Rules and FAQ There will eventually be 13 Gym Leaders and 4 Elite Four Members. Should you defeat 12 of the 13 Leaders on their terms, you may challenge the Elite Four. Each individual Gym Leader decides all the rules for each battle (switching, items, whether they send out first or not, etc.). The Gym Leader has a bank of up to 3 extra Pokemon above the number used in battle that can be brought with him into any match, but the challenger can only send in as many Pokemon as the maximum number of Pokemon allowed in the match You may have two open gym challenges open at one time. If you have a battle ongoing, you will automatically be placed lower in the queue than anyone without a current challenge. Leaders are allowed two battles at any one time (for their own gym). If you lose a Gym match as a challenger, you must wait three days before challenging again. Pokemon used in the ASB Gym League can be used anywhere else in ASB (including Exclusive RP's such as TLR). Rewards for Gym Battles are in line with Tower Matches. However, training items have their effect reversed. The Gym Committee reserves the right to reject any and all challengers they deem unprepared for their requested gym challenge. ASB Gym League Rewards (Move your mouse to reveal the content) ASB Gym League Rewards (open) ASB Gym League Rewards (close) Upon defeating a Gym Leader you have not defeated before, you may immediately rechallenge another gym. In addition, you may claim the 10 CC Item of their type, e.g. Charcoal for the Fire Gym. 01 BADGE: 10 UC 02 BADGE: 1 Max Revive 03 BADGE: 20 UC 04 BADGE: 2 Type-Resist Berries of each Type 05 BADGE: 30 UC 06 BADGE: 1 Full Restore + 1 Max Elixir 07 BADGE: 40 UC 08 BADGE: VOPs + 1 Battle Item of Choice 09 BADGE: 50 UC 10 BADGE: 1 Master Ball 11 BADGE: 75 UC 12 BADGE: 100 UC + 1 Gem of each Type 13 BADGE: 1 Victini Gym Leaders are assumed to have their own badge. Badgeholders (Move your mouse to reveal the content) Badgeholders (open) Badgeholders (close) SEVEN BADGES Frosty - Electric, Fire, Ghost, Grass, Ground, Steel, Water Its_A_Random - Bug, Electric, Ghost, Grass, Ground, Poison, Water SIX BADGES N/A FIVE BADGES Elevator Music - Electric, Flying, Ghost, Grass, Ground Dogfish44 - Dragon, Electric, Flying, Ghost, Water FOUR BADGES Engineer Pikachu - Bug, Ghost, Normal, Poison THREE BADGES Texas Cloverleaf - Bug, Dragon, Flying TWO BADGES Gerard - Ground, Psychic Pwnemon - Grass, Poison Rediamond - Bug, Fighting waterwarrior - Flying, Ice zarator - Fighting, Ghost ONE BADGE Athenodoros - Flying Birkal - Fighting C$FP - Water Complications - Steel Leethoof - Bug Matezoide - Flying Maxim - Normal SubwayJ - Flying Objection - Flying Orcinus Duo - Steel Maxim - Normal Ragnarokalex - Bug We will start accepting challengers from now. Simply post the type of the gym you wish to challenge and the leader's name (the arenas are only there for reference, there is no need to copy them). The gyms currently open are... Gyms (Move your mouse to reveal the content) Gyms (open) Gyms (close) Type: Bug Leader: Rediamond W/L/T: 5 / 5 / 0 (50.00%) Current Battles: vs Elevator Music, vs Geodude6 Arena (Move your mouse to reveal the content) Arena (open) Arena (close) Arena: Relic Castle Hidden away for centuries, a monster resides at the bottom of the ancient castle. And he is not happy to be disturbed. Sand pours down from the higher levels in the gigantic throne room of the Relic Castle in Unova. But, that is not nearly so impressive as the set of columns and stone stairs leading up to the ancient throne, or the scope of the chamber. And those fail to capture the potential danger of the angry Volcarona hovering above you. The arena revolves around both the natural layout of the room, and Volcarona intimidating non-bugs and assisting bug-types in his home. -No natural water -Hail, Rain Dance, and Sunny Day may not naturally be used -Sandstorm costs three less energy to summon -Trapping moves cost two less energy and last for an additional round -Any rock move that requires natural rocks used by a non-bug type will result in Volcarona (neutral nature) attacking the user with Fire Spin. This shall be interpreted as Rock Throw, Rock Slide, Rock Tomb, Stone Edge, and Stealth Rock. -Swarm is automatically active for all Pokemon who have it -Fly and Bounce will only evade contact moves during their semi-invulnerable phase Past Battles (Move your mouse to reveal the content) Past Battles (open) Past Battles (close) vs. Leethoof (Loss) vs. Glacier Knight (Win) vs. UllarWarlord (Win) vs. Complications (Win) vs. Texas Cloverleaf (Win) vs. Engineer Pikachu (Loss) vs. Ragnarokalex (Loss) vs. Matezoide (Win) vs. Its_A_Random (Loss) vs. Texas Cloverleaf (Loss) Type: Dark Leader: LouisCyphre W/L/T: 0 / 0 / 0 (—%) Current Battles: vs. Geodude6 Arena (Move your mouse to reveal the content) Arena (open) Arena (close) Nightfall Theatre Off on its own on a pleasant little field in a pleasant and clean city, sits an outwardly decidedly unpleasant building. This building, named the Nightfall Theatre, houses this city's Pokémon Gym. Inside are deep red drapes and a strong whiff of lavender, rows of gold-trimmed seats and floor-lit aisles, and a stage. Upon this stage, the Dark-type Gym Leader works his magic. A challenger is given a seat of their choice for the entertainment to come -- a play, put on by a mix of human and Pokemon actors and accompanied by a likewise-mixed orchestra. The play is vague and meaningless to all but repeat spectators. These depict prior challengers and their tales, or ways in which Lou met each of his Pokemon. At the end, there is polite applause and a brief break for refreshments, before the main attraction is initiated. The challenger then finds themselves striding down the center walkway betwixt a hushed and watchful audience, ready to take in the coming spectacle. Stepping up onto the stage, the challenger finds their opponent absent, only for the lights to go out throughout the theatre! A single spotlight, narrow at first but widening with each moment, focuses on a robed figure that seems to rise from the floorboards themselves. The robed figure approaches the challenger and speaks—quietly, but heard clearly throughout the silent stands: "Shall we?" *** LouisCyphre presides over this nefarious and technical Pokémon Gym. Using the tricks of stage lighting, Lou will shroud his active Pokémon in darkness, only to reveal a different battler when the lights swing back. His auxiliary team members remain concealed in the shadows, only becoming known when they're brought in to play. Lastly, Lou maintains initiative throughout the opening act, both counter-leading and counter-ordering against the challenger's decisions. 4v4 Singles or 4v4 Doubles; Leader's whim. 3 Substitutions 3 Day DQ. Unlimited Recoveries and Chills All abilities Items Permitted Switches Permitted For Challenger Only (see arena effects) Dim the Lights (Arena Switch Mechanic) At the end of each round, Lou declares a secret switch in a private message to the referee, without initiating a switch phase. This is something he must do; he cannot chose to stay in if he still has a bench. The Pokemon switched in will switch in after the round is reffed but before anyone issues orders. This "free" switch is declared as part of the round, therefore effects like U-turn allow countering this switch -- the challenger sends out their U-turn target after seeing what mon Lou switches to. However, if both players use a switching move, Lou sends his switch out second in lieu of his free switch. In general, the order in which switches occur is Lou's Free Switch, U-turn/Volt Switch, and then a switch phase if the challenger declares one. Lou's free switch comes before all other switches. Challenger switch-ins will Intimidate his free switch, for example. If his free switch is to Duskdale the Colossoil, his Rebound ability will clear a layer of entry hazards before any U-turn switch-ins enter play. Lou can use his free switch to pull a Pokemon out of play, and then immediately return it to play with U-turn or the like. A lot of his team knows switching moves, so be careful! Rosey the Cacturne has the move Ingrain, which prevents her from switching out. In a doubles match, Lou may either switch out her teammate or have the switch fail (by targeting Rosey). Lou may not initiate a normal switch phase. Lou's free switch makes Perish Song extremely easy for him to abuse! Try not to get caught with a last mon standing Trapping effects, such as Whirlpool, Mean Look, and Shadow Tag, fail to prevent either player from switching in this arena. Additional Arena Effects Lou sends out first in the first round. He orders second that round. Both Lou and his challenger reclaim items from their Pokemon whenever they switch out or are KO'd. A new item can be issued to a given mon every time it enters play. This might mean you'll end up with some partially-used berries, which are discarded after the match. The same item can be issued to each member of a player's team. A player that owns but a single Expert Belt may take it from their switch-out and immediately give it to their switch-in, if they so choose. Lou's challenger may initiate switches as normal, after Lou's free switch has been revealed. This does have the normal ramifications of either giving Lou a counterswitch or giving him second order. Lou may counterswitch to the mon that he just switched out if he so desires. Lou's counterswitches also yield second order to the challenger, as normal. Arena Properties Nature Power calls Role Play. Secret Power reduces evasion by one stage 30% of the time. Camouflage converts the user to the Ghost-type. Banlist Mewtwo, Ho-Oh, Lugia, Kyogre, Groudon, Rayquaza, Jirachi, Deoxys (all), Palkia, Dialga, Giratina, Cresselia, Shaymin-S, Arceus, Terrakion, Reshiram, Zekrom, Kyurem-B, Kyurem-W, Keldeo Type: Dragon Leader: Texas Cloverleaf W/L/T: 3 / 1 / 0 (75.00%) Current Battles: Arena (Move your mouse to reveal the content) Arena (open) Arena (close) Arena: The First Lair Here in the caldera of a long dead volcano the highest caste of Pokemon commune in the way that they know best, they speak a language that is universal to all dragons and all beings, the language of claws and power, of blood and pain, here the dragons fight. The spoils of victory line the walls of the caves where the natives live, and in the center itself the ground is packed tight and cracked from pressure; for since the dawn of dragons there has never ceased to be a fight. They fight not for power, not for status, they fight because it runs in their marrow. These majestic beings fight because to conquer and subject is in their nature. This is where the dragons originated. All species of dragons were born in this very place. Here they gathered together and tested their power against each other. This created a pressure of the very essence and soul of dragons that diffuses in the air. Dragons not used to this environment are overwhelmed by the assault of draconic power and as a result cannot harness their own innate abilities until they have adjusted. (Challenger Dragon Pokemon do not receive STAB benefits for 3a of battle time) Recently, the Dragon Sords convened and granted an outsider special exception among their ranks. Charizard, the Dragon that never was, has been reborn as kith and kin through commune with humans. The Dragon Lords have permitted them into the pack on the condition that they only enter into the lair already in their draconic state. (Charizard may be brought by the Gym Leader and is always Mega evolved, holding Charizardite-X) The dragons were born to rule and abhor all that would hold them back. This desire fuels the dragon's spirit, the spirit that infuses every substance near the lair. As a result, the tools of the dragons to defeat their natural adversaries are strengthened by the collective desire of all dragons to maintain their rightful place as Lords of all Pokemon. (+2 BAP to Fire-, Poison-, and Steel-type moves) Past Battles (Move your mouse to reveal the content) Past Battles (open) Past Battles (close) vs. Dogfish44 (Loss) vs. Yarnus of Bethany (Win) vs. deadfox081 (Win) vs. zarator (Win) Type: Electric Leader: dogfish44 W/L/T: 15 / 3 / 0 (83.33%) Current Battles: vs Birkal Arena (Move your mouse to reveal the content) Arena (open) Arena (close) 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 accommodate 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. Past Battles (Move your mouse to reveal the content) Past Battles (open) Past Battles (close) vs. Lord Jesseus (Win) vs. dragonboy52 (Win) vs. Its_A_Random (Loss) vs. The Wanderer (Win) vs. Kaxtar (Win) vs. The Royal Guard (Win) vs. Elevator Music (Win) vs. AOPSUser (Win) vs. Texas Cloverleaf (Win) vs. Pwnemon (Win) vs. Imanalt (Win) vs. Elevator Music (2) (Loss) vs. Imanalt (2) (Win) vs. Yarnus of Bethany (Win) vs. Maxim (Win) vs. UllarWarlord (Challenger forfeit) vs. Frosty (Loss) vs. Imanalt (3) (Win) Type: Fighting Leader: Birkal W/L/T: 0 / 0 / 0 (-%) Current Battles: vs Leethoof, vs Its_A_Random Arena (Move your mouse to reveal the content) Arena (open) Arena (close) Arena: Nowhere in Particular The hot stench of the metropolis suffocates all newcomers. The streets bustle with activity: businessmen scurry, children yell, and the homeless beg. The hustle-and-bustle city is tireless; it is clockwork. Everyone lives within their own microcosm, content to keep their head down and live another day. Rather, most are content. There are those who know how to escape. They yearn for something greater, something primal. They gather at a pub down by Main Street and 10th called The Antidote. No, they're not there for the tempting booze or the allure of getting laid. They come to fight. A man with a missing eye and ripping biceps guards the back doorway which presumably leads to the basement. He spits on the ground and address you firmly. "Oi, where you off to?" he grumbles. "Nowhere in Particular," you reply candidly. The man gives a knowing nod and steps out of the way. It worked! Down and down the concrete stairs go. They lead you into a cavernous underground room. The basement: Nowhere in Particular. Its floor is cold pavement and its brick walls are unforgiving. Metal folding chairs, wobbly card tables, and other materials litter the room. But none of that matters; what catches your eye is the middle of the room. Underneath the flickering fluorescent lights is a battle. A formidable Fighting-type Pokemon slams an unsuspecting foe into the floor with a deafening thud. Its trainer sticks a fist pump of pride into the cool air, as the basement reverberates back to silence. "Nice fight," calls a blond-haired figure with green pants, sitting backwards in a chair. "But I believe our training is over... We have a visitor." They both turn towards you. A lithe young woman with short pink hair grunts and stamps her foot into the ground. "LET'S DO THIS." The blond makes a motion to stop her. "Easy there, Maylene." He approaches you and offers a firm handshake. "Hi there, I'm Birkal!" he says, brimming with enthusiasm. "Welcome to Nowhere in Particular. Or more formally, welcome to Fight Gym. Let me give you a quick rundown on the rules here." "Rule Number One: You do not talk about Fight Gym." "Rule Number Two: Each Pokemon battles for the knock out. Here at Fight Gym, if a damaging combination brings its opponent's HP to zero and scores a KO, that move has no cooldown. Passive damage from combinations will not work; the combination must KO outright with damage output alone. Go nuts." "Rule Number Three: All Fighting-type Pokemon can equip Expert Belt or Black Belt on top of their held item. They've trained hard enough that they've earned their stripes." "Rule Number Four: This one's a flurry of minor rules, so stick with me here. All Special Attacks cost two more energy. Our low ceiling prevents Bounce, Sky Drop, and Fly from being used entirely. Fire-types and Dark-types have a flat 10% accuracy boost due to the darkness. Vacuum Wave and Mach Punch receive a +1 priority boost. And finally, Hidden Power is a physical-type move down here." "Think you can handle all that?" Birkal asks with a smile. "Let me know if you have any questions." "UGH, SHUT UP," Maylene shouts angrily. A small crowd emerges from the shadows; their interest is piqued. "ENOUGH CHAT. LET'S GET THIS FIGHT STARTED." Past Battles (Move your mouse to reveal the content) Past Battles (open) Past Battles (close) Type: Fire Leader: Frosty W/L/T: 0 / 0 / 0 (--%) Current Battles: vs ZhengTann, vs Canis Majoris Arena (Move your mouse to reveal the content) Arena (open) Arena (close) Arena: Lost Woods Following the instructions of the Gym League people, you rent a Gogoat, mount it and enter a strange forest. "Search for the Sound of Music", the instructions said. "What a lousy advice. How can I find Music in these Woods?" - You say to yourself. Still, you heard that the Fire Gym was an easy target, so you move on. Somewhere in the trail, you feel...weird, as if you were not there anymore...or as if "there" wasn't there anymore. "I knew I shouldn't have eaten those nachos..." - You speak loudly to yourself before dismissing the feeling entirely. You and your rented Gogoat continue to move forward, following the trail. You can find footprints of many species...and yet you don't recognize any of them. Also, the woods seem to...shine? Despite being really late, there are enough sources of light around, allowing you to see your way quite clearly. "Too many weird Fireflies here...well, at least it isn't dark" - you think. Well, aren't you naive? After a good hour, the trail divides into two. Before falling to despair, you manage to hear a faint sound. A song of sorts. Well...strap me a bow and call me Snubbull, music in the woods. You decide to follow it and in no time you find... GAAAAHHH!!! You yell, after seeing the such an odd kid. Needless to say, your Gogoat fled before you could say "what the fuck". "Heheh, Are you looking for someone, big guy?" - The kid asks. "Erm...I am looking for the Fire Gym Leader." - You answer. "I don't know any 'Fire Gym Leader', Tee Hee Heee! But if you want some fire, there is this guy here who has been wandering around for quite some time. He was with a strange Fox with Nine Tails and a Flaming big Pig. Maybe he is the one you are looking for? If so just follow the music." - The kid says. After thanking the kid you follow the music, running as fast as you can for some time when suddenly... THUD "Ouch! That hurts! You should pay attention!" "Sorry! I was looking for the Fire Gym Leader. I was told by a very scary kid that he was here" - You say. "Ah, then look no further, I am the guy you are looking for. I am Frosty, Fire Gym Leader, owner of the Bonfire Badge, at your service" "Awesome! Then let's head to your gym so I can defeat you!" - You say. "Well...here is the thing. I heard that there is some kind of abandoned temple here from where this music is supposed to come, so I thought I might as well open my gym there, since I like music and why not? But I can't seem to find it haha. So we will battle here! Just don't disturb the fairies and spirits of the woods and you will be fine trust me you won't want to disturb them. Also...erm...can we battle while running? I don't think staying put here is the best idea *gulp*" You take a good while to check your surroundings and you notice the following aspects of the Woods: - There is a water pond, grass source, some rocks and you can see the sky. And the sun is starting to raise and shine amid the treetops. Every move can be used here, with the sole exception of Fissure, as that will probably disturb the woods, and that would be bad. Also, you don't think you will manage to summon Hail or Sandstorm without the respective stones; - Dense Woods means that spread moves (Surf, Hyper Voice, Lava Plume, Heat Wave, Blizzard, Rock Slide etc etc etc) won't....spread that easily. Also, the sturdy roots weaken the power of EQ, Bulldoze and Magnitude. Spread moves will have the damage dealt multiplied by 0.67 instead of just the bap by 0.75 when used in doubles+; - No move or ability or item, with the sole exception of Fake Out, can Flinch. All pokemons are already scared enough at the Woods, they won't pay attention at trickery for the most part. - You are in the middle of a forest, so Grassy Terrain is always up, stacking with other "terrains". - The battle occurs in movement, as both you and the dumb gym leader are trying to escape the dangerous woods. Because of that, hazards (Sticky Web, Stealth Rock, Spikes and Toxic Spikes) have no effect and moves such as Reflect, Light Screen, Safeguard, Magic Room, Trick Room, Sunny Day, Rain Dance, Hail, Sandstorm, Water sport, Mud sport have their duration lowered by 1 round/3 actions as they won't be able to keep up with you for that long. - Fairies are everywhere and can be summoned at will by any pokemon for assistance. Every pokemon can use the move "dazzling gleam". - Finally, the free spirits like being...well...free, and won't let any one take that from them. Because of that the ability "Air Lock" is negated by the wicked magic that is around. Be happy that you didn't turn into a pig. "You are quite the observer, haha. It seems that you are ready, so let's begin this. En Garde!" Summary - All moves, except for Fissure, can be used. Hail and Sand can't be summoned without the respective stones. - Instead of using the 0.75 BAP multiplier, the entire damage dealt by a spread move is multiplied by 0.67. So the formula is: ((BAP [Ignore standard spread modifier] *Screens + stuff - stuff)*Weakness/Resistance+Stat Stage Differences+Item/Ability/Weather Effects)*0.67 = Damage - No flinches (except for fake out) - Hazards are useless and other field effects's duration is lowered by 1 round/3 actions - Grassy Terrain is always up, stacking with others if needs be - Every pokemon can use Dazzling Gleam. - Air Lock has no effect. Type: Flying (closed) Leader: Objection W/L/T: 0 / 0 / 0 (--%) Current Battles: N/A Arena (Move your mouse to reveal the content) Arena (open) Arena (close) Drifloon Valley Somewhere north of Kalos, beyond Azure Bay and the Sea Spirit’s Den, there is a strange spot of land where Aipom and Ambipom live in crude, simple villages while the wildlands are inhabited by Drifloon and Drifblim. The owner of the Flying gym has set up in this strange spot of land, specifically in a valley travelled by many Drifloon. The valley has ample vegetation, so much so that moves like Nature Power treat the valley as an area of tall grass. A river runs through the valley, providing a source of water while the banks of the river have plenty of rocks that can be used. The main reason for these highly-populated Drifloon pilgrimages is the heavy winds experienced in the valley. Here are some more details about this arena’s features: Mild Sunlight The weather in Drifloon valley is often quite pleasant, with the sun shining (but not too hot) and few (if any) clouds in the sky. This weather has the same effect as Sunny Day, except it does not alter the Base Attack Power of Fire- and Water-type attacks and does not cause Pokemon with Dry Skin to take ongoing damage. This form of sunlight is the default weather of the arena, replacing the normal clear weather. All other weather effects are permitted and work as normal, except that any Fog weather has its duration halved (rounded up to the nearest action) A Lot of Drifloon So many Drifloon travel along this valley that, if a Pokemon were to somehow fly above them, it would be partially concealed by them from the Pokemon below and it would have a degree of cover from such Pokemon. Thus, a Pokemon in the evasive stage of Bounce, Fly or Sky Drop cannot be hit by Pokemon not in that same stage, even by moves that normally can target them, unless either the user of the move or the target has No Guard. However, the concealment effect goes both ways, and so Fly has its base accuracy reduced to 85% and Bounce has its base accuracy reduced to 75%. Sky Drop doesn’t rely on being able to perceive a target on the ground while the user is in the air, so its accuracy is unaffected. Heavy Wind The strong wind currents the Drifloon use to float along the valley make aiming many projectile attacks harder. All attacks that require an external rock source have their base accuracy reduced by 10%, as do all attacks that Pokemon with the Bulletproof ability are immune to, with the exceptions of Gyro Ball and Ice Ball. This accuracy reduction is suppressed any time there is exactly one Tailwind effect up. Summary Enough external sources and stuff for all moves to be used Terrain-based moves like Nature Power use "tall grass" setting Clear weather < Sunny Day minus Fire boost, Water nerf and Dry Skin damage Fog duration halved Pokemon in evasive stage of Bounce/Fly/Sky Drop can't be hit at all without help from No Guard Fly has 85% acc, Bounce has 75% acc Moves that need rock source and moves that Bulletproof Pokemon are immune to (other than Gyro Ball and Ice Ball) are 10% less accurate unless one team has Tailwind up Type: Ghost Leader: zarator W/L/T: 5 / 5 / 0 (50.00%) Current Battles: vs Maxim, vs youngjake93 Arena (Move your mouse to reveal the content) Arena (open) Arena (close) Arena: The Forlorn Graveyard Restrictions: None People have stopped burying people in this abandoned graveyard for centuries, but there is still an eerie aura all over the place. The grass looks more grey than green (despite this not affecting Grass-type moves at all), and most Pokemon and people avoid the place instinctively. Some trainers however still visit this place to strengthen the link with their Pokemon, especially Ghost-type ones. A still lake formed in a fissure in the ground, however the dark water makes it impossible to see what lies in its depths The odd aura of this graveyard has several effects in battle: 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 in this place. Will-O-Wisp has 100% accuracy. There are always wisps floating around to provide decent enough fodder for this wicked spell. Pain Split has its base energy cost reduced by (2), and all draining attacks are empowered as if the Pokemon were holding Big Root, but without incurring the extra energy cost (this effect doesn't stack with Big Root itself). Life energies are easier to drain and consume in this place. All Pokemon's max HP are reduced to 90. The aura of sorrow which permeates this place withers the strength and the resolve of all the Pokemon battling in its surroundings - even Ghost-types. There are some leftover scrap parts, scattered around the arena. Rotom can tap into them, raising its Special Attack and Special Defense by 1 rank as long as it stays in its original form (without any appliance). Past Battles (Move your mouse to reveal the content) Past Battles (open) Past Battles (close) vs. Engineer Pikachu (Loss) vs. Its_A_Random (Win) vs. deadfox081 (Win) vs. Dogfish44 (Loss) vs. Leethoof (Win) vs. rickheg (Cancelled) vs. Its_A_Random (2) (Loss) vs. Frosty (Loss) vs. Elevator Music (Loss) vs. Ragnarokalex (Cancelled) vs. Matezoide (Challenger Forfeit) vs Texas Cloverleaf (Win) Type: Grass Leader: Pwnemon W/L/T: 4 / 2 / 0 (66.67%) Current Battles: vs Rediamond, vs Smashlloyd20 Arena (Move your mouse to reveal the content) Arena (open) Arena (close) Welcome to Pwnemon's Nature Emporium! ...What, are you surprised that I'm leading you indoors? You say a Nature Emporium should be out in nature? You know I'm always in pursuit of the best: Nature wasn't natural enough for me, so I made an arena that was supernatural! No, wait, that word's been taken... HYPERNATURAL! Pwnemon's Hypernatural Emporium. I like it. Anyway, what do we do in here? We stimulate the senses of grass-type Pokemon by rapidly cycling between all the common natural types of weather—sun, rain, and sandstorms (no, you're not the first person to point out that sandstorms aren't common, shut up and battle me). Such stimulation drives these Pokemon into overdrive, unleashing their full natural talent. Unfortunately, it also causes them to produce bucketloads of sap—even the ones not based on trees shut up—which is a bug that will be fixed at a later date but until then grants them all the ability Sticky Hold! So yeah, aside from the endangered animal pet store in the back of questionable legality, that's basically all we do here. Now let's battle! Summary: (if youre really too lazy to read my minimal flavor smh) Cycles between Rain, Sand, and Sun every round Grass-types all have Sticky Hold Past Battles (Move your mouse to reveal the content) Past Battles (open) Past Battles (close) vs. LouisCyphre (Win) vs. Its_A_Random (Loss) vs. MK Ultra (Win) vs. Rediamond (Win) vs. Elevator Music (Leader Forfeit) vs. waterwarrior (Win) Type: Ground Leader: Its_A_Random W/L/T: 6 / 3 / 0 (66.67%) Current Battles: N/A Arena (Move your mouse to reveal the content) Arena (open) Arena (close) Arena: Ground Gym Field Type: Ground Complexity: Intense Format: All Restrictions: No Natural Grass, No External Water Source, Only Sandstorm & Clear weather permitted, Indoor Arena Description: TBD Mechanics: Nature Power calls Land's Wrath. Secret Power has a 30% chance to lower the foe's Speed by 1 Stage. The mixture of sand & dirt makes Dig easier to execute & gain height on attack, reducing its Energy cost by 2, & enabling the user to hit a target under the effects of Levitate/Magnet Rise/Telekinesis irrespective of Size Class. Pokémon cannot have their typing altered through any means, while Double Team & Illusion have no effect. The lights in the arena shine brightly enough to expose the disguises a Pokémon may have. Grassy Terrain's duration is halved. The sand-dirt mixture does not really allow for grass to grow, making it wilt very quickly. Sandstorm when summoned lasts for five rounds as opposed to four (eight with a Smooth Rock). The sand on the arena floor provides enough fuel for a Sandstorm to last longer. Summary: Another Ground-type Gym I guess? Past Battles (Move your mouse to reveal the content) Past Battles (open) Past Battles (close) vs. Glacier Knight (Win) vs. Yarnus of Bethany (Win) vs. deadfox081 (Win) vs. Gerard (Loss) vs. UllarWarlord (Win) vs. Frosty (Loss) vs. Elevator Music (Win) vs. Elevator Music (2) (Loss) vs. LouisCyphre (Win) Type: Ice Leader: waterwarrior W/L/T: 2 / 0 / 0 (100%) Current Battles: vs Gerard, vs Matezoide Arena (Move your mouse to reveal the content) Arena (open) Arena (close) Arena: Northbrook Island Harbour "Ugh, I've been on this lousy ship for almost five hours now. When are we-" Your boat comes to a stop. You've finally arrived at your destination. You step out of the slightly dilapidated ship, pay the captain your fare with a half-mumbled thank you, and walk towards the end of the dock. You've heard of a Gym here, and you need to get closer to that Victini, so here you are, wearing 4 layers of clothing and still cold. There's snow all around covering the ground, but there seems to be a path that leads off somewhere into the distance. You look at the captain and confusedly point to it, and the captain slowly nods his head. You shrug and begin down the path. Approximately a half-mile down the road, you spot a figure, but you swear it has to be an illusion. It looks like a young man walking towards you, but that can't be. Wearing just a sweatshirt over a t-shirt and a pair of jeans in the middle of the Arctic Circle? That's crazy! However, as you approach him, you see that he is in fact real, and it looks like he's actually out for a stroll with a Weavile, obviously his partner. The strange man looks at you and speaks, in a loud and clear voice, "Hey there! I don't exactly get many people here, and this isn't exactly what you'd call a scenic sight, so I'm guessing you're here for the Gym?" You start to answer, but he cuts you off, saying "No need to answer that. Even my own mother wouldn't pay me a visit out here if she wasn't gonna battle me. Name's waterwarrior by the way. Yes, yes, I know that it's kinda funny that that's my name and I'm the Ice Gym leader, but once you heard how I got that name... nah, you probably don't care in the slightest. Another time maybe. Well, better make this battle worth it then, amiright?" After walking for about five minutes and chatting with the leader, you come across a small patch of land with a white fence around it. The leader stops and takes a deep breath, but you almost keep going, almost not seeing the arena at all. The gym leader steps over the little fence and walks over to the other side of the field. You look at the field and see the regulation field- two semi-circles in the areas where the trainers stand and a Poké Ball in the middle of the field. Both of you get ready, and waterwarrior raises his hand to the sky and cries out "All right! Let's break the ice!" Suddenly, a flurry of hail descends on the battlefield. You know this battle won't be easy, but there's no backing out now! Natural weather is Hail with permanent duration. When Hail is active, it deals 4 DPA to all non-Ice types or without some sort of immunity. It also heals 4 HP per action to all Pokémon with the ability Ice Body. If Rain is summoned, the weather becomes Sleet for the duration of Rain. Sleet has both the combined effects of Hail and Rain. If Sun or Sandstorm is summoned without the respective weather stone, the weather becomes clear for 2 rounds before reverting back to Hail. Sun and Sandstorm overwrite Hail and lasts 3 rounds if summoned with the respective weather stone before reverting back to Hail. Leader and Challenger may select a berry from a gym-provided list to give to their Pokemon in addition to a normal held item. (Cheri, Chesto, Pecha, Rawst, Leppa, Lum, Oran, Persim, Figy, Wiki, Mago, Aguav, Iapapa, Sitrus, Razz, Occa, Chople, Charti, Babiri, Enigma) One berry may be chosen per Pokemon. No Pokemon can be holding two berries in this way. Knock Off removes both the normal held item and the berry from the target. If Trick is used, the user can choose to swap both items, just the normal held item, or just the berries (i.e. If a Trick user is holding an Expert Belt/Enigma Berry and the target is holding a Life Orb/Occa Berry, the trick user may exhange both items for both items, the Expert Belt for the Life Orb, or the Enigma Berry for the Occa Berry, but NOT the Expert Belt for the Occa Berry or the Enigma Berry for the Life Orb) There is no external grass, but there is a small pool of water and a pile of rocks in the arena, so moves requiring external water/rocks can be used. Nature Power calls Ice Beam, Camouflage grants Ice typing, Secret Power may Freeze. Past Battles (Move your mouse to reveal the content) Past Battles (open) Past Battles (close) vs. Geodude6 (Win) vs. Complications (Challenger DQ) Type: Normal Leader: Maxim W/L/T: 1 / 1 / 0 (50.00%) Current Battles:vs The Wanderer Arena (Move your mouse to reveal the content) Arena (open) Arena (close) 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 can change any move you want into a Normal type move 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. The Chilan Berry cannot be chosen. 2. Every battle in this arena is a Rotation battle. For the purposes of this arena, the battle operates in the following format. For the first round, the referee flips a coin deciding who goes first. The competitor that goes second sends issues his first active Pokemon and issues his items, while the other competitor does likewise second and issues orders, similar to a standard singles battle. In this case, the Active Pokemon is the only Pokemon that can take actions in this round of battle. The battle progresses as normal, except at the end of each round, including the first and before the referee refs, each competitor may PM a Pokemon to rotate to the referee, and that Pokemon will become the active Pokemon for the next round. This choice will be announced by the referee at the end of each round. The "passive" Pokemon, those who aren't participating in that round of battle, enter a period of stasis, where their stat boosts and drops, among other things, will not change. Cooldowns from combos also enter stasis. For instance, if a Pokemon were to issue a combo A3, then were rotated out, that same Pokemon would be forced to Cooldown on the first action they were rotated back to the active position. Similarly, a Pokemon with four actions of attack boosts will retain those upon becoming passive, and the counter will not tick down until they are made active again. 3. Items cannot be knocked off, traded, destroyed, or otherwise incapacitated except by consumption by it's held Pokemon and the following exceptions: Knock Off has its regular effect to knock off both held items, but each item is returned to its user at the end of 3 actions after the usage of Knock off, regardless of whether said Pokemon is in the "active" position or not. 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. Sticky items such as Ring Target and Sticky Barb stick to the target if their requirement is met and if one of the two item slots (berries or normal items) is open. If this conflicts with the first rule (i.e. the normal item is knocked off then Sticky Barb is given) then the sticky item is given to its previous owner. 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 5. Any move from any Pokemon can be changed into a Normal type move, similar to the ability Normalize. However, unless the Pokemon in question has Normalize, the affected move and any normal move the Pokemon has does not gain a damage boost. If the user of the Normalized move is a Normal type, the move gains STAB. Past Battles (Move your mouse to reveal the content) Past Battles (open) Past Battles (close) vs. vs. smashlloyd20 (Win) vs. Engineer Pikachu (Loss) Type: Poison Leader: Engineer Pikachu W/L/T: 7 / 2 / 0 (77.77%) Current Battles: vs Frosty Arena (Move your mouse to reveal the content) Arena (open) Arena (close) Arena: Erlenmeyer Flask Arena Type: Urban Field Type: Poison, Water Complexity: Simple Formats: All Formats Restrictions: OHKO moves are banned. Description: In the beautiful world of PYREX™ lies a gigantic titration flask, half-full with some ungodly acid; the opening is barely large enough for daring trainers to slip through, and so, of course, that's where the gym battles always take place. Anything poisonous is powered up in this flask, especially slow-acting toxins. Yet, the water content is enough those who need it to draw their power from. Despite borosilicate's resistance to thermal expansion and network solid configuration, it's still quite fragile and vulnerable to a Pokemon's attacks. As such, the most powerful item of all – Expert Belt – is banned for eternity. Summary: Effects BPSN starts at 2 DPA instead of the normal 1 DPA. Rain Dish and Dry Skin are activated at half value in clear weather. Expert Belt grants +0 BAP on super effective attacks. Poison-type Pokemon gain Liquid Ooze as an ability. Codifications A Pokemon afflicted with PSN that would be PSNed again by an attack will have PSN replaced with BPSN which starts at 2 DPA. Weather Ball is Water-type. SolarBeam retains its full BAP. Morning Sun, Moonlight, and Synthesis restore default amounts of HP. Camouflage replaces the user's typing with a Poison typing. Nature Power will call Sludge. Secret Power will afflict BPSN with a 30% chance. Format: 3v3 Singles / 4v4 Singles / 4v4 Doubles DQ: 48 Hours / 72 Hours Abilities: ONE / ALL Switch: OK Items: ON Substitutions: TWO / THREE Infinite chills / Recovers Past Battles (Move your mouse to reveal the content) Past Battles (open) Past Battles (close) vs. Maxim (Win) vs. Lord Jesseus (Win) vs. Son_Of_Shadoo (Win) vs. Its_A_Random (Loss) vs. Gerard (Win) vs. Texas Cloverleaf (Win) vs. deadfox081 (Challenger DQ) vs. zarator (Win) vs. Pwnemon (Leader DQ, Loss) Type: Psychic Leader: Gerard W/L/T: 7 / 0 / 0 (100.00%) Current Battles: N/A Arena (Move your mouse to reveal the content) Arena (open) Arena (close) Arena: Moon Cave Permanent Night (Light Source is limited) yet the Moon gives you enough to battle. Positions are ON. Psychic pokemon get the following boosts (If using some of this moves): +1 Accuracy Zen Mode is always active Non-weather field effect have their duration increased by one (1) round (Trick Room, Wonder Room, Magic Room & Gravity) Guard/Power/Skill Swap last an extra round Psychic pokemon can chose to either go before or after another pokemon with the same speed (Whoever orders first takes priority) Status moves energy cost is reduced by 1 Wish and Healing Wish restore five (5) extra HP Lunar Dance fully restores the health & energy it's given to IF Gravity IS NOT in effect (regular effect): Pokemon with the Levitate ability are completely immune to Ground attacks Pokemon with the ability to Levitate on Command act as if they had the Levitate Ability Pokemon with a WC of 3 or lower can Levitate on Command IF Gravity IS in effect: In addition to regular effects The Acc of every move is Doubled All Pokemon have their WC raised by 2 Pokemon with a WC of 5 (before gaining Weight) or above have Ground attacks moved to the next level of weakness (2x resistant goes to neutral, neutral goes to 2x week, etc...). Flying types and Levitators (both by Ability or Command) aren't affected by this. Past Battles (Move your mouse to reveal the content) Past Battles (open) Past Battles (close) vs. LouisCyphre (Challenger DQ) vs. waterwarrior (Win) vs. zarator (Win) vs. Rediamond (Challenger DQ) vs. Dogfish44 (Challenger Forfeit) vs. Leethoof (Challenger DQ) vs. Pwnemon (Cancelled) vs. Dummy007 (Win) Type: Steel Leader: Complications W/L/T: 0 / 1 / 0 (0%) Current Battles:vs Birkal (suspended) Arena (Move your mouse to reveal the content) Arena (open) Arena (close) Junkyard (Tentative Arena) (close) Far, far, away from the city, past the river and through the meadow, beyond the mountains and over the plains, lies an ancient forest. But that's not important. What's important is what's beyond said ancient forest. Beyond said ancient forest lies an old, forgotten, junkyard. Old scraps of metal, appliances, and the bodies of forgotten cars pile up farther than one would imagine physically possible. If one were to go into the heart of the junkyard, they would discover a dirt clearing about 100 feet x 100 feet, and they would also find a lone trainer by the name of Complications. Effects: -The once cared-for junkyard seems to emanate sadness. Adding to the effect is the fact that it's always raining. Consequently, it is impossible to summon sunny weather without a Heat Rock, and even then, it will only last 4 rounds. However, Hail storms and Sandstorms can be summoned normally. When altered weather effects end, the arena's weather reverts to rain. -Any Pokemon who's defenses (before any modifiers from items) add up to a BST of 8 or more (for example, Bronzong), recieve an increase of 1 rank to each of their defenses. Past Battles (Move your mouse to reveal the content) Past Battles (open) Past Battles (close) vs. Frosty (Loss) vs Rickheg (Cancelled) The gym leader should then accept your challenge, posting their conditions and set of Pokemon. Any approved ref may then take the match (assuming they aren't the leader being challenged). Approved Referees: -Dogfish44 -Engineer Pikachu -Rediamond -deadfox081 -Its_A_Random -Texas Cloverleaf -Frosty -Complications -ZhengTann -Pwnemon -Elevator Music -Matezoide -Ragnarokalex -akela -Birkal -Leethoof -Starwarsfan If you wish to get on this list, talk to Texas, Pwne or MK. UPDATE: Also, to encourage the speedy reffing of gym battles as well as to reflect the increased challenge inherent in the better battles and more complicated arenas, refs reffing gym challenges will get an extra 0.5 UC per Pokemon (so, for example, a 4v4 doubles is 13 UC rather than 9). This also reflects the higher standard of refs and reffing required in these battles. Current Gym challenge queue: Updated in the last post of this thread each time Happy battling!