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OPEN DISCUSSION - Gym Concerns and Issues

Regarding E4 and Champion:

Before I get to my proposal, let's examine what we know regarding the e4 and champion ingame, in case anyone doesn't know this. Skip the next few paragraphs if you don't really care.

The elite four are four trainers who represent the best trainers in their regional league, other than the champion. They each fight with a mono-typed team, the types vary from generation to generation. The challenger must have all 8 gym badges in order to challenge the elite 4. The challenger must challenge and defeat all four of them consecutively in order to challenge the Champion. It is unclear how the elite 4 are decided.

The Champion is regarded as the best trainer in his/her regional league. After defeating the elite 4, the challenger can challenge the Champion. If the challenger defeats the standing Champion, the challenger will be added to the Hall of Fame and become the new Champion if they so chose. However, as N did in BW, the challenger can decline to become the Champion. They will still be added to the Hall of Fame. If there is no standing Champion when a challenger defeats the elite 4, the challenger will be added to the hall of fame with the team they defeated the last member of the elite 4 with.

The first thing I will talk about is how to decide the initial elite 4. I dislike Rediamond's method of holding a vote, as it exculdes people who are not gym leaders from becoming members of the elite 4, and there is never any mention of that happening in game. Additionally, the elite 4 should not reflect people's thoughts on who are the best battlers, but who actually are the best battlers. Therefore, I am of the opinion that the elite 4 should be decided by a mono-type tournament. The fourth-place winner would be challenged first, then the third, then the second, then the first. There would obviously have to be a third-place game. If a gym leader becomes a member of the e4, they would be able to keep their gym (see aops's post). No two e4 members can have the same type. If two of the top 4 finishers used the same type, priority is given to whoever finished higher; the lower finisher can either pick a new type or give their e4 spot to the 5th place finisher. The fifth place finisher is defined as whomever lost to the first place finisher.

Getting all 18 badges in order to challenge the e4 seems obnoxious and quite impossible to me, so I think we should go with the in-game precedent of 8 badges required to challenge the e4. They would have to be challenged in the order outlined in the above paragraph (unless we don't want to do any specific order for challenging). The first player to defeat all members of the elite four would be added to the hall of fame and become champion, etc etc etc as per ingame precedent. The e4 members are assumed to have beaten themselves, but have to beat the other 3.

Next comes the matter of e4 replacement. This can happen in two ways, both of which are resolved in the same manner. The e4 member can step down or the e4 member can be forced out. A monotype tournament will be held to replace him/her. If the e4 member becomes champion, he/she keeps his/her e4 spot and potential gym spot, if they have it.

If I missed anything ask about it I don't think I managed to cover everything but I did my best.

Edit: <Texas> that sounds like a lot of work
<Texas> for little benefit
<starwarsfan> i guess
<starwarsfan> idk it makes sense in theory but its so hard to do
 
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The reason to promote gym leaders is because they already have solid mono-type teams and training with it. A non-leader /might/ have a good enough mono-team, but that sort of raises the question of why they aren't a gym leader in the first place. If you aren't good enough to be a type's leader, why should you be that type's Elite Four? I am thinking in terms of mono-type skills rather than general here. Non E4 can still become Champion.

I don't like the idea of being both E4 and sitting leader at the same time due to precedence issues. This could theoretically be accomplished by having E4 fights with more ridiculous arenas and wildcards allowed (3-2 or 4-2 or 3-1 or something), but... ugh. I just don't like it due to precedent. It doesn't happen in-game.

I would be fine making the cutoff for challenge 8 badges, as anime leagues have been shown to have more but only require 8 to challenge. And all 18 would be obnoxious at best and impossible at worst due to time and some gyms *cough*dark*cough* never being filled.

As for the vote, purely objective measures are bound to be shit for reasons I've stated a lot on irc. Purely subjective and secretive, as in the gym committee randomly posts that four people are now the Elite Four, would probably be equally bad for being inevitably arbitrary. I think the voting method is a decent compromise.

So here's an entirely different alternative...

Instead of an Elite Four we have a leader board of gym leaders. This could be compiled from objective statistics and occasional subjective votes. Whenever someone got to eight badges, they would have to battle the four leaders highest-ranked leaders they don't have the badge of in an Elite Four Battle that would have wildcards, larger sets of Pokemon, better arenas, etc. Could this be gamed? Probably. I mean, it is theoretically possible that a water leader could earn the proper set of badges so they could fight the rock, fire, ground, and ice leaders as the Elite Four. But doing that would mean getting eight badges that they have no or little advantage against and praying that rankings don't changes. If someone actually pulls that off, they deserve the easier fights imo.

Just a suggestion.
 
Gym Status Update

Normal - Open, accepting challenges
Fire - Pending Arena Approval (Opening soon)
Water - Open for GL position application
Grass - Open, accepting challenges
Electric - Open, accepting challenges
fighting - Open, accepting challenges
flying - Pending Arena Approval (Opening Imminently)
poison - Open, accepting challenges
ground - Open, accepting challenges
rock - Open for application, pending GL applicant try out
bug - Open, accepting challenges
ghost - Open, accepting challenges
steel - Leader hiatus, Open for application
psychic - Open, accepting challenges
ice - Open, accepting challenges
dragon - Open, accepting challenges
dark - Open for application
fairy - Open for Application
 
In case anyone doesn't know, and even though the deadline is in a month and a half, officially announcing my intention to apply for Fairy gym. I currently have a Togekiss (86), Mawile (62), and Aromatisse (54, maxxed) trained to my satisfaction and a Gardevoir (53), Mr. Mime (52), Clefairy (42), Granbull (35), Sylveon (33), Azumarill (36), and Slurpluff (25) in training (No, I don't think I can train all of those by qualifiers). I also own a member of every other line of fairy in the game, and if I get the gym I will train at least Klefki and Cottonee. I will update this post as I continue training them. For now, my trained mons are:
468.png

Togekiss (F)
Types: Fairy / Flying
Abilities: Hustle / Serene Grace / Super Luck(DW)
Nature: Timid
Stats:
HP:
100
Atk: 1 (-)
Def: 3
Spa: 5
Spd: 4
Spe: 92 (+) (+10% Acc)
Size: 3
Weight: 3
Total: 20

EC: 9/9 max
MC: 0
AC: 5/5 max

Moves: (86)

Aerial Ace
After You
Air Cutter
Air Slash
Ancient Power
Attract
Aura Sphere
Baton Pass
Bestow
Brick Break
Charm
Dazzling Gleam
Defog
Double Edge
Double Team
Drain Punch
Dream Eater
Echoed Voice
Encore
Endeavor
Endure
Extrasensory
Extreme Speed
Facade
Fairy Wind
Fire Blast
Flash
Fly
Follow Me
Frustration
Giga Impact
Grass Knot
Growl
Heat Wave
Hidden Power [Ground]
Hyper Beam
Hyper Voice
Incinerate
Last Resort
Light Screen
Magic Coat
Magical Leaf
Metronome
Mirror Move
Morning Sun
Mud Slap
Nasty Plot
Ominous Wind
Pluck
Protect
Psych Up
Psychic
Psycho Shift
Psyshock
Rain Dance
Reflect
Rest
Return
Rock Smash
Roost
Round
Safeguard
Secret Power
Shadow Ball
Shock Wave
Signal Beam
Silver Wind
Sky Attack
Solar Beam
Steel Wing
Stored Power
Substitute
Sunny Day
Swagger
Sweet Kiss
Swift
Tailwind
Thunder Wave
Toxic
Twister
Uproar
Water Pulse
Wish
Work Up
Yawn
Zen Headbutt
303.png

Mawile (M)
Types: Steel / Fairy
Abilities: Hyper Cutter / Intimidate / Sheer Force (DW)
Nature: Sassy

Stats:
HP:
90
Atk: 3
Def: 3
Spa: 2
Spd: 3 (+)
Spe: 43 (-) (-10% Evasion)
Size: 1
Weight: 2
Total: 14
303-m.png

Mega Mawile (M)
Types: Steel / Fairy
Abilities: Hyper Cutter / Intimidate / Sheer Force (DW) / Huge Power (Mega)
Nature: Sassy

Stats:
HP:
90
Atk: 4, 8 (Huge Power & Mawilite)
Def: 5
Spa: 2
Spd: 4 (+)
Spe: 43 (-) (-10% Evasion)
Size: 2
Weight: 2
Total: 18
EC: n/a max
MC:
0
AC: 5/5 max

Moves: (62)
Astonish
Bite
Brick Break
Charge Beam
Counter
Crunch
Dark Pulse
Embargo
Endure
Facade
Fairy Wind
Fake Tears
False Swipe
Feint Attack
Fire Blast
Fire Fang
Flamethrower
Flash Cannon
Focus Blast
Focus Punch
Frustration
Giga Impact
Grass Knot
Growl
Hidden Power [Ground]
Hyper Beam
Ice Beam
Ice Fang
Ice Punch
Iron Defense
Iron Head
Knock Off
Metal Burst
Misty Terrain
Payback
Play Rough
Poison Fang
Power-Up Punch
Protect
Rain Dance
Rest
Return
Rock Slide
Rock Tomb
Sandstorm
Shadow Ball
Sludge Bomb
Solar Beam
Stealth Rock
Stockpile
Stone Edge
Substitute
Sucker Punch
Super Fang
Sweet Scent
Swords Dance
Taunt
Thunder Fang
Thunder Punch
Torment
Toxic
Vice Grip
683.png

Aromatisse (F)
Types: Fairy
Abilities: Healer / Aroma Veil (DW)
Nature: Quiet

Stats:
HP:
110
Atk: 3
Def: 3
Spa: 5 (+)
Spd: 3
Spe: 25 (-) (-10% Eva)
Size: 2
Weight: 2
Total: 19

EC: 6/6 max
MC:
0 max
AC:
5/5 max

Moves:
(54) (3 CC bonus)
Aromatherapy
Aromatic Mist
Attract
Calm Mind
Calm Mind
Captivate
Charge Beam
Charm
Confide
Dazzling Gleam
Disable
Disarming Voice
Double Team
Draining Kiss
Dream Eater
Echoed Voice
Energy Ball
Facade
Fairy Wind
Flail
Flash
Flash Cannon
Frustration
Giga Impact
Gyro Ball
Heal Pulse
Hidden Power
Hyper Beam
Light Screen
Misty Terrain
Moonblast
Odor Sleuth
Protect
Psych Up
Psychic
Psyshock
Rain Dance
Reflect
Refresh
Rest
Return
Round
Skill Swap
Sleep Talk
Substitute
Sunny Day
Swagger
Sweet Kiss
Sweet Scent
Thunder
Thunderbolt
Torment
Toxic
Trick Room
Wish
Also SubJ is going down in quals.
 
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In case anyone didn't know, I'm going for Water Gym.

I don't exactly have a team ATM, but it'll probably be ready during March or so.
 
Thought you had me beat, did you?

I am applying for the water gym. I hope to have a finalized (aka ready) team by mid to late march.
 
I am applying for the Steel Gym, since no one else has yet. I currently have a Lucario and Excadrill that just need a more moves, a Piplup that I have yet to fully evolve, and an Aron and Honedge that are being purchased right now. I hope to have those 3 in training to be trained very quickly (I will emphasize them here on out), and will buy more Steel-types to train soon to get a complete line-up.
 
I guess I should state here that I am also applying for Water Gym. I have a Krilowatt ready to go and many other 'mons in training.
 
Sigh... Let's fill the gaps, and see if anyone is worthy of the Dark Badge.

Applying for the position of Dark Gym.

I have a team of seven Dark Pokémon about ready to go, two more potentials in training, and a gym arena ready to go.

Mirage the Zoroark, Seeker of the Drifter, Survivor of the Showdown
571.png

Mirage (Female Zoroark)
Nature: Hasty (+Speed, -Defense, +17% Accuracy)

Type: Dark

Abilty:
Illusion:
Type: Passive

HP: 90
Atk: Rank 4
Def: Rank 1(-)
SpA: Rank 5
SpD: Rank 2
Spe: 121 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
Accuracy Bonus: +17%


EC: 6/6
MC: 0

Attacks: (50/75 Moves Known)
U-Turn
Scratch
Leer
Pursuit
Fake Tears
Hone Claws
Fury Swipes
Feint Attack
Scary Face
Taunt
Foul Play
Torment
Agility
Embargo
Punishment
Nasty Plot
Imprison
Night Daze


Captivate
Counter
Detect
Extrasensory

Memento
Sucker Punch

Bounce
Covet
Dark Pulse
Hyper Voice
Knock Off
Low Kick
Spite
Snatch
Snore


Calm Mind
Toxic
Hidden Power (Ice)
Protect
Dig
Shadow Ball
Double Team
Flamethrower
Aerial Ace
Rest
Thief
Low Sweep
Focus Blast
Retaliate
Grass Knot
Snarl


Cut

Itsumo the Spiritomb, Demon Lord of Destruction
442.png
<===>
Itsumo_zpsfacea7cb.gif

Itsumo (Male Spiritomb)
Nature: Serious (No effect)

Type: Ghost/Dark
Abilities:
Pressure: Type: Passive
(Dream World: Unlocked!) Infiltrator: Type: Passive

HP: 90
Atk: Rank 3
Def: Rank 4
SpAtk: 3
SpDef: 4
Spe: 35
Size Class: 2
Weight Class: 5
Base Rank Total: 18

MC: 0
AC: 5/5

Attacks: (67/67 Moves Known)
Curse
Pursuit
Confuse Ray
Spite
Shadow Sneak
Feint Attack
Hypnosis
Dream Eater
Ominous Wind
Sucker Punch
Nasty Plot
Memento
Dark Pulse


Captivate
Destiny Bond
Grudge
Imprison
Nightmare
Pain Split
Smokescreen


Foul Play
Icy Wind
Sleep Talk
Snatch
Snore
Trick
Uproar
Wonder Room


Water Pulse
Calm Mind
Toxic
Hidden Power (Steel)

Sunny Day
Taunt
Hyper Beam
Protect
Rain Dance
Telekinesis
Frustration
Return
Psychic
Shadow Ball

Double Team
Shock Wave
Rock Tomb

Torment
Facade
Secret Power
Rest
Attract
Thief
Endure
Round
Quash
Will-O-Wisp
Silver Wind
Embargo
Retaliate
Giga Impact
Flash
Psych Up
Natural Gift
Infestation
Swagger
Substitute
Snarl
Confide


Notes:
Special Thanks to UllarWarlord for the sprite of the humanoid form of Itsumo.
Followers NOT on Eternal Drifter's Team: 2 (Chuck (Matezoide's Banette), GemoftheDay)

Kyofu the Tyranitar, Demon Lord of Tyranny
248.png
--->
tyranitar-mega.png

Kyofu (Male Tyranitar)
Nature: Rash (+Special Attack, -Special Defense)
Types: Rock/Dark

Abilities:
Sand Stream:
Type: Trigger
Command: (Ability: Sand Stream)
(Dream World: Unlocked!) Unnerve: Type: Passive
MEGA Ability: Sand Stream: Type: Trigger

HP: 110 ---> 110
Atk: Rank 5 --->7
Def: Rank 4 --->6
SpA: Rank 4 --->4 (+)
SpD: Rank 3 --->4 (-)
Spe: 61 --->71
Size Class: 4 ---> 4
Weight Class: 6 ---> 6
Base Rank Total: 23 --->28

EC: 9/9
MC: 0
AC: 5/5

Attacks: (55/116 Moves Known)
Thunder Fang
Ice Fang
Fire Fang
Bite
Leer
Sandstorm
Screech
Chip Away
Rock Slide
Scary Face
Thrash
Dark Pulse
Payback
Crunch
Earthquake
Stone Edge
Hyper Beam

Assurance
Curse
Dragon Dance
Focus Energy
Pursuit

Aqua Tail
Block
Counter
Dragon Pulse
Earth Power
Fire Punch
Foul Play
Ice Punch
Iron Defense
Iron Head
Low Kick
Mimic
Outrage
Spite
Stealth Rock
ThunderPunch

Focus Punch
Dragon Claw
Toxic
Taunt
Ice Beam
Protect
Smack Down
Thunderbolt
Dig
Brick Break
Flamethrower
Aerial Ace
Endure
Shadow Claw
Retaliate
Substitute
Snarl

Tetsu the Bisharp, Metal Demon
625.png

Tetsu (Male Bisharp)
Nature: Adamant (+Attack, -Special Attack)

Type: Dark/Steel

Abilities:
Defiant:
Type: Passive
Inner Focus: Type: Passive
(Dream World: Unlocked!) Pressure: Type: Passive

HP: 100
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 70
Size Class: 3
Weight Class: 4
Base Rank Total: 20


EC: 6/6
MC: 0
AC: 5/5

Attacks: (39/76 Moves Known)
Metal Burst
Scratch
Leer
Fury Cutter
Torment
Feint Attack
Scary Face
Metal Claw
Slash
Assurance
Metal Sound
Embargo

Iron Defense
Night Slash
Iron Head
Swords Dance
Guillotine


Headbutt
Psycho Cut
Pursuit

Revenge
Sucker Punch

Dual Chop
Knock Off
Low Kick
Snatch
Spite
Stealth Rock

Hone Claws
Toxic
Protect

Brick Break
Sandstorm
Aerial Ace
Thief

False Swipe
Retaliate
Thunder Wave
Snarl

Shadion the Scrafty, Agent of Itsumo
560.png

Shadion* (Male Scrafty)
Nature: Jolly (+Speed, -Special Attack, +5% Accuracy)

Type: Dark/Fighting

Abilities:
Shed Skin:
Type: Passive
Moxie: Type: Passive
(Dream World: Unlocked!) Intimidate: Type: Trigger

HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 67 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 18
Accuracy Bonus: 5%


EC: 6/6
MC: 1
AC: 5/5

Attacks: (40/81 Moves Known)
Leer*
Low Kick*
Sand-Attack*
Faint Attack*
Headbutt*
Swagger*
Brick Break*
Payback*
Chip Away
Hi Jump Kick
Scary Face
Crunch
Facade
Rock Climb
Focus Punch
Head Smash


Amneisa
Counter
Detect
Dragon Dance*
Drain Punch
Fake Out
Fire Punch
Ice Punch*
ThunderPunch*


Dual Chop
Iron Head
Knock Off
Snatch
Spite
Super Fang
Zen Headbutt


Dragon Claw*
Toxic
Bulk Up*
Protect
Rest*
Thief
Retaliate
Poison Jab

Fear, Terror, and Despair the Hydreigon, Eaters of Worlds
635.png

Fear, Terror, and Despair (Female Hydreigon)
Nature: Jolly (+Speed, -Special Attack, +15% Accuracy)

Type: Dark/Dragon

Ability:
Levitate:
Type: Passive

HP: 100
Atk: 4
Def: 3
SpA: 4 (-)
SpD: 3
Spe: 113 (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 22
Accuracy Bonus: +15%


EC: 9/9
MC: 0

Attacks: (57/84 Moves Known)
Tackle
Double Hit
Tri Attack
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
Slam
Dragon Pulse
Work Up
Dragon Rush
Body Slam
Scary Face
Hyper Voice
Outrage


Assurance
Astonish
Fire Fang

Head Smash
Ice Fang
Thunder Fang


Aqua Tail
Dark Pulse
Draco Meteor
Earth Power
Heat Wave
Hyper Voice
Iron Tail

Roost
Signal Beam
Spite
Superpower
Tailwind
Zen Headbutt

Toxic
Taunt
Protect
Earthquake
Fire Blast
Thief
Focus Blast
Charge Beam
Incinerate
Acrobatics
Payback
Stone Edge

Thunder Wave
Dragon Tail
U-Turn
Substitute
Flash Cannon

Fly
Surf

Wing Attack

Abyss the Skuntank, Agent of Itsumo
435.png

Abyss (Female Skuntank)
Nature: Rash (+Special Attack, -Special Defense)

Type: Poison/Dark

Abilities:
Stench:
Type: Passive
Aftermath: Type: Passive
(Dream World: Unlocked!) Keen Eye: Type: Passive

HP: 110
Attack: 3
Defense: 3
Special Attack: 4 (+)
Special Defense: 2 (-)
Speed: 84
Size Class: 2
Weight Class: 3
Base Rank Total: 19


EC: 6/6
MC: 0
AC: 5/5

Attacks: (36/75 Moves Known)
Scratch
Focus Energy
Poison Gas
Screech
Fury Swipes
Smokescreen
Toxic
Feint
Slash
Acid Spray
Night Slash

Flamethrower
Memento
Explosion


Astonish
Crunch
Flame Burst
Haze
Play Rough
Pursuit


Dark Pulse
Foul Play
Iron Tail
Sucker Punch


Hone Claws
Venoshock
Protect
Dig

Shadow Ball
Sludge Bomb
Fire Blast
Thief
Shadow Claw
Payback
Poison Jab

Snarl

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). 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.
 
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We could have the E4 simply be the last four GLs you decide to face. Each gym leader would get two arenas, one for normal gym battles, and one for E4. The E4 arena would have more of an advantage than the normal one. Just an idea.
 
Or we could pick the 4 gym leaders with the best win-loss ratio that the person has yet to battle after getting 8 gym badges (With ones the person already beat being excluded, and, in the event of a tie for the last spot, challenger's pick.

So say that the Dark, Rock, and Water-type gym leaders do not lose before I get 8 gym badges. In fourth comes the Steel and Fairy-type gyms (with me not getting the Steel-type gym in this hypothetical scenario) tied with, say, 10 wins and 1 loss each. Also assume that I did not battle any of them, but rather the Flying, Fire, Ice, Electric, Normal, Psychic, Ghost, and Dragon-type Gyms and I got the gym badges from those gyms. In that case, I would have to battle the Dark, Rock, and Water-type E4, and I would have to chose between Steel and Fairy-type E4.
 
Or we could pick the 4 gym leaders with the best win-loss ratio that the person has yet to battle after getting 8 gym badges (With ones the person already beat being excluded, and, in the event of a tie for the last spot, challenger's pick.

So say that the Dark, Rock, and Water-type gym leaders do not lose before I get 8 gym badges. In fourth comes the Steel and Fairy-type gyms (with me not getting the Steel-type gym in this hypothetical scenario) tied with, say, 10 wins and 1 loss each. Also assume that I did not battle any of them, but rather the Flying, Fire, Ice, Electric, Normal, Psychic, Ghost, and Dragon-type Gyms and I got the gym badges from those gyms. In that case, I would have to battle the Dark, Rock, and Water-type E4, and I would have to chose between Steel and Fairy-type E4.
Why ranking gym leaders by win/loss is a horrible idea.
 
E4 + Champion provides a nice way to always keep the wheel spining, since a trainer will like to be champion and then he will need to keep winning to remain champion. It's like the Mountain King game or some ladders.

If you are to axe anything, then axe E4 as it is the complicated part. BUT I would advise against that since:
a) It crushes our childhood dreams of doing what ash never did and beating E4
b) Unless you make champion be whoever beats X badges first (X not being all or almost all), people won't be bothered to real invest on it, since, let's face it, it takes years to win 10+ badges. Even if you don't lose.

Just have the committee decide who the E4 is and have the challenger face them as a team. As in, 4 simultaneous battles against each of the E4 on their arenas but where the E4 fights as a team (so one can order for the other and they can combine strategies etc). The challenger has to beat all 4 battles to advance to be the champion or challenge it.

Also, 12 badges is something inhuman to achieve. Not inhuman as in hard (although it is hard), but inhuman as it will take too fucking long. 2 years minimum. I mean...I do my challenges somewhat fast, managed to get 2 badges by jumping the queues with the qualifiers (so I challenged only 5 gyms as far as time-consume goes) and I still took one year and 2 months to get to 7 badges.

Personally, I would low it AT LEAST to 8. Since it is in-game precedent. Although I still feel 8 is too much with every match taking at least 2 months.
 
As far as deciding upon the champion, I think it should be a tournament for which the winner becomes champion to start. As far as E4, I think the gym leaders also being e4 would be the best idea. I failed to realize that w/l ratio is a bad means of ranking gym leaders, but another accurate means of determining the gym leader's skill would need to be decided for that (Perhaps a gym leader tournament? Idk).
 
What is with people's obsession over tournaments. Not everything needs to be overcomplicated. If/when we do it E4 it will most likely be a group of 4 people with some advantage over GLs (i.e. buffed arenas, collaborative stratagies, etc) and whoever beats them becomes the new Champion without a theme team. Just like RBY.

But seriously for something that's so far away there's no need to be so complex.
 
Tournaments are ridiculous and so prone to the luck of the draw as to be inane. I'm sorry, but in a standard match the dragon leader would never beat the fairy one however good their respective leaders are. I am not entirely supportive of a Committee-selected E4, but that would be far superior to a tournament or no E4 in my opinion.
 
I meant a round-robin tournament (perhaps modified to not have 17 rounds if all of the gym leaders come), instead of the typical knock-out one, so it would not be based upon luck. I was also just putting out an idea.


Also, about the e4/gym leader/champion conflict, perhaps we could have some fill-in people who will fill the vacant seat for the up to 5 gym leaders/e4 not at their post due to being e4/champion, and then, if they get replaced, the fill-in person may move to a different gym/e4 room to fill in the new vacant seat. That would also help prevent a misunderstanding due to "I beat the champion in a gym battle! I'm the new champion!" being thought, while not forcing a gym leader/e4 out of their seat if the become champion, then get dethroned. To decide who those 5 people would be, there would be some means of assessing all applicants' skill level, with the top 5 getting the seats (and the higher the person ranked, the higher priority the person has on seats).

I would suggest using the absent leader/e4 member's team for those battles to not require each person to have a large amount of pokemon of each type on hand. For those battles, the NFE/HA locked/incomplete movepool pokemon would still earn their counters as per normal, but with the person who owns the pokemon allocating KOC and deciding which moves to buy. The fill-in gym leader would get everything the trainer gets for those battles, though.


Also, to allow the queue to go more quickly, I see no reason to keep the limit on the number of gym battles a gym leader can have at a time. All that does imo is lengthen the queue. Challengers still can't rig the system to constantly rechallenge a leader due to the other rules.
 
To be determined. Generally, when we think a challenger(s) is capable of assuming a Gym Leader mantle. Fairy is likely to be sooner than the other ones currently open.
 
Well... um... I wanted a few more moves on Azumarill and Mawile but I am SO tired of training fairies, obv I will start again if I get gym. Also I intend to make a run for Enchanted Meadow.
My team for Fairy Gym Qualifiers is ready!
468.png

Togekiss (F)
Types: Fairy / Flying
Abilities: Hustle / Serene Grace / Super Luck(DW)
Nature: Timid
Stats:
HP:
100
Atk: 1 (-)
Def: 3
Spa: 5
Spd: 4
Spe: 92 (+) (+10% Acc)
Size: 3
Weight: 3
Total: 20

EC: 9/9 max
MC: 0
AC: 5/5 max

Moves: (86)
Aerial Ace
After You
Air Cutter
Air Slash
Ancient Power
Attract
Aura Sphere
Baton Pass
Bestow
Brick Break
Charm
Dazzling Gleam
Defog
Double Edge
Double Team
Drain Punch
Dream Eater
Echoed Voice
Encore
Endeavor
Endure
Extrasensory
Extreme Speed
Facade
Fairy Wind
Fire Blast
Flash
Fly
Follow Me
Frustration
Giga Impact
Grass Knot
Growl
Heat Wave
Hidden Power [Ground]
Hyper Beam
Hyper Voice
Incinerate
Last Resort
Light Screen
Magic Coat
Magical Leaf
Metronome
Mirror Move
Morning Sun
Mud Slap
Nasty Plot
Ominous Wind
Pluck
Protect
Psych Up
Psychic
Psycho Shift
Psyshock
Rain Dance
Reflect
Rest
Return
Rock Smash
Roost
Round
Safeguard
Secret Power
Shadow Ball
Shock Wave
Signal Beam
Silver Wind
Sky Attack
Solar Beam
Steel Wing
Stored Power
Substitute
Sunny Day
Swagger
Sweet Kiss
Swift
Tailwind
Thunder Wave
Toxic
Twister
Uproar
Water Pulse
Wish
Work Up
Yawn
Zen Headbutt
303.png

Mawile (M)
Types: Steel / Fairy
Abilities: Hyper Cutter / Intimidate / Sheer Force (DW)
Nature: Sassy

Stats:
HP:
90
Atk: 3
Def: 3
Spa: 2
Spd: 3 (+)
Spe: 43 (-) (-10% Evasion)
Size: 1
Weight: 2
Total: 14
303-m.png

Mega Mawile (M)
Types: Steel / Fairy
Abilities: Hyper Cutter / Intimidate / Sheer Force (DW) / Huge Power (Mega)
Nature: Sassy

Stats:
HP:
90
Atk: 4, 8 (Huge Power & Mawilite)
Def: 5
Spa: 2
Spd: 4 (+)
Spe: 43 (-) (-10% Evasion)
Size: 2
Weight: 2
Total: 18
EC: n/a max
MC:
14
AC: 5/5 max

Moves: (64)
Astonish
Bite
Brick Break
Charge Beam
Counter
Crunch
Dark Pulse
Embargo
Endure
Facade
Fairy Wind
Fake Tears
False Swipe
Feint Attack
Fire Blast
Fire Fang
Flamethrower
Flash Cannon
Focus Blast
Focus Punch
Frustration
Giga Impact
Grass Knot
Growl
Hidden Power [Ground]
Hyper Beam
Ice Beam
Ice Fang
Ice Punch
Icy Wind
Incinerate
Iron Defense
Iron Head
Knock Off
Metal Burst
Misty Terrain
Payback
Play Rough
Poison Fang
Power-Up Punch
Protect
Rain Dance
Rest
Return
Rock Slide
Rock Tomb
Sandstorm
Shadow Ball
Sludge Bomb
Solar Beam
Stealth Rock
Stockpile
Stone Edge
Substitute
Sucker Punch
Super Fang
Sweet Scent
Swords Dance
Taunt
Thunder Fang
Thunder Punch
Torment
Toxic
Vice Grip
683.png

Aromatisse (F)
Types: Fairy
Abilities: Healer / Aroma Veil (DW)
Nature: Quiet

Stats:
HP:
110
Atk: 3
Def: 3
Spa: 5 (+)
Spd: 3
Spe: 25 (-) (-10% Eva)
Size: 2
Weight: 2
Total: 19

EC: 6/6 max
MC:
0 max
AC:
5/5 max

Moves:
(54) (3 CC bonus)
Aromatherapy
Aromatic Mist
Attract
Calm Mind
Calm Mind
Captivate
Charge Beam
Charm
Confide
Dazzling Gleam
Disable
Disarming Voice
Double Team
Draining Kiss
Dream Eater
Echoed Voice
Energy Ball
Facade
Fairy Wind
Flail
Flash
Flash Cannon
Frustration
Giga Impact
Gyro Ball
Heal Pulse
Hidden Power
Hyper Beam
Light Screen
Misty Terrain
Moonblast
Odor Sleuth
Protect
Psych Up
Psychic
Psyshock
Rain Dance
Reflect
Refresh
Rest
Return
Round
Skill Swap
Sleep Talk
Substitute
Sunny Day
Swagger
Sweet Kiss
Sweet Scent
Thunder
Thunderbolt
Torment
Toxic
Trick Room
Wish
122.png

Mr. Mime (M)
Types: Psychic / Fairy
Abilities: Soundproof / Filter / Technician (DW)
Nature: Bold

Stats:
HP:
90
Atk: 1 (-)
Def: 4 (+)
Spa: 4
Spd: 5
Spe: 90
Size: 3
Weight: 4
Total: 19

EC: 6/6 max
MC:
0
AC: 5/5 max

Moves: (60)
Barrier
Baton Pass
Bide
Charge Beam
Confuse Ray
Confusion
Copycat
Counter
Dazzling Gleam
Double Slap
Double Team
Encore
Endure
Fake Out
Focus Blast
Foul Play
Future Sight
Grass Knot
Guard Swap
Healing Wish
Helping Hand
Hidden Power [Fire]
Hypnosis
Icy Wind
Infestation
Light Screen
Magic Coat
Magical Leaf
Meditate
Mimic
Misty Terrain
Power Split
Power Swap
Protect
Psybeam
Psych Up
Psychic
Psyshock
Quick Guard
Recycle
Reflect
Rest
Role Play
Safeguard
Shadow Ball
Signal Beam
Skill Swap
Snatch
Solar Beam
Substitute
Taunt
Teleport
Thunder Wave
Thunderbolt
Tickle
Torment
Toxic
Trick
Trick Room
Wide Guard
282.png

Gardevoir (F)
Types: Psychic / Fairy
Abilities: Synchronize / Trace / Telepathy (DW)
Nature: Bold

Stats:
HP:
100
Atk: 2 (-)
Def: 4 (+)
Spa: 5
Spd: 4
Spe: 80
Size: 3
Weight: 3
Total: 21
282-m.png

Mega Gardevoir (F)
Types: Psychic / Fairy
Abilities: Synchronize / Trace / Telepathy (DW) / Pixilate (Mega)
Nature: Bold

Stats:
HP:
100
Atk: 2 (-)
Def: 4 (+)
Spa: 7
Spd: 5
Spe: 100
Size: 3
Weight: 3
Total: 25
EC: 9/9 max
MC:
0
AC: 5/5 max

Moves: (68)
Calm Mind
Charge Beam
Confuse Ray
Confusion
Dazzling Gleam
Destiny Bond
Disable
Double Team
Dream Eater
Echoed Voice
Encore
Endure
Energy Ball
Focus Blast
Grass Knot
Growl
Grudge
Heal Bell
Heal Pulse
Healing Wish
Helping Hand
Hidden Power [Ground]
Hyper Beam
Hyper Voice
Hypnosis
Icy Wind
Imprison
Light Screen
Lucky Chant
Magic Coat
Magical Leaf
Memento
Misty Terrain
Moonblast
Nightmare
Pain Split
Protect
Psychic
Psyshock
Rain Dance
Recycle
Reflect
Rest
Return
Round
Safeguard
Shadow Ball
Shadow Sneak
Signal Beam
Skill Swap
Sleep Talk
Snatch
Stored Power
Substitute
Sunny Day
Swagger
Swift
Synchronoise
Taunt
Teleport
Thunder
Thunder Wave
Thunderbolt
Torment
Toxic
Trick Room
Will-O-Wisp
Wonder Room
184.png

Azumarill (F)
Types: Water / Fairy
Abilities: Thick Fat / Huger Power / Sap Sipper (DW)
Nature: Adamant

Stats:
HP:
110
Atk: 3 (+), 6 (Huge Power)
Def: 3
Spa: 1 (-)
Spd: 3
Spe: 50
Size: 2
Weight: 3
Total: 16, 19 (Huge Power)

EC: 9/9 max
MC:
0
AC: 5/5 max

Moves: (45)
Aqua Ring
Aqua Tail
Brick Break
Body Slam
Bounce
Bubble
Bubble Beam
Bulldoze
Camouflage
Charm
Defense Curl
Dig
Dive
Double Edge
Encore
Endure
Fake Tears
Focus Punch
Frustration
Giga Impact
Helping Hand
Hydro Pump
Ice Punch
Iron Tail
Knock Off
Play Rough
Power-Up Punch
Protect
Rain Dance
Rest
Return
Rollout
Slam
Sleep Talk
Soak
Splash
Substitute
Superpower
Swagger
Swift
Tackle
Tail Whip
Toxic
Water Gun
Water Sport
Waterfall
I'd love it if the committee would but a deadline on other teams, thanks. Although I understand if not.
Thanks and good luck to all the other applicants!
 
Well, I don't think I'm missing any crucial moves, so...

Declaring my team for Water Gym:
199.png


Slowking "Hermit" (F)
Nature: Relaxed (+Defense, -15% Speed, -10% Evasion)

Type: Water/Psychic

Abilities: Oblivious/Own Tempo/Regenerator (Unlocked)

Stats:
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 4
Spe: 26 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
-10% Evasion

EC: 6/6
MC: 0
AC: 5/5

Attacks:

Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Slack Off
Heal Pulse
Water Pulse
Psychic
Rain Dance
Amnesia
Psych Up
Zen Headbutt
Power Gem
Hidden Power (Electric 7)
Nasty Plot
Swagger
Trump Card

Future Sight
Sleep Talk
Wonder Room
Me First
Mud Sport
Endure
Safeguard
Counter
Zap Cannon
Brine
Pay Day
Body Slam
Focus Punch
Dynamicpunch
Nightmare
Dream Eater
Bide
Belch
Block

Rest
Ice Beam
Scald
Toxic
Recycle
After You
Surf
Psyshock
Protect
Blizzard
Flamethrower
Fire Blast
Shadow Ball
Dig
Focus Blast
Thunder Wave
Dragon Tail
Substitute
Icy Wind
Magic Coat
Signal Beam
Trick Room
Reflect
Light Screen
Flash
Brick Break
Hail
Sunny Day
Incinerate
Grass Knot
Psych Up
Bulldoze
Safeguard
Round

Total: 74
230.png


Kingdra "Legolas" (M)
Nature: Hasty (+15% Speed, +11% Accuracy, -Defense)

Type: Water/Dragon

Abilities: Swift Swim/Sniper/Damp (Unlocked)

Stats:
HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 98 (+)
Size Class: 3
Weight Class: 5
Base Rank Total: 18
+11% Accuracy

EC: 9/9
MC: 0
AC: 5/5

Attacks:

Bubble
Smokescreen
Leer
Water Gun
Focus Energy
Bubblebeam
Agility
Brine
Dragon Pulse
Hydro Pump
Twister
Dragon Dance
Yawn

Muddy Water
Octazooka
Outrage
Endure
Disable
Clear Smog
Flail
Bide
Water Pulse
Double-Edge
Mimic
Whirlpool
Aurora Beam
Signal Beam

Rain Dance
Ice Beam
Dive
Surf
Icy Wind
Double Team
Bounce
Protect
Scald
Rest
Hidden Power (Fire 7)
Sleep Talk
Draco Meteor
Blizzard
Toxic
Waterfall
Hyper Beam
Hail
Iron Head
Substitute
Facade
Return
Frustration
Facade
Giga Impact
Attract
Round

Total: 54
367.png


Huntail "Bombshell" (F)
Nature: Lonely (+Attack, -Defense)

Type: Water

Abilities: Swift Swim/Water Veil (Unlocked)

Stats:
HP: 90
Atk: Rank 5 (+)
Def: Rank 3 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 52
Size Class: 2
Weight Class: 3
Base Rank Total: 18

EC: 6/6
MC: 0
AC: 5/5

Attacks:

Clamp
Water Gun
Whirlpool
Iron Defense
Shell Smash
Bite
Screech
Water Pulse
Scary Face
Ice Fang
Baton Pass
Hydro Pump
Crunch
Aqua Tail

Endure
Aqua Ring
Muddy Water
Confuse Ray
Brine
Barrier
Mud Sport

Toxic
Rain Dance
Surf
Protect
Dive
Substitute
Scald
Waterfall
Double Team
Ice Beam

Total: 31
479.png
479-heat.png
479-wash.png
479-frost.png
479-mow.png
479-fan.png


Rotom "Infectionator" (U)
Nature: Modest (+Special Attack, -Attack)

Type: Electric/(Ghost/Fire/Water/Grass/Ice/Flying), depending on forme.

Abilities: Levitate

Stats:
Rotom
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 91
Size Class: 1
Weight Class: 1
Base Rank Total: 16

Rotom-C
HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 86
Size Class: 2
Weight Class: 3
Base Rank Total: 20

Rotom-S
HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 86
Size Class: 1
Weight Class: 2
Base Rank Total: 20

Rotom-F
HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 86
Size Class: 4
Weight Class: 5
Base Rank Total: 20

Rotom-H
HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 86
Size Class: 2
Weight Class: 3
Base Rank Total: 20

Rotom-W
HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 86
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: N/A
MC: 0
AC: N/A

Attacks:

Trick
Astonish
Thunder Wave
Thundershock
Confuse Ray
Uproar
Double Team
Shock Wave
Discharge
Charge
Substitute
Electro Ball
Hex

Ominous Wind
Swift
Sucker Punch
Mud-Slap
Pain Split
Endure
Telekinesis
Snatch
Electroweb
Natural Gift
Secret Power
Signal Beam
Snore
Spite
Uproar

Thunderbolt
Thunder
Rain Dance
Sunny Day
Shadow Ball
Protect
Toxic
Dark Pulse
Light Screen
Rest
Sleep Talk
Will-O-Wisp
Volt Switch
Reflect
Charge Beam
Thief
Flash
Hidden Power (Fighting)
Facade
Dream Eater
Swagger
Psych Up
Confide
Frustration
Return
Round

Forme only moves:
Leaf Storm (Mow)
Hydro Pump (Wash)
Overheat (Heat)
Blizzard (Frost)
Air Slash (Spin)

Total: 54 - MOVEPOOL COMPLETE
565.png

Carracosta "Tsunami" (M)
Nature: Sassy (+Special Defense, -15% Speed, -10% Evasion)

Type: Water/Rock

Abilities: Solid Rock/Sturdy/Swift Swim (Unlocked)

Stats:
HP: 90
Atk: Rank 4
Def: Rank 5
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 27 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 20
-10% Evasion

EC: 6/6
MC: 0
AC: 5/5

Attacks:

Bide
Withdraw
Water Gun
Rollout
Bite
Protect
Aqua Jet
Ancientpower
Crunch
Wide Guard
Brine
Smack Down
Rock Slide
Shell Smash
Aqua Tail
Curse
Rain Dance
Hydro Pump

Whirlpool
Knock Off
Body Slam
Rock Throw
Flail
Iron Defense
Stealth Rock

Substitute
Toxic
Double Team
Waterfall
Surf
Stone Edge

Total: 31
272.png

Ludicolo "Temptation" (F)
Nature: Quiet (+Special Attack, -15% Speed, -10% Evasion)

Type: Water/Grass

Abilities: Swift Swim/Rain Dish/Own Tempo (Unlocked)

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 60 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 13
-10% Evasion

EC: 9/9
MC: 0
AC: 5/5

Attacks:

Astonish
Growl
Absorb
Nature Power
Mist
Natural Gift
Mega Drain
Bubblebeam
Rain Dance
Energy Ball
Fake Out
Fury Swipes
Water Sport
Thief
Hydro Pump
Uproar
Zen Headbutt

Counter
Giga Drain
Leech Seed
Synthesis
Teeter Dance
Endure
Icy Wind
Drain Punch

Protect
Double Team
Substitute
Toxic
Surf
Ice Beam
Sunny Day
Solar Beam
Rest
Sleep Talk
Scald
Blizzard
Brick Break
Grass Knot
Hyper Beam
Hail
Dive
Waterfall

Total: 43
Clawitzer_XY_variocolor.png

Clawitzer "Red Lobster" (M)
Nature: Modest (+Special Attack, -Attack)

Type: Water

Ability: Mega Launcher

Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 63
Size Class: 3
Weight Class: 3
Base Rank Total: 19

EC: 6/6
MC: 0
AC: N/A

Attacks:

Splash
Water Gun
Water Sport
Vice Grip
Bubble
Flail
Bubblebeam
Swords Dance
Water Pulse
Muddy Water
Smack Down
Heal Pulse
Aura Sphere
Dragon Pulse
Dark Pulse

Aqua Jet
Crabhammer
Endure
Entraiment
Helping Hand

Protect
Double Team
Toxic
Substitute
Surf
Scald
Venoshock

Total: 27
423-east.png
Gastrodon "Escargslow" (M)
Nature: Quiet (+Special Attack, -15% Speed, -10% Evasion)

Type: Water/Ground

Abilities: Sticky Hold/Storm Drain/Sand Force (Unlocked)

Stats:
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 29 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 18

EC: 6/6
MC: 0
AC: 5/5

Attacks:

Mud Slap
Mud Sport
Harden
Water Pulse
Mud Bomb
Hidden Power (Grass)
Rain Dance
Body Slam
Muddy Water
Recover

Counter
Yawn
Mirror Coat
Acid Armor
Fissure
Earth Power
Brine
Pain Split
Dive
Endure
Block

Scald
Infestation
Protect
Double Team
Substitute
Surf
Ice Beam
Sludge Wave
Rest
Sleep Talk
Hail
Blizzard
Earthquake
Bulldoze
Stone Edge
Rock Tomb
Rock Slide
Waterfall
Dig
Sandstorm
Sludge Bomb

Total: 42

VERY preliminary arena:
Type: Water
Complexity: Simple
Format: Any

Laverre National Park isn't much really--just a really, really muddy wasteland. Uninhabited by any humans, the sailor Drake comes here a lot, to train and battle. The place is full of mud, and only mud, as far as the eyes can see. Nature Power becomes Muddy Water in this arena. Storms are very common here, and as such there is a constant Drizzle weather--that is, all abilities activated by Rain are activated, Rain takes 3 less EN to summon, and Thunder and Hurricane still have perfect accuracy, but the BAP of moves are not changed. Furthermore, Sun and Sand each take 13 EN to summon, unless the user is holding a weather rock. There is no external grass because it can't grow here, but the puddles provide ample water supplies for moves such as Surf. The moves Surf, Earthquake, and Sludge Wave are also a lot more controllable here---they will not hit allies. Storm Drain will not redirect allies' moves, either. Finally, the arena is somehow very good for cultivating Rare Candies, and as a result the Rare Candies are more powerful--Pokemon with 18 BRT will benefit from the 2-rank increase also.

-Nature Power becomes Muddy Water.
-Constant drizzle: basically all effects of Rain, except it does not change the BAP of any moves. Rain can be summoned during Drizzle for 3 less EN.
-Sun and Sand cost 13 EN to summon unless summoned with a weather rock.
-No external grass.
-Surf, Earthquake, and Sludge Wave do not hit allies. Furthermore, Storm Drain does not redirect allies' moves.
-Pokemon with 18 BRT will have their highest true base stat increased by 2 ranks when holding Rare Candy, as opposed to 1.
 
Last edited:
I would like to raise a possibility here: Why not increase the slots for gym challenges from 1 to 2 (so people can challenge two gyms simultaneous or whatever that is spelled)

Right now a player can only challenge one gym at a time. And most of the time people challenge similar gyms, resulting in big queues. That results in some effects, like:
a) It takes FOREVER to get badges...starting now you will need 2 years of success to try to get to ingame elite four (8 badges) and even more if we are still doing the 12 badges thinge;
b) There are leaders that haven't seen battle in quite some time. I mean...IAR wasn't challenged in 5 months, Dogfish in 4 months before birkal and there are probably some other examples;
c) One shot means that people will only challenge the leaders they really think they have a chance against. And once they start to lose, then forfeit it is. Which means that leaders like ww have huge queues (because of typing and underrateness) and before Dummy007, Gerard last completed battle was against zarator and that ended like one year and a month ago. Which is kinda silly <_>;.

Gyms are one of our big things, if not the biggest (tied with raids), and still not so many challenges are made and many leaders just stay there looking pretty (or not) for the most part.

Sure, it will double the work for refs (oh god have mercy on my soul), but Gyms pay well and we don't have much challenges anyway (there are like 13 challenges now and I am reffing...uh...9 of them, which means that there is a lot of potential for reffing not used because I don't let people ref fuck me) AND the number of challenges will still be limitated to 26 (13 open gyms *2) so I don't think that it will be that much of a hassle. At least, the benefits outweight the problems IMO.

And if we get to a point where there are way more challengers than leaders, we can always change it back so everybody has an opportunity without making leaders wait forever for challengers.

anyway, just raising the subject here for consideration.
 
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