Arena: Chemical Swamp
Field Type: Ground/Poison
Complexity: Moderate
Format: 3v3 Singles / 4v4 2APR Doubles
Restrictions:
No Grass Sources
Flavor (Disclaimer: I am not a writer):
The smell of dirt and fresh air permeates your surroundings, but by now you have grown used to the aroma. After three days of hiking, you are beginning to run low on patience, and question why you wanted to challenge this gym in the first place. After all, the leader definitely seems to be a kook of some sort, given his sporadic and random activity and peculiar taste in location. You open your map once again, a well-used and mostly-faded piece of parchment, and deduce that you mustn't be far from your destination. The guide who bestowed the chart upon you had mentioned that the gym was about four-and-a-half miles off the grid through rough terrain, and by your calculations, you wager that you'll be there by sundown. Thus, with a renewed sense of vigor, you push onward toward the fabled site.
After another hour or two or travel, you begin to notice a difference in the atmosphere. No longer do the Bug- and Flying-type Pokemon emit their cries; the familiar sounds of fauna are now replaced by an eerie silence. You also detect a peculiar odor, but it is faint enough to be unrecognizable. Several dozen meters ahead, you notice a battered sign which marks what appears to be the entrance to a camp or other private property.
As you draw close to the entryway, you are stopped dead in your tracks by the sudden intensification of the scent surrounding the area. The acrid smell is now clearly that of many harsh chemicals, a choking fog which the land before you seems to be emitting. You are now close enough to read the beat-up wooden sign, which simply states "Ground Gym. Property of Solid Gold." Covering your face with whatever rag you can find on your person, you trudge forward, determined to find the leader of this establishment and compete for your reward.
A simple dirt path leads up a shallow incline, and you follow it. The toxins in the air sti your eyes, but you are able to make out the features of the land around you. The leaves of the trees and blades of grass appear to be unusually bright, almost blinding in intensity, and stand resilient to the subtle breeze blowing through the air. In the distance you can see a good-sized lake and a small cabin, with a man standing outside and staring absentmindedly out over the water. You make your way up to the building, and the man turns in response to your approach. Your exposure to the chemicals of the land have now left you feeling faint, but you are still able to notice that the man is wearing a complex respirator, which ever-so-slightly muffles his speech as he addresses you.
"May I help you?"
In response to the man's question, you explain to him that you have traveled to challenge the gym, and that you wish to see the leader.
"That would be me," the man replies. "I am the leader of this gym. Judging by your appearance, you seem to have been worn out by the journey here, and thus would not to want any more time to be squandered. That's fine, because neither do I. Before we begin, though, we should go over the rules of the arena."
The man pauses momentarily, and walks to the edge of the water. He then turns to face you and continues his explanation.
"I'm sure that you've noticed the chemicals by now. This site was subject to devastating government tests a few decades back."
The man pauses once again, laughing dryly as he utters his next sentence.
"That's part of how I got the place for so cheap. It was bad enough before the Muk moved in, but the stuff they put in the water drew the damn things like catnip."
The man gestures to the lake behind him, and you notice that several large Muk and Grimer appear to be lurking underneath the surface of the water.
"At any rate, the lake gives off a sickening effect to those who are unable to neutralize its toxins. As a result, you'll find that most Pokemon have a harder time evading while in this environment. What's more, it seems to act as a painkiller for others, rendering them unaware of the damage they inflict upon themselves themselves when they attack. Finally, we rarely experience precipitation in these parts, and the sun seems more than willing to shine relentlessly in its place, rendering the arena in harsh sunlight."
As the man finishes his description, you begin to feel quite ill, and teeter back and forth. Noticing your condition, the leader speaks once more.
"Oh, and one last thing," he says. "If you want to last much longer here, you'll need one of these."
Reaching into his coat, the leader produces a second mask, identical to the one which he is wearing. Upon fitting it to your skull, you begin to feel better, and can clearly hear the leader's final words.
"Now, then, let us begin."
Description:
A once-verdant clearing in the thick of the White Forest, modern radioactive testing and chemical dumping has turned what was formerly a paradise for many Pokemon into a festering toxic wasteland. The arena measures approximately 25x28 square feet, and the barren landscape is pocked with dead trees and murky pools. Disguised to appear healthy, the heavily-polluted lake, located in the northwest quadrant of the arena, has been dyed an unnaturally bright shade of blue, and all forms of indigenous vegetation have been replaced by synthetic rubber alternatives.
Effects:
- Pokemon which are not Ground-types, Poison-types, or Steel-types or do not possess at least one (1) of the abilities Poison Heal, Magic Guard, or Immunity have their natural evasion stage lowered by one (1).
- Ground-Type Pokemon do not receive recoil damage from recoil attacks. Ground-Type Pokemon in possession of the ability Rock Head reduce the energy cost of recoil attacks by two (2).
- The default weather in the arena is Sun. In order to change the weather, a Pokemon must hold the appropriate weather stone.
- Damaging-Evasive moves may be used to attack without entering the evasive stage. Attacks performed in this fashion are designated with the (Strike) command, and are executed at a reduced energy cost which is equal to two-thirds of the move's original value.
Codifications:
Nature Power calls Venom Drench.
Camouflage changes the user's type to Ground.
Secret Power has a 30% chance to lower Speed by one (1) stages.
Weather Ball is a Fire-Type attack.