary (ie, 25% chance that a member of that mon's lineage will be selected). If you decide to include at least three observers and you roll two of a trio, the third has to be the third pokemon in that trio. If you roll two of a quartet, there is a 60% chance of bagging one of the other two, and if you have three of four, the fourth is guaranteed to show (provided there's room in the format).
--Manaphy and Phione are a duo for these purposes. Regigiggas and the other Regis, Lugia and the Birds, Ho-oh and the Beasts, and Keldeo and the other Swords of Justice count as quartets.
-If the effects of these pokemon conflict, then the ability of the first Pokemon rolled takes priority over all the others (so if you got first Zekrom, then Reshiram, and Black Kyurem, you start out with Teravolt). There are a few exceptions to this; No matter where in the line-up it is, Rayquaza's Air Lock takes precedence over any weather effect (like Groudon's or Landorus's), and Zygarde's Aura Break cancels out Fairy Aura, Dark Aura and the Tao Trio's abilities, but not Arceus's Multitype (which increases the priority of moves, not their power) or Meloetta's forms (which increase the power of either physical or special moves, rather than a particular type like Dragon).
--If you have Brawl Legendaries (every single legendary is observing), then these cancellations don't come into effect unless Rayquaza or Zygarde are within five spots of the leader pokemon or are themselves leading (#6 or less).
-You can use a Request to move one pokemon or the other to the front (so with Zekrom/Reshiram/Black Kyurem, you could Request Reshiram or Request Fusion Flare (Reshiram) or Request Form Change (Black Kyurem => White Kyurem) or Request Form Change (Black Kyurem => Grey Kyurem) to get rid of TeraVolt. In most instances, you can request a form change and a move at the same time, as in Request Fusion Bolt (Black Kyurem => White Kyurem) or Request (Black Kyurem => White Kyurem) Fusion Flare, but this is not legal if you're changing the priority of legendaries at the same time (so with just Kyurem, or if Kyurem is in the front, the above requests are legal; if Kyurem is behind another legendary, they aren't).
-Arceus's priority boosts go off of the stated type of the move, not its effective type. So if Insect Plate Arceus is in play and you have a pokemon with the ability Normalize and the move X-scissors (not sure if this is legal, but whatever), then X-scissors gets the +1 priority despite the fact it's treated as a Normal-type move during damage calculations. This applies for any ability or move that changes the type of a move.
-If Reshiram, Zekrom, Kyurem, or any other legendary that changes the type of the arena is present, then STAB Pokemon who also get a BAP boost from the arena only get a 2 BAP boost instead (so Charizard using Flamethrower with Reshiram active gets only a 2 BAP boost from the field, because he already has a 3 BAP boost from his STAB. Remember, these pokemon wipe out the Dragon bonus the arena ordinarily gives).
-Jirachi's Make-a-Wish can give any one pokemon any status, stat boost or drop up to +- three (3), Taunt, Encore, Torment, Disable any move that pokemon knows, and any other effects a move might incur on a pokemon besides direct damage or healing (just to cover all my bases). It can also put Lightscreen, Reflect, Safeguard, or any entry hazard onto either side, cast any weather as if it used the appropriate move (the weather isn't infinite, like Groudon's Drought. If Legendary Drought is in effect, then using Jirachi to cause rain will make it rain as normal, but Drought will return once the rain runs out), apply Wonder Room, Trick Room, Magic Room, Block, Heal Block, or any other arena effect triggered by a move or ability.
 
Arena: Unown Arena
Field Type: None
Complexity: Moderate

Restrictions: Unown banned because it is hypnotized into joining the others.

Description:

"So many Unown..."

Each round, an Unown with a letter and Hidden Power amplifies attacks. (RNG'ed.)
Attacks starting with that letter, or with the HP type, have -1 EN and +1 BAP.
Moves with both have -3 EN and +3 BAP.
Hidden Power, selected by specific type, has -1 EN and +4 BAP. The letter H being in play causes it to be -3 EN.

Moderate complexity, almost the same as ASB arena.
No favored typing.
Before each round, the ref RNG's a Pokemon out of all 757 in CAPASB. It has all abilities and toggles them to have the greatest effect. It cannot be KO'd.
On the last action of the round, it will learn the first move that has an effect on opponents. If it is spread, it will use it on all Pokemon at once. Otherwise, it will use it on each Pokemon on the field. If it learns multiple moves that fit the criteria, use the RNG. This attack can be stopped by full paralysis, confusion, sleep, etc. It attacks the mon ordering first first.
 
Last edited:
I will add arenas here, hope people like them!(UNTESTED)
Arena: Ancient Graveyard
Type: Ghost/Dark
Complexity: Simple/Moderate
Flavor: You have been searching the woods for hours, looking for the defined arena. Finally, you come across a wide clearing, 100x100 feet wide. Inside the clearing is a graveyard, 80x80 feet wide. In the center of the graveyard, a Cofagrigus, surrounded by Pumpkaboo and Misdreavus. You step into the graveyard, only to have a Curse attack come straight at 1 of your Pokemon(RNG to determine which). You see a Trainer fighting off a gang of Misdreavus, and you help by attacking the Misdreavus. This takes 5 EN off of each of your Pokemon. After the Misdreavus are defeated, you see that the other Trainer is your opponent. You each throw out your Pokemon, and the battle begins!

So:
5 EN missing from each Pokemon at start of battle.

Curse on 1 of each side's Pokemon at beginning of battle.

Sand, Hail and Sun can not be summoned. Rain requires Damp Rock.

No external water source. Dead grass provides grass source, and gravestones can be used as rocks.

If Dig, Outrage, Thrash, or Rock Smash are used in the arena, the Misdreavus get angry that your Pokemon is disturbing the souls of the dead Pokemon and people here and target the user with Shadow Ball or Power Gem. Calculate this as if 1 Misdreavus was using Shadow Ball(or Power Gem, if user is Normal-type) on the user of the move, dealing HP of damage.

Dark-type and Ghost-type Pokemon can absorb the energy from the souls of Pokemon and people, and with -5 priority, recover 2 EN or 2 HP(trainer's choice).

Spiritomb and Sableye recover both 2 EN and 2 HP from the previous effect.

Arena: Jubilife City
Type: WIP
Complexity: WIP
It costs 5 EN on all active Pokemon to move from one area to another. The battler's Pokemon can be in a different area than the other battler's Pokemon. Both battlers start in the area Town Center.
Areas:
Town Center: No Effects
Poketch Corner: Attract has a Base Energy cost of 2, Pokemon with the Pickup ability have a 50% chance of finding a power up at any time. You can not have more than 1 power up at the same time.
Power Ups:
Potion(20%) Restores 20 HP when used
Super Potion(10%) Restores 50 HP when used
Hyper Potion(5%) Restores 100 HP when used
Burn Heal(10%) Cures Burn when used
Antidote(10%) Cures Poison or Bad Poison when used
Parlyz Heal(10%) Cures Paralysis when used
Awakening(20%) Cures Sleep when used
Ice Heal(10%) Cures Freeze when used
Full Heal(5%) Cures any status ailment when used
Rest is WIP

Legendary Pokemon arenas
Arena:Electric Mines
Legendary Pokemon: Zapdos, Diancie
Type: Electric/Fairy
Complexity: Medium
Flavor: The Electric Mines used to be a crowded mining tunnel complex full of miners and Electric and Ground type Pokemon. However, the lightning crystals that attracted(pardon the pun) the miners to the Electric Mines, once plentiful, are now few. But, wait! The remaining crystals merged together to make Carbink and a…Diancie!

Arena effects:
No external water or grass source(obviously). All Pokemon gain the effects of the Magnet from the intense electric energy that Zapdos is generating.

Whenever a Pokemon is lowered by a move's damage to under 50% HP, Diancie hits all Pokemon on the field that are over 60% HP with Diamond Storm off of a base Attack rank of 5, and raises the Defense and Special Defense ranks of all Pokemon below 45% HP(as if that Pokemon had used Calm Mind and Bulk Up, only without boosting it's Attack and Special Attack).
However, whenever a Pokemon is lowered by a move's damage to under 50% HP, Zapdos hits all Pokemon on the field that are under 45% HP with Thunderbolt off of a base Special Attack rank of 5, and raises the Attack and Special Attack ranks of all Pokemon below 60% HP(as if that Pokemon had used Calm Mind and Bulk Up, only without boosting it's Defense and Special Defense).
 
Last edited:
May as well finally start making some arenas.

Arena: Referee's Favor
Field Type: ASB Arena
Complexity: Simple IMO
Format: Probably better for Singles, but can be used for anything really.
Restrictions: None. At least at the start.

You are walking through the corridors towards the ASB Arena, where a battle you are taking part in was scheduled. When you are getting near the end, a suspicious looking character gets in your way.

- Greetings, trainer.
- Who are you, if I may know?
- Oh, me? I’m the ref that got hired for your battle.

You take a look at him, and confirm that he is indeed wearing the uniform characteristic of refs. You can also see his ID.

- Oh, is there a problem? – You ask, now curious.
- No, no problem. Just wondering if you would want to discuss some… things.
- Things? Like what?
- You know, there are a lot of things I have control over during the battles. I could, you know, make some “tweaks” here and there, make sure some things happen and some don’t.
- Wait, are you offering to rig the battle in my favor?
- Oh, no, I would never do that. Just saying that I could make things happen, not that I would do it if someone asked me. Do you get it?

You nod slowly. He then walks in the direction you came from, while you decide to continue forward. You can’t stop thinking about what he said, as you realize he could have made the same offer to your opponent, too.


Arena Mechanics:

- ASB Arena. At least at the start.

- Ref’s Favor: The core part of the arena. Each player gets X amount of “favors”, which they can use to “make sure things happen, or don’t.” This is activated by using an extra, free sub specially for this. Example:

Inferno + Inferno Combo - Cooldown (Earthquake) – Earhquake
-[Ref’s Favor] Make Horn Drill + Horn Drill combo hit.

Conflicting favors nullify each others, but they still use up a favor. If the opponent asked the referee for the combo to miss, then the accuracy of the combo would be checked normally.

You can also use it in an attack or chance sub, but then you don't get the free sub. For example:

Pain Split - Chill - Crunch
- [Ref's Favor] IF Focus Blast AND in a combo, THEN make the combo miss.

Would use one of your regular subs.

Only one Favor may be used per round.

Things You Can Ask For:
- A move/combo to hit/miss. Only moves that had a chance of missing can miss, even with a favor, and a favor can't be used to make a OHKO move or combination to hit.
- A secondary effect to happen/not happen.
- Increase/decrease a field effect's duration (maximum one round for those that last certain amount of rounds, maximum two actions for those that last a certain amount of actions).
- Make sure a crit happens/doesn't happen.
- Cause a consecutive move use penalty, even if the move was not used last action. This stacks with natural consecutive use penalty (Earthquake *3 can go from 7+11+15 to 11+15+19).
- Make a consecutive move use penalty dissapear (Earthquake *3 can go from 7+11+15 to 7+11+7).
- Interrupt charge attacks with single hit moves.
- Make an attack work as if a certain condition had been fullfiled. Example: Solar Beam haviing 6 BAP for a use, making a charge attack have no charge time, Synthesis healing as if the weather was sunny, etc.
- Ask for a certain move to be rolled via Sleep talk / Assits / Metronome / Similar moves.
- More to be added.

Things You May NOT ask for:
- Use of a move your mon doesn't know.
- Make your oponent's mon forget a move.
- Get rid of a status ailment.
- Create a field effect.
- Gain an Ability.
- Change type effectiveness.
- Inflict a status, minor or mayor.
- Deal direct damage to the opponent's HP / EN.
- OHKOes, invulnerability, and other dumb things.
- More to be added.

In Case What You Want To Ask For Is Not Listed:
The ref shall decide if you can do it or not, so you are encouraged to ask him/her. Things will be added to the lists as people mention/suggest/try to do things.

Arena: Signature Power.
Field Type: ASB Arena clone.
Complexity: Simple IMO
Format: Anything.
Restrictions: None.

Arena Mechanics:
Signature moves get a boost when used by the mon that has them as their signature move. Simple, really.
Skull Bash: Def is raised by 2 stages instead of 1.
Users: Squirtle, Wartortle and Blastoise

Frenzy Plant: Can use moves requering 2 more EN cost while sluggish.
Users: Venusaur, Meganium, Sceptile, Torterra, Serperior, Chessnaught.

Blast Burn: Can use moves requering 2 more EN cost while sluggish.
Users: Charizard, Typhlosion, Blaziken, Infernape,

Twineedle: Poison Chance increased to 50%.
Users: Beedrill.

Feather Dance: Locks the atk stat for the round, regardless of which action it was used in.
Users: Pidgey, Pidgeotto, Pidgeot.

Hyper Fang: Flinch Chance increased to 30%.
Users: Rattata, Raticate.

Super Fang: Deals damage equal to (Opponent's Current HP / 4) instead of (Opponent's Current HP / 5)
Users: Rattata, Raticate.

Glare: Energy cost reduced to 4.
Users: Ekans, Arbok.

Volt Tackle: Recoil is reduced to 1/4 of damage dealt.
Users: Pichu, Pikachu, Raichu.

Petal Dance: The move can not be interrupted.
Users: Oddish, Gloom, Vileplume, Bellosom.

Spore: Ignores Opponent's Grass STAB, and decreases EN cost to 6.
Users: Paras, Parasect.

Pay Day: BAP increased to 6.
Users: Meowth, Persian.

Kinesis: Reduces Opponent's Acc by two stages instead of 1, but spends EN as if it had reduced it by only one stage (i.e. using it on a +0 acc mon would cost 5 EN, not 6).
Users: Abra, Kadabra, Alakazam.

Clamp: Deals 3 DPA instead of 2.
Users: Shellder, Cloyster, Clamperl, Huntail, Gorebyss.

Icicle Spear: EN cost reduced to 6.
Users: Shellder, Cloyster.

Crabhammer: Critical hit chance increased one stage.
Users: Krabby, Kingler, Corphish, Crawdaunt.

Barrage: Always deals 5 hits.
Users: Exeggcute, Exeggutor.

Bone Club: Acc. increased to 100%, flinch chance increased to 20%.
Users: Cubone, Marowak.

Bonemerang: Increased chance of a critical hit.
Users: Cubone, Marowak.

Mega Kick: Acc. increased to 100%.
Users: Hitmonlee.

Jump Kick: No recoil is caused if the move misses.
Users: Hitmonlee.

High Jump Kick: No recoil is caused if the move misses.
Users: Hitmonlee.

Rolling Kick: The move gains a high chance of dealing a critical hit.
Users: Hitmonlee, Hitmontop.

Softboiled: Also heals status effects.
Users: Chansey, Blissey.

Dizzy Punch: Confusion chance increased to 35%.
Users: Kangaskhan.

Lovely Kiss: Acc. increased to 90%, 100% if Attract or Sweet Kiss was used previously.
Users: Jynx.

Splash: Becomes a copy of Bounce, with 5 BAP and Normal-Typing, and an EN cost of 1.
Users: Magikarp.

Conversion: Only two moves are selected.
Users: Porygon, Porygon2, PorygonZ.

Conversion2: The typing can be chosen.
Users: Porygon, Porygon2, PorygonZ.

Sharpen: Also increases critical hit stage by 1.
Users: Porygon, Porygon2, PorygonZ.

Psystrike: Gains -- acc.
Users: Mewtwo.

Spider Web: Can't be cut nor burnt down by enemy attacks.
Users: Spinarak, Ariados.

Sketch: Deals a fixed 10 damage along with its usual effect.
Users: Smeargle.

Triple Kick: Gains 100% acc and a 20% flinch chance (per hit).
Users: Hitmontop.

Milk Drink: Also heals status effects.
Users: Miltank.

Aeroblast: Even higher chance of a critical hit (1 more stage).
Users: Lugia.

Sacred Fire: Always causes burn.
Users: Ho-Oh.

Leaf Blade: Destroys screens (just like Brick Break).
Users: Grovile, Sceptile.

Blaze Kick: Burn chance increased to 35%.
Users: Blaziken.

Muddy Water: Decreases accuracy by 2 stages instead of 1.
Users: Marshtomp, Swampert.

Arm Thrust: Gains a 20% flinch chance per hit.
Users: Makuhita, Hariyama.

Smelling Salts: Opponent's paralysis is not cured by the move.
Users: Makuhita, Hariyama.

Tail Glow: SpA stage is locked, regardless of which action it was used in.
Users: Volbeat, Illumise.

Teeter Dance: Always inflicts 4a confusion.
Users: Spinda.

Needle Arm: Causes 2 DPA for the next 3 actions.
Users: Cacnea, Cacturne.

Poison Tail: Poison chance increased to 50%.
Users: Seviper.

Weather Ball: Has a BAP of 10 even if no weather is active.
Users: Castform.

Ice Ball: Starts with 8 BAP even if Defense Curl has not been used.
Users: Spheal, Sealeo, Walrein.

Mist Ball: Opponent's SpA is decreased by two stages instead of 1.
Users: Latias.

Luster Purge: Opponent's SpD is decreased by two stages instead of 1.
Users: Latios.

Doom Desire: Ignores type resistance (but not weakness), as well as SpD boosts.
Users: Jirachi.

Psycho Boost: SpA is lowered by 1 stage instead of 2.
Users: Deoxys.

Attack Order: Gets a 20% flinch chance.
Users: Vespiqueen.

Defend Order: Protects the user from the effects of all attacks (including damage) if it has not been used since it was last sent in. This effect has +2 priority.
Users: Vespiqueen.

Heal Order: EN cost lowered by 2.
Users: Vespiqueen.

Chatter: Will always inflict 4a confusion.
Users: Chatot.

Rock Wrecker: Can use moves requering 2 more EN cost while sluggish.
Users: Rhyperior.

Roar of Time: Can use moves requering 2 more EN cost while sluggish.
Users: Dialga.

Spacial Rend: Gains -- accuracy.
Users: Palkia.

Magma Storm: The target is considered to be burned for the duration of Magma Storm.
Users: Heatran.

Crush Grip: BAP has a minimum value of 10.
Users: Regigigas.

Shadow Force: Gains -- accuracy.
Users: Giratina.

Lunar Dance: Restores HP and EN by 40% instead of 25%.
Users: Cresselia.

Heart Swap: Opponent receives boosts with 1 less stage and drops with 1 more stage, and user receives boosts with 1 more stage and drops with 1 less stage. Example: +2 Atk, -1 Spe Scyther gets Heart Swapped by -2 SpA, +1 SpD Manaphy. Scyther gets -3 SpA and Manaphy gets +3 Atk.
Users: Manaphy.

Dark Void: Always inflicts 2A sleep.
Users: Darkrai.

Seed Flare: Lowers SpD by 3 stages instead of 2.
Users: Shaymin.

Judgement: Its typing can be choosen at will.
Users: Arceus.

Searing Shot: Burn chance increased to 50%.
Users: Victini.

V-Create: Def and SpD are not lowered after use.
Users: Victini.'

Heat Crash: Has a 30% chance to flinch the target.
Users: Tepig, Pignite, Emboar.

Night Daze: Gains -- accuracy.
Users: Zorua, Zoroark.

Tail Slap: Gains a 10% chance to flinch (per hit).
Users: Minccino, Cinccino.

Horn Leech: User regains 75% of the damage dealt back instead of 50%.
Users: Sawsbuck.

Electroweb: Lowers Spe by 2 stages instead of 1.
Users: Joltik, Galvantula.

Gear Grind: BAP increased to 6 per hit.
Users: Klink, Klang, Klinklang.

Shift Gear: Atk is increased by 2 stages instead of 1.
Users: Klink, Klang, Klinklang.

Head Charge: The user receives only 10% recoil.
Users: Bouffalant.

Fiery Dance: Also increases Atk 1 stage.
Users: Volcarona.

Sacred Sword: Gains a high chance to deal a critical hit.
Users: Cobalion, Terrakion, Virizion, Keldeo.

Fusion Flare: Has a 30% chance to inflict burn.
Users: Reshiram.

Fusion Bolt: Has a 30% chance to inflict 20% Paralysis.
Users: Zekrom.

Blue Flare: Burn chance increased to 50%.
Users: Reshiram.

Bolt Strike: Paralysis chance increased to 50%.
Users: Zekrom.

Glaciate: Reduces Spe by 2 stages instead of 1.
Users: Kyurem.

Ice Burn: Burn chance increased to 60%.
Users: White Kyurem.

Freeze Shock: Paralysis chance increased to 60%.
Users: Black Kyurem.

Secret Sword: Gains a high chance to deal a critical hit.
Users: Keldeo.

Relic Song: Sleep chance increased to 30%, and always inflicts 2a sleep.
Users: Meloetta.

Techno Blast: Its typing can be chosen at will.
Users: Genesect.

Spiky Shield: Deals 15 fixed damage instead of 10.
Users: Chesnaught.

Mystical Fire: Also lowers opponent's Atk by one stage.
Users: Delphox.

Water Shuriken: Ignores P/E actions.
Users: Greninja.

Mat Block: Also blocks status moves.
Users: Greninja.

Powder: Dissipates until the end of its duration, being able to activate more than once.
Users: Vivillon.

Noble Roar: Also lowers Speed by one stage.
Users: Litleo, Pyroar.

Parting Shot: Becomes a 2 BAP move, retaining its other effects.
Users: Pancham, Pangoro.

King's Shield: Also causes 5 fixed damage to attakers that make contact.
Users: Aegislash.

Aromatic Mist: Also increases Defense one stage.
Users: Aromatisse.

Topsy-Turvy: Also increases stat changes obtained by one (-2 becomes -1, +4 becomes +5, etc).
Users: Inkay, Malamar.

Electrify: Can last up to three attacks, chosen by the user when the move is used.
Users: Helioptile, Heliolisk.

Flying Press: If it would deal more damage by being a pure Fighting or Flying move, it will act as if it were of that type only (for example, it would act as pure fighting type against an Aggron).
Users: Hawlucha.

Fairy Lock: Prevents switching even through the use of U-Turn, Baton Pass, Volt Switch and Parting Shot.
Users: Klefki.

Crafty Shield: Can be used consecutively.
Users: Klefki.

Forest's Curse: Can last anywhere between 6 and 9 actions, chosen by the user when the move is used.
Users: Phantump, Trevenant.

Trick-Or-Treat: Can last anywhere between 6 and 9 actions, chosen by the user when the move is used.
Users: Pumpkaboo, Gourgeist.

Geomancy: Can't be disrupted.
Users: Xerneas.

Oblivion Wing: Heals the user equal to 100% de damage made.
Users: Yveltal.

Land's Wrath: Has a 50% chance of lowering target's defense by one stage.
Users: Zygarde.

Diamond Storm: Always raises user's Defense.
Users: Diancie.

ShadowStrike: Lowers both Def and SpD when the effect activates.
Users: Nohface, Kitsunoh.

Paleo Wave: Secondary effect's chance increased to 50%.
Users: Rebble, Bolderdash, Stratagem.

Arena: Runic Room.
Field Type: ASB Arena clone.
Complexity: Medium.
Format: Any.
Restrictions: None.

You find yourself in the middle of an enormouse room; no, actually, it's a dome. Everywhere you see is covered by pitch black plates, and hanging from the middle of the celiing there is a disco-like sphere.

This is no disco, and you are sure that sphere is not there just for decorationn...

Arena Mechanics:
Every time an attack hits the dome, the energy of the move is absorbed. Once the dome has been hit 5 times, it will release the stored energy from the sphere, hitting all the Pokémon in the field.

Codification:
- An attack hits the dome if it misses, or if the Pokémon is explicitly ordered to use it on the dome.
- Only damaging moves are absorbed.
- Spread moves hit the dome with spread move reduction. The reduction, however, does not apply on enemy Pokémon if only one is left.
- The energy is released in the form of a move whose BAP and type is determined by the attacks that were absorbed. This happens at the end of a round, so more than 5 attacks may be absorbed.
The BAP is equal to the sum of the BAP of the moves thart were absorbed. Spread move reduction is applied.
The typing is the one that stored the most energy.
Defense ranks are ignored, but not stage increases/drops.
- The energy released can not be avoided by any means, but can be protected from by using Protect or Detect (but not Wide Guard).

Example:
IF Flamethrower - Fire Blast - Surf - Hyper Beam - Bulldoze were absorbed...

BAP would be equal to: (9 + 11 + [9*.75] + 15 + [6*.75]) = 46.25 before spread move reduction.
Typing would be Fire, as Fire had the most energy absorbed (Fire had 20, Water had 6.75, Normal had 15, Earth had 4.5).

Arena: Stillwithoutname Cyclone
Field Type: Flying type.
Complexity: Simple IMO, but with some perks.
Format: Preferably doubles +
Restrictions: See below!

No idea of what to write for flavor right now, so...

Arena Mechanics:

- Flying-type moves are powered up by the strong winds, increasing their BAP by two (2). However, the uncontrolable winds also make them harder to control, decreasing their accuracy by 20% (before nature and other flat modifiers).
- The strong winds launch entry hazards around, causing them to hit the Pokémon in the side of the field they are set once at the end of every round, dealing the damage they would deal if the Pokémon had switched in.
- Clearing hazards via Defog or Rapid Spin cause them to hit the Pokémon on the opposing side of the field once before dissapearing.
- Sending hazards to the other side of the arena via Rebound causes them to hit the Pokémon on the opposing side of the field once before being set.
- Whirlwind becomes a 90% accurate (NOT --%) single target Flying type move with 6 BAP with a cost of 5 EN. It keeps its switch-forcing effect unless it hits a substitute (think Flying-type Dragon Tail or Circle Throw).
- Sandstorm and Hail deal 3 DPA instead of 2.
- Rain causes all non Water or Flying type Pokémon to have a 10% flat accuracy reduction (after nature and other flat modifiers).
- Sun can't be summoned.
- Air Lock has no effect.

Codification:
- Camouflage makes the user Flying-type.
- Nature Power calls Hurricane.
- Secret Power has a 30% chance to cause a forced switch.

Arena: Definitely-Not-A-Gym Mine.
Format: Singles.
Complexity: Medium.
Field Type: Steel.
Restrictions: Sun needs a Heat Rock to be summoned.

“Don’t be shy, come in!”

The young trainer said, his words directed at you. It was hard to think that he was a Gym Leader: easy-going, talkative, and apparently very fond of chocolate. You could see he had 3 or 4 bars of it in his jacket’s pockets, with the possibility of more being found in his pants.

The corridor you were walking through got deeper and deeper into a mountain; apparently a random one, since you couldn’t recall hearing it named in any particular way. It looked like a normal mine, the only thing particularly different being a sign reading “No Avnomkes Allowed” in the entrance.

The path was very straightforward: there were some forks in the way, but you continued walking in a straight line.

After about 10 minutes of walk, you arrived at a large room. Two large, glowing stones in the north and south walls quickly caught your attention: the first one with a bright pink light; and the second one with a light green tone.

“I know, impressive. Those two beauties took quite some work to get here. The Gym Committee wasn’t very fond of the idea, but I managed to convince them to fund their transportation.”

Forcing yourself to look away from the stones, you take a glance at the rest of the room. Numerous steel pillars of various sizes erected from the floor, which consisted mostly of dirt; some were even high enough to reach the ceiling.

The top of the room reached around 15 meters of height. You could distinguish the sparkling of something metallic up there, as well as some things that looked like magnets in the walls and the floor.

And finally, in the center of the room, the drawings of a Pokémon Arena could be seen. When you looked that way, you saw that the young man was already waiting.

You hurry up towards your spot, and once you got there you hear him talk.

“Alright, time to test your skills. I will not go easy on you, so I recommend that you don’t either.”

Then, from the ceiling, water started to fall like a downpour. After seeing your surprised face, the leader just said: “We don’t like fires much around here.”

After that short explanation, the battle started.


Summary:

- Default weather is Light Rain (+1 / -1 to Water / Fire Attacks). Any changes in weather will revert back to Light Rain once the effect of the move/ability ends.
Light Rain does not have any of the side effects of rain (100% acc Thunder and Hurricane, activating abilities, weak Solar Beam, etc.).

- Sun needs a Heat Rock to be summoned, and even then only lasts 4 rounds.

- The giant pink stone powers up Fairy-type moves by 2 BAP.

- The giant Leaf Stone gives every Pokémon in the field the ability to use the move Energy Ball.

- The magnets also allow Steel Pokémon to manipulate their weight, changing it anywhere from 2 WC lower and 2 WC higher than their original one while ordering first.

Codifications:
- Camouflage makes the user Steel Type.
- Natural Cure calls Gear Grind.
- Secret Power has a 30% chance to paralyze.
 
Last edited:
Complexity: Mild
  • All pokemon gain the ability illusion
  • All battlers switch their pokemon out at the end of each round, pming their new ones to the ref.
 
Arena: Wind Tunnel
Field Type: Neutral
Complexity: Moderate
Format: Multiples

Restrictions: None

Description: Contrary to what the title suggests, the arena is located on top of a high mesa. There are sufficient sources of rocks and grass, along with a small lake in the center of the field, so no moves are restricted. However, the arena does live up to its name at least somewhat, as frequent gusts of wind bombard the area, capable of blowing Pokemon away with ease. At the end of each action, there is a 50% chance that a randomly selected Pokemon is hit by a gust of wind that has the exact same effect as Whirlwind. If a Pokemon with Suction Cups, or one that is under the effects of Ingrain, is selected by this effect more than once in a round, it is affected as if it did not have said ability/it was not under said effect. If a Pokemon is in the evasive phase of Fly at the end of an action, it can still be affected by the gusts, and if a Pokemon that has been hit by a gust is in the evasive phase of Fly at the end of the round, it is still switched out.

Summary: There is a chance that a random Pokemon will be forced out at the end of each action.


Arena: Non-Newtonian Lake
Field Type: None
Complexity: Moderate
Format: All

Restrictions: None

Description: On the shores of a lake, a strange effect has occured, as the lake has been altered due to an unknown phenomenon so that its liquid content has taken on properties of a Non-Newtonian fluid (If you've ever mixed cornstarch and water together you'll know what I mean), but is amplified beyond normal parameters. As a result, water drawn from the lake, although fluid enough at first, will solidify under sufficient force, causing all Water-type attacks that require an external water source to deal extra damage equal to (2 + [User's Special Attack Rank - Target's Defense Rank]). Dive costs one (1) more energy to use, as the user must swim more carefully to avoid solidifying the lake. The lake can be targeted by any seismic or sound attack, and if it is, it solidifies for the remainder of the round, causing Dive to fail when used; if a Pokemon is in the evasive state of Dive, it immediately performs the attack component and loses one (1) energy as it hurries to escape (If multiple Pokemon are in the evasive state of Dive when the lake solidifies, normal Speed rules are used to determine which Pokemon attacks first. In this situation, if the target of one of such attacks is under the lake, but is has not yet reemerged, the attack will fail, but the user will still pay the energy cost). Any seismic or sound attack that targets more than one Pokemon also targets the lake.

Summary: The lake solidifies under pressure, strengthening Water-type attacks that require an external water source, and inhibiting Dive.
 
Type: n/a
Complexity: Simplest arena I've made so far (quite possibly ever).
Format: n/a

Restrictions:
No RNG rolls ever happen.
If the chance would be less than or equal to 50%, it will not happen.
If the chance would be greater than 50%, it will happen.
Type: None
Complexity: Low

Restrictions:
No grass
No water
No rocks
A pokemon that uses a digging move is KOed (falls through the floor and gets KOed)
No seismic attacks
No throwing or knocking pokemon off the platform

Description:
Master Hand (300/5/4/3/4/1 Typeless, abilities Reckless/Rock Head/Sheer Force) watches the battle. If he is attacked (he is considered an adjacent opponent to every pokemon), he will counter-attack with one of the following, chosen at random, without missing (but still evaded by Dodge/Teleport(evasive)/Agility(evasive)):
  1. Low Sweep
  2. Tri Attack
  3. Mega Punch
  4. Comet Punch
  5. Horn Drill
  6. Vice Grip
  7. Magnet Bomb
  8. Bullet Punch
  9. Aqua Jet
  10. Double Slap
  11. Double Edge
  12. Crush Grip
Type: None
Complexity: Low
Restrictions:
No Grass
Limited Ceiling
Seismic Attacks strike all pokemon (Even the user)
Self-targeting attacks are legal (Assuming that it would make sense, no Roar(self), for example)
A pokemon that has a cooldown can still switch out, and it does not cancel the effects of self-switching or foe-switching moves.
All pokemon are inflicted with Perish Song(3 rounds) upon switching in. This will affect all pokemon, even those that have the ability soundproof. Use of a move that would force a switch in a switch=KO battle will reset this to 3 rounds.

Description:
A mysterious void. It is said that nothing can exist within.

Due to the legends about it, no one bothers to check it out and see what goes on inside. Because of this, battlers here can break all sorts of rules. You can target yourself with attacks, and you can switch out of a cooldown.

Since nothing can exist within, all pokemon will eventually faint due to the pressure trying to prevent their existence.
Type matchups are reversed. Weaknesses and resists are swapped. A pokemon immune to a type simply becomes weak to it.
Name: Sky Battle Arena
Type: Flying
Complexity: Low
Format: None


Restrictions:
No water
No grass
No rocks
No ground
No digging
No seismic attacks

At the end of each round, any grounded pokemon are KOed. This takes effect before moves and commands that would temporarily keep a pokemon in the air decay.

Fly, when used to attack, has 0 priority and no evasive properties.
Fly can be used by a grounded pokemon to stay in the air at a cost of 5 energy per action. Pokemon may combo it with other moves without needing a cooldown turn and having an energy cost of 5 energy plus the energy of the other moves.
Fly(evasive) retains its properties and causes a grounded pokemon to no longer be grounded as long as it it maintained.
Telekinesis(self) can be used.

Smack Down and Gravity ground the target(s) for the duration of their effects for all purposes, including the arena effects.

Nature Power becomes Gust. Camouflage makes the user a Flying-type. Secret Power has a 30% chance of flinch.

Entry hazards have no effect.
Arena: The Mind
Type: None
Complexity: Medium


Restrictions:
No grass (lifted by default in Meadow)
No water (lifted by default in Lake)
No rocks (lifted by default in Volcano)
No digging (lifted by default in everything but Battlefield)
No siesmic attacks


Description:
This battle takes place inside an arena, and it is being manipulated by the thoughts of a random person!
For random effects,

After each action, randomly choose an item on this list. It now goes into effect. Players may make items to put into the list if it would not favor that player noticeably.
  1. Grass is toggled in current arena
  2. Water is toggled in current arena
  3. Rocks are toggled in current arena
  4. Ability to dig is toggled in current arena
  5. Ability to use seismic attacks is toggled in current arena
  6. The existance of a limited ceiling is toggled in current arena
  7. Trees that can be hidden behind or burned down appear (and are a grass-source). Trees burn down in Volcano.
  8. Rocks that can be hidden behind appear (or disappear if already there). It can function as a rock source.
  9. The setting changes to Lake
  10. The setting changes to Volcano
  11. The setting changes to Battlefield
  12. The setting changes to Meadow
  13. An arena-dependent attack hits all combatants (Surf from Lake, Lava Plume from VOlcano, Earthquake from Battlefield, and Petal Blizzard in Meadow)
  14. A second arena-dependent attack hits a random pokemon (Hydro Pump from Lake, Fire Blast from volcano, Pay Day for Battlefield, and Solar Beam from Meadow)
  15. Trick Room is created
  16. Wonder Room is created
  17. Magic Room is created
  18. Rooms are negated
  19. Abilities are randomized among current participants
  20. If abilities are randomized, abilities get set back to normal. Otherwise, pick a new option.
  21. All pokemon learn a new move (randomly pick the move)
  22. All pokemon gain an ability (randomly pick the ability)
  23. All pokemon gain an item (randomly pick an item that has an effect)
  24. All abilities are negated (if abilities are already negated, unnegate)
  25. Harsh sunlight is created
  26. Rain is created
  27. Sandstorm is created
  28. Hail is created
  29. Weather is negated
  30. Grassy terrain is created
  31. Misty terrain is created
  32. Electric terrain is created
  33. All terrain is negated
  34. Types are randomised
  35. All pokemon gain a random type (or have their secondary type replaced)
  36. All pokemon have their primary type randomized (or changed to default if already random)
  37. All effects of types are negated
  38. Type chart is inverted.
  39. All effects on types due to this arena are negated.
  40. All pokemon are switched out at random at the end of the round.
  41. All pokemon have their health restored by 10
  42. All pokemon have their energy restored by 10
  43. All pokemon lose 10 health
  44. All pokemon lose 10 energy
  45. All pokemon are put under the effects of Protect for no energy cost next action
  46. Moves restore 10% of the damage dealt in the user's health (stacks with HP-draining moves).
Settings:
Battlefield: Nothing special, seismic attacks are legal, no sources.
Lake: Scenic view of a lake. Water source and grass source, but no rock source. Trees to hide behind.
Volcano: Inside a volcano. Rocks to hide behind and use for an attack, but no grass or water source.
Meadow: A scenic meadow. Nothing to hide behind, but there are grass sources. However, there are no water or rock sources.
Arena: The Royal Unova
Type: Water/Flying

Restrictions:
No grass
No rocks
No digging
No seismic attacks (even for ground-types)

Description:
A battle taking place atop the Royal Unova as it journeys through the Unova region. The field is surrounded by ocean, from which water can be taken. Any pokemon that is not a water-type and does not know surf will be KOed if it falls into the water, although those with flight can fly to avoid falling in. Flying-type pokemon may also freely fly through the sky. Pokemon cannot throw pokemon that can't swim or fly off the boat, but those who can fly or swim are fair game.
Name: Waterfall Colosseum
Complexity: Low


Restrictions:
No switching (due to new battle type)


Description:
A new colosseum with a new battle style. Waterfall Colosseum is located in Poketopia.

It even comes with a new battle style, called Elimination battles.
For an elimination battle, each trainer fights in a series of 1v1 battles. Each pokemon may only fight one 1v1 battle. The trainer who wins a majority of 1v1 battles wins the match. If, at any point, a trainer has won over half of all total 1v1 matches, even if there are still some 1v1 matches yet to be completed.
If, after all 1v1 matches, there is a tie for first, the remaining (not yet fainted) pokemon from each side will fight (with HP, Energy, and Statuses fully healed and stat stages reset) to determine the winner. Keep repeating rematches until one side wins.

If the battle is doubles, triples, or larger, then the matches are of however many pokemon get sent out at a time, and the total number of pokemon must be a multiple of that number. Everything else is the same.

There is a waterfall falling near the battlefield, and pokemon may draw water from there.
There is also an ocean around the battlefield.
There is a hilly grassland off to the south. Grass may be drawn from there.
Rocks may be taken from the cliffs between grassland and ocean.

The noise from the waterfall renders all sound-based moves having no effect on any pokemon but the user.
 
Last edited:
Arena of Mastery

  • All resources
    • No move restrictions
    • No field restrictions
  • Pokémon that are able to Mega Evolve and are given their Mega Stone will Mega Evolve immediately upon sendout
    • If a player sends out their Pokémon with its signature Mega Stone, then that Pokémon will always Mega Evolve automatically without regard to the player's wants; if a player wants to keep a Pokémon that is able to Mega Evolve out of its Mega form, then he must not give it its Mega Stone
    • Turn order will always be prescribed according to the Mega Pokémon's speed after Mega Evolution, not before
    • Abilities that Pokémon gain upon Mega Evolution that activate on sendout (such as Mega Manectric's Intimidate) will be able to be activated upon sendout if they hold their Mega Stone
    • Abilites that Pokémon gain upon Mega Evolution that can be toggled on off on sendout (such as Mega Gardevoir's Pixilate or Mega Pinsir's Aerilate) can be toggled on or off by choice of the mon's owner if they hold their Mega Stone
    • In One Ability battles, the Abilities that a Mega-Evolved Pokémon had before Mega Evolution are ignored completely (i.e. Mega Mawile and Mega Gyarados cannot activate Intimidate in a One Ability battle)
    • If a Pokémon holds its Mega Stone, then entry hazards will be calculated with the Mega Pokémon's typing only
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top