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Asber Arena Archive

Meowth

but is a sheep entering.
Incorporated into the League's head office building in Asber City is the Asber Grand Archive, a veritable utopia of books and files where every modicum of information or data of interest to the League is stored and filed. Much of these documents are too important, sensitive, or boring for the general public to be allowed access to, but certain wings are open for the use of the masses, and among them is the Arena Archive.

Whenever a new battle location is discovered by a battle-hungry trainer, a description of the location and its properties is required to be submitted to the Arena Registry Office before official Asber League battles may be sited upon it, whereafter it inevitably ends up filed away somewhere in the Arena Archive's labyrinth of shelves. With the submitter's permission, the particulars of the arenas they put forth may be made available for the use of others, and hence the Arena Archive is a firmly-established stomping ground for belligerent trainers looking for a place to duke it out.

...blah blah flavour etc
So yeah! This is basically just a place where you can post ideas for any arenas you've dreamt up that you'd like to throw open for others to use. If you've had a battle in an arena that turned out to be super fun or interesting, or you have a really good idea for one you don't think you'll ever get round to using, why not let others make use of it?

You needn't include format or damage cap or DQ period or any of the information you need over at the Challenge Board along with the arena description, but feel free to specify any or all of them if you feel they compliment the arena in some way. Also, if you're posting multiple arenas in a single post, please surround them with [hide] tags.

Table of Contents

~ Abandoned Stone Factory by Sangfroidish (with amendments by Totodile)
~ Arena, The by Noctowl
~ Arid, Extra-Dry Desert, The by The Omskivar
~ Asberian Library, The by Keldeo
~ Atlantis by pathos
~ Battle Factory, The by Noctowl
~ Cyberspace by Keldeo
~ Dupli Cave by Keldeo
~ Fusion Chamber, The by Noctowl
~ Gem Palace, The by Noctowl
~ Giant Stack of Pancakes by Keldeo
~ Haunted Conservatory, The by The Omskivar
~ Kratos' stock arenas by Kratos Aurion
~ Lego City by I liek Squirtles
~ Luigi Circuit by Noctowl
~ Metronome Arena by Keldeo
~ Oil Peak by The Omskivar
~ On Top of Rayquaza by Keldeo
~ Rainy City Street, A by Keldeo
~ Tree of Dreams, The by Eifie
~ Typical Abandoned Factory by Keldeo
~ Velvet Room, The by Superbird
 
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Abandoned Stone Factory

This arena is situated in the dilapidated warehouse of a factory employed at one time to make evolution stones. It was evacuated about 25 years ago- possibly after some sort of accident, nobody knows. All they do know is there's radiation from the stones they worked with everywhere and the place is in terrible shape. After a lot of inspection and research by guys with Geiger counters and lead suits, the radiation was declared harmless to humans and Pokémon. People who insist on entering for whatever strange reason are now allowed to do so. However, the radiation, though harmless, has some... interesting effects on Pokémon. Due to its intensity it can randomly mutate Pokémon into an entirely different species. At the end of each round, both Pokémon will evolve at random into anything, from Magikarp to Tyranitar. Pokémon may move back and forth along the evolution scale, by any number of spaces, but may not change into any Pokémon within the same family twice in a row (e.g. Machop -> Krookodile or Dragonite -> Caterpie are legal, but Sandile -> Krookodile or Dragonite -> Dratini are not). Typing and movepools will shift to accommodate their new form, but abilities, status effects and stat changes remain after evolution (except where burned Pokémon evolve into Fire types or poisoned Pokémon evolve into Poison or Steel types.) There are also samples of the factory's erstwhile stock lying under the rubble, meaning that Pokémon have a 5% chance of discovering a random evolution stone each action. These are forbidden from being removed from the premises, but trainers will be remunerated by $1 for each stone confiscated at the end of battle. The dilapidated nature of the arena also means that vigorous attacks that upset the ground or structure will cause bricks to crumble away, and there is a 30% chance that the falling rocks will hit a battling Pokémon, dealing 5% Rock damage.

Other: No water, so fish Pokémon are not recommended; however there are many large chunks of floor gouged out that could be filled up.
 
Lego City

The capital of Lego Land. Everything from Lego Harry Potter, to Lego Star Wars,to Lego Lord of the Rings, to regular ol' Lego can be found in this sprawling metropolis. Amid mismatching buildings from different themes, rushing throngs of minifigures make their way from place to place. Any sane person would even think about battling here, considering the fragility of the place. However, these two Trainers are anything but sane, and after avalanches of paperwork and an absurd amount of begging, the Lego Government approved the battle and evacuated the city.

The battle will be held in the Main Plaza, the very heart of Lego City. The place is amazing, sure, but exceedingly fragile. Any damaging attacks that can hit more than one target (eg Earthquake and Surf) and damaging attacks that miss will damage buildings. Each time this occurs, a squadron of Lego SWATs will charge the offending Pokémon, dealing 5% typeless damage.
 
Here's an arena Ki and I made up a while ago but never got to use! I kind of hope to use it someday, but personally I think it's really cool so I want other people to see it too.

The Tree of Dreams

At the center of a clearing on the Island of Dreams lies the Tree of Dreams, an ancient tree rumoured to grant wishes to those who leave offerings of berries at its roots. The area around the tree is pretty unremarkable; it's covered entirely in grass, but this being the Dream World, Pokémon are able to summon the resources to use any attack of theirs that they please (save for banned moves), and Pokémon that normally need water to move around will have no trouble maneuvering on this terrain.

Before the battle begins, the tree is willing to grant each Pokémon a wish to grow stronger like its friends. Pokémon will, for the duration of the battle, be transformed into any stage of their evolution line that their trainer chooses, and have access to all of that stage's moves and abilities (including dream abilities). For five actions after a Pokémon is first sent out, it will be disguised as any Pokémon in its trainer's active squad, akin to the effects of a more permanent Illusion. There is no way for the opposing Pokémon to see through or remove this illusion; their trainer can only try to guess what species the Pokémon really is from the events of the battle.

Several berry trees are planted around the perimeter of the clearing. A Pokémon can be commanded to spend an action retrieving a berry and laying it at the base of the Tree of Dreams to make another wish that will be granted at the end of that action. This wish will renew the Pokémon's disguise, making it last an additional three actions from the time the wish is granted.

Additional Rules: Sendouts, along with the Pokémon to be disguised as and choice of held item from the trainer's inventory (if applicable), will be PMed to the ref before command order is posted. While a Pokémon is in disguise, it will be described as carrying out all of its actions as if it was the Pokémon it's disguised as (even if they don't make sense! This is the Dream World, after all. The Feebas in it are perfectly capable of using Wing Attack and Jump Kick.) and all of the information displayed in its summary (sprite, ability, etc.) will be that of that Pokémon. Attacks that rely on gender will use the actual Pokémon's gender, inherently/consensually hovering/flying status will be that of the actual Pokémon, etc. The ref is requested not to provide any details about individual damage and energy calculations (at least while there is a disguised Pokémon on the field), only the final tallies.
 
Oh man I have a ton of stuff:

...who's just floating in the sky or something. Attacks that damage it in any way, including misses and entire-arena targeting, cause it to do 5% damage to the attacker. Air Lock is in effect, but moves that need natural resources or can't be used in sky battles are banned. Falling off is prevented by a cool forcefield maintained by Psychic Pokemon.
It's around two Wailords high and four in diameter. If a Pokemon falls off, a benevolent giant will pick it up and put it back on the arena, but will also accidentally deal 3% damage to it (4% if the Pokemon is under 1 meter tall). The pancakes are painted with colorful jam smiley faces. Pokemon can take an action to cover themselves in magic jam, increasing the accuracy of all attacks made against them by 15% but also giving them +2 in a random stat except Accuracy or Evasion for 6 actions; neither effect stacks if the Pokemon attempts to cover itself in jam before the previous jam's effect wears off. Before every even-numbered round, a giant will pour maple syrup over the whole arena, lowering the speed of all active Pokemon by 1 stage and making moves that require a lot of movement take 2% extra energy. The syrup dries at the end of the round.
A typical narrow street in a typical urban area, flooded by incessant rain. All the normal effects of rain apply, but Fire moves also have a 25% chance to fizzle out and fail, and due to the inherent conductivity of the area, all Electric moves have their base damage increased by 2% and their base energy decreased by 1%. In addition, at the end of every round, one of the following things will happen:

10% chance: Thunderbolt, damage calculated as if it were used by a fully evolved Electric type with no experience, hits one Pokemon. It will not strike the same Pokemon twice, so if all Pokemon on the field have been hit when this is rolled, nothing happens.

10% chance: A sudden gust of wind deals 3% Flying damage to all Pokemon, dealing 5% to Pokemon currently in the air and knocking them down unless they are inherently flying/hovering.

10% chance: A street sign or other implement topples from the force of the rain, dealing 4% Steel damage to all Pokemon.

10% chance: The rain lessens to a drizzle for the next round. There is no Electric boost, Fire moves cannot fizzle out, all HP recovery from rain is lessened by 1/2, Swift Swim Pokemon are only 1.5x as fast, Water moves are boosted by 1.25x, Fire moves and Solar Beam are decreased by .75x, and Weather Ball is only boosted by 1.5x.

30% chance: A flash flood sweeps through the area. Between rounds, Pokemon under 1 meter tall must expend 2% energy to avoid the water, while those over 1 meter tall take 2% Water damage from the buffeting waves. Water Pokemon and Pokemon currently in the air are exempt from this damage. If this effect is rolled, there is an additional 50% chance that the next round must be spent evacuating to a safer place for a battle (turn order is preserved in this case, but a new effect is rolled, and status and other effects worsen as they normally would).

30% chance: The rain strengthens to heavy rain (identical to the effects of Primordial Sea) for the next round. In addition, every Pokemon on the field takes 1% Water damage per action, and the Electric boost is increased to 3% base damage and 2% decrease in base energy.
Somehow, the trainers and referee have wrangled access to a prototype version of a machine that allows even non-computerized Pokemon to venture into them. The specific place the battle will occur in is a stereotypical representation of cyberspace: an endless black void, with grid lines and pixels abounding in the distance. Pokemon will be able to scrounge up any natural resources they need from the depths of cyberspace. At the end of every round, a Porygon, Porygon2, or Porygon Z will appear and use a random move it can learn on a random battler.
A small, twisting road leads up to this recently discovered cave structure, which houses one of the only wild Ditto populations in Asber. The cave is fairly spacious with a high, arching ceiling, and it's lit by variously colored glowing stones protected by a mystical energy that repels all attacks. The secluded Ditto have had much time to practice fighting, and are more than happy to lend a hand to trainers who want to battle.

Each trainer will send out one Pokemon, and a Ditto will take the shape of the opponent's Pokemon. Say Trainer X sends out Pokemon A, and Trainer Y sends out Pokemon B. Then X will be commanding A and a Ditto transformed into B, and Y will be commanding B and a Ditto transformed into A. Each transformed Ditto's moves' base damage are increased by 1% because of their battle experience but they expend 2% more energy per action. At the end of the battle, each original Pokemon gains experience and happiness equal to the amount they would have received in a normal double battle plus the amount the Ditto fighting on their side would have received.
A group of scientists researching the mechanics behind move learning have created a certainly non-Asber-FDA-approved drug that allows any Pokemon to temporarily learn Metronome, and the battling trainers and referee have been coerced/forced into helping test said drug. However, it's not entirely perfect yet, so all Pokemon will be ravaged internally by the drug's side-effects and take 2% damage at the end of every round. The actual battle takes place in a private testing facility, which is just a white-walled, fairly spacy room.

Other: Pokemon that can't learn Metronome only!
There's nothing special about this abandoned research facility: linoleum floors, brick walls, confusingly placed corridors, decaying a bit. The sole lightsource of the room the battle takes place in is a chandelier on the ceiling. If its supports are destroyed, the chandelier will fall, plunging the arena into darkness and dealing heavy Steel type damage to whatever or whoever it lands on. A persistent leak in the corner can serve as enough water for moves that need it, like Surf.
(psst if you take this, feel free to add more books or something to make it less boring or have more effects!)

The expansive Asberian database library, home to books about anything and everything Pokemon can do in ASB. At the end of every round, each Pokemon will select a book to read, with an equal chance of each (Pokemon can't read the same book, though, and reading order is determined by current speed):

A History of ASB: This first-person account of the various ups and downs of the previous league gets the reader caught up in history. For the next round, moves introduced in the generation the reader's species was introduced in take 2% less energy for them to perform.

Tales of a Trainer: The exploits of Pokemon of their type excite the reader, giving it +1 stage of Attack and Special Attack for the next round.

The ASB Daily: Stories of recent events get the reader up to speed. Their lowered stats, if any, are each restored by 1 stage.

All About Abilities: A list of the effects of every ability available in ASB. For the next round, the reader gains a random ability that it does not already possess, in addition to all others.

Items and You: A list of the effects of every item available in ASB. For the next round, the reader behaves as if it is holding a random item that it does not already possess, in addition to all others.

The Quest for the Legends: For the remainder of the battle, the reader will gain extensive knowledge about how to execute one of the following 40 moves: Psystrike, Aeroblast, Sacred Fire, Mist Ball, Luster Purge, Origin Pulse, Precipice Blades, Dragon Ascent, Doom Desire, Psycho Boost, Roar of Time, Spacial Rend, Magma Storm, Crush Grip, Shadow Force, Lunar Dance, Heart Swap, Dark Void, Seed Flare, Judgment, Searing Shot, V-Create, Fusion Flare, Fusion Bolt, Blue Flare, Bolt Strike, Glaciate, Ice Burn, Freeze Shock, Secret Sword, Relic Song, Techno Blast, Light of Ruin, Geomancy, Oblivion Wing, Land's Wrath, Diamond Storm, Hyperspace Hole, Hyperspace Fury, or Steam Eruption. However, their use of the moves take 3% more energy than usual since they are unexperienced with it.
 
The gem palace

This place is a huge cavern, with the only platforms being 7 gems of different kinds, as shown in this diagram:
tumblr_nlmzwgvJ8B1rzyo8co1_1280.png


A Pokemon can spend an action jumping on a gem, which will give certain benefits depending on what kind it is.

Purple (athemist): The Pokemon spins suddenly, and attacks the nearest target with with rollout.
Blue (pearl): A hologram of the Pokemon is summoned, and acts pretty much like a double team clone.
Red (garnet): The Pokemon's fists grow giant and fly off, smacking into the nearest target. It does 5% typeless damage. If the Pokemon lacks arms Steven will cry and throw a rock instead which does the same damage.

The fusion chamber

This is an old, decrepit lab, covered with papers and other interesting things. The important part of this arena is the fact that there is a fusion chamber in the middle. Trainers can force convince two of their Pokemon to enter the chamber, and be fused together.

What will this achieve, you may ask? Well, it will create a 200% energy and HP Pokemon with its type being a combination of the two other Pokemon's primary types. It will also know all the moves that the two Pokemon know, and will have an ability, which is randomly chosen out of the two abilities that those two Pokemon have.

To balance this, several rules need to be placed. This cannot be a 1v1, firstly. The two Pokemon are considered 'used' to make this new Pokemon, and cannot be sent out. Also, this Pokemon is considered two Pokemon in terms of exp when someone finally knocks them out. (so if it was a 2v2, having this Pokemon faint would count as knocking out two Pokemon.)

On the subject of exp, any exp this fusion gets will be shared equally between the two Pokemon, like one of them has the exp share on.

[this will probably need adjusting, but I will leave it like this for now.]

The battle factory

Welcome to the battle factory, a brilliant facility to test your knowledge on Pokemon! The arena itself is nothing fancy, being a standard grassy arena with a small pond in the middle, but you will not be using your Pokemon for this battle.

You will be given a team of 6 randomised Pokemon, each with their own random item. You will then be able to chose 3 of them, as will your opponent. :) Half of the exp gained can be given to any of your Pokemon after the battle.

Luigi circuit

This is the famous Luigi circuit, known for its appearences in the Mario Kart games. The track is a fairly simple loop, made of road. This road is hard to dig through, so the move dig requires and extra 2% energy and an extra turn. Despite the fact the arena was reserved for this battle, there are still racers on the track. If a Pokemon stays still for the entire round, they will be hit by a passing kart rider, taking 5% damage. There are also item boxes, which can be used at the cost of a turn. These item boxes produce items, which have these effects (which happen as soon as you use the item box):



Mushroom (14% chance of appearing)

Raises speed of the Pokemon who used the item, and restores 10% health. Speed boost only lasts for the rest of the round.

Banana (12% chance of appearing)

Causes a bannana to appear next to the user. Any other Pokemon who step on this banana will slip, cancling out their action for that turn.

Blooper (12% chance of appearing)

This item reduces accuracy of all Pokemon except the user for the rest of the round.

Green shell (11% chance of appearing)

This simple shell is shot in a straight line, at the nearest opponent. If the opponent moves during this round, they will dodge the shell. Otherwise, it will slam into them, dealing 5% damage.


Red shell (10% chance of appearing)

This has similar effects to the green shell, but can home in on the opponent. If this item is hit by anything in the way, it will smash.


Thunder cloud (10% chance of appearing)

This funny cloud raises the Pokemon's speed by one stage and gives them the ability static for the rest of the round. After this round is over, the Pokemon takes 4% electric damage and is moderately paralyzed. This item can be passed on to others through physical contact.


Blue shell (3% chance of appearing)

This evil shell homes in on the Pokemon with the most health (ally or not!) and deals a whopping 10% damage. As this shell explodes, any Pokemon closer than a meter to this Pokemon will get dealt 5% damage and has a 50% chance of flinching.

Mega mushroom (3% chance of appearing)

This item causes the Pokemon to double in size. This effects any move to do with weight. The Pokemon also gains 1+ attack and defence. This item only lasts the rest of the round.

Bob-omb (4% chance of appearing)

The Pokemon explodes. It essentially uses explosion, even if it can't learn the move.

Super star (1% chance of appearing)

The Pokemon becomes invincible for the round. Any contact with the Pokemon will cause 10% damage and will cause the attacking Pokemon to flinch.

Lightning (9% chance of appearing)

Makes all other Pokemon shrink, as they have used minimise. They also loose 1 level in defense.

Pow block (10% chance of appearing)

Does 5 damage to all Pokemon except user and makes them flinch. Any held items are dropped.

Bullet bill (1% chance of appearing)

Transforms the user into a bullet bill for the rest of the round. No Pokemon can hit it, even with support moves, and any Pokemon who try to touch it lose 10% health. This wears off after the round is over.

The arena

Its a tough day to be a Pokemon in these parts. The arena is shaped like a dome, and is only big enough to have 3 meters of space between each Pokemon. Blood lies on the walls, and can intimidate some weaker Pokemon. Baby and unevolved pokemon in this place act as if affected by intimidate. There is not much room to run, and chills and any healing moves are banned. If no fighting moves take place during the round, a random audience member will throw a beer bottle into the arena, hitting one of the Pokemon. This will make them take 10% damage, but will raise their attack as the booze increases their confidence.
 
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The Velvet Room
"Welcome to the Velvet Room. This place exists between dream and reality, mind and matter." -Igor

Nothing is ever quite the same about the velvet room, not its residents or its layout or its purpose, save for its overpoweringly blue color and for its master, Igor. Even the battlers and referee aren't quite sure how they all got there, but at least for now, the room has transformed into an arena perfect for a battle. The battle will take place in a large rectangular indentation in the floor, with stairs on each end to navigate back up to the rim. Past the rim, the room's walls cannot be seen, only the floor as it fades into darkness. Owing to the supernatural nature of the Velvet Room, all pokémon that would normally need water to swim in can instead swim in the air, treating it as if it were water. All resources necessary for using attacks will appear from the void of the soul, and disappear afterwards if there's no reason for them to stick around.

On the rim of the arena are the Velvet Room's residents. Theodore, Elizabeth, and Margaret, three siblings and attendants of the room's residents, watch patiently from close to the rim. A bit farther back, Nameless plays his piano and Belladonna sings the Aria of the Soul, over and over. This soothing music will restore 1% energy to each pokémon that hears it, every action, though if either Nameless or Belladonna are struck by an attack and thereby distracted, the song will stop for three actions. Every action, there is also a 10% chance that the Demon Painter, having sketched a pokémon using a move on his canvas, will allow a random pokémon to use a random move they cannot normally learn for the rest of the battle.

But the most important Velvet Room resident, of course, is Igor, who sits in front of a small table watching the battle with an enigmatic, emotionless expression. At the beginning of the battle, and at the end of each round, he will turn over a tarot card from his deck, chosen at random, and each will affect the battle in the following way for the following round:
0: The Fool - In the spirit of infinite potential and the beginnings of a journey, this card will not affect the battle.
I: The Magician - In the spirit of creation and willpower, all moves that require a resource not already present in the arena will deal 2% more damage for 2% less energy.
II: The High Priestess - In the spirit of communication with the unconscious, all special moves will deal 1% more damage and all physical moves will deal 1% less.
III: The Empress - In the spirit of creation and nurturing, all pokémon will temporarily have a random two stats raised and one stat lowered.
IV: The Emperor - In the spirit of order, trainers cannot use conditionals this round.
V: The Heirophant - In the spirit of group identity and spirituality, all moves will deal 2% less damage but cost 1% less energy.
VI: The Lovers - In the spirit of bonds and relationships, all pokémon will become attracted to each other for the duration of the round.
VII: The Chariot - In the spirit of charging forward, all physical moves will deal 1% more damage, and all special moves will deal 1% less.
VIII: Strength - In the spirit of inner strength and control, all stat drops will disappear for the duration of the round.
IX: The Hermit - In the spirit of understanding and solitude, if a pokémon uses Chill, a random two of their stats will permanently rise by one stage
X: The Wheel of Fortune - In the spirit of chance and luck, all moves' secondary effect chances triple.
XI: Justice - In the spirit of justice, each pokémon will take half of their attacks' dealt damage in recoil (this damage cannot be avoided).
XII: The Hanged Man - In the spirit of seeing things from a different point of view, each battler will be able to use moves from its opponent's moveset.
XIII: Death - In the spirit of death and rebirth, all pokémon will take 1% extra damage whenever anything else (move, status condition, etc.) deals damage to them.
XIV: Temperance - In the spirit of mixing opposites and finding compromises, super effective and not very effective moves will deal damage as if they were regularly effective.
XV: The Devil - In the spirit of letting go and letting your instincts take over, the pokémon will choose their moves randomly, on impulse, ignoring their commands.
XVI: The Tower - In the spirit of collapse and strong foundations, all moves with a chance to miss will miss and no secondary effects with a chance of less than 100% will activate.
XVII: The Star - In the spirit of individuality and wisdom, all moves will have perfect accuracy.
XVIII: The Moon - In the spirit of haziness and lack of clarity, a constant mist will fill the arena (that cannot be removed) which will temporarily lower every pokémon's accuracy by two stages.
XIX: The Sun - In the spirit of light and enlightenment, all pokémon will restore 2% health and 1% energy per action, in addition to any other sources of health or energy restoration.
XX: Judgment - In the spirit of judgment, the pokémon with less health at the end of the round will be dealt 10% untyped damage.
XXI: The World - In the spirit of the release of energy, all attacks will deal 2% more total damage and cost 1% more energy.
 
Atlantis

Although most likely not the real Atlantis, the drowned city of Atlantis in which this battle takes place shares a frightening amount with its namesake. The fact that both ended up underwater, for example - and that both were tremendously prosperous beforehand. The city was so well-built that most of its buildings have not been too badly harmed, even at such great depths; rust and algae coat the majority of the structures, sure, and sponges grow on the smaller houses, but towards the upper limits of the buildings things look shockingly pristine. Since most of the city is made of skyscrapers - thousands of feet high on average, towering way above the miniature houses below and many made of pure glass, made hard enough that many of the walls remain intact; here and there, the tallest of skyscrapers was made of actual diamond, and nothing has managed to corrode those. This leads to quiet a beautiful underwater view.

Of course, so far underwater - the tallest of skyscrapers being nearly 3,000 feet tall and still not even nearing the surface of the ocean - none of this would, normally, be seen. No sunlight reaches this far down, and the fish and pokemon are all used to darkness. This is one of the most brilliant aspects of Atlantis: it's a city of light.

Each of the skyscrapers is topped with a lightningrod, acting much like the pokemon ability. The rods are connected to dozens of gemstones fitted into the building walls, making it appear as if the buildings themselves glow. Since, of course, lightning doesn't often strike so deep below the surface, it's common courtesy for pokemon to come by and flash a thunder wave or two to light up the area.

Since Atlantis is nearly always bathed in light, it's considered poor hunting grounds - and by the same means, great protection for young. It's a rare day to not find tiny newborn chinchou flitting about, or a wailmer hiding in one of the taller skyscrapers, holding its breath before it needs to return to the surface.

Notes: For the duration of this battle, a protective force-field has been erected surrounding Atlantis. The field lets in/out all but living creatures, so pokemon that need to breathe will not be able to get through and reach the surface (meaning yes, they will suffocate).

All attacks used by water-dwelling pokemon do 1% more damage and cost 1% less energy; attacks used by pokemon not used to being in water do 1% less damage and cost 1% more energy.
 
I'm just going to start a post and edit it as ideas surface, this way I can organize things under theme headings

The Arenas of Loathing
The Kingdom of Loathing was once a pleasant place, where all the citizens loathed one another equally, and nobody caused too much trouble. Under the gentle rule of King Ralph XI, peace had prevailed for as long as anybody could remember.

One fateful Porktober morning, a Sorceress came to the Kingdom. A Naughty Sorceress. A Naughty Sorceress who was clearly up to no good, and, even more clearly, up to plenty of bad. King Ralph sought to expel the Naughty Sorceress from his Kingdom, but she imprismed him in a black crystalline shard of curdled magic. It was very dramatic.

Monsters emerged from their hidey-holes to terrorize the citizens of Loathing, and larger monsters emerged from their larger hidey-holes to terrorize those monsters, all under the control of the Naughty Sorceress.

In the King's absence, The Council of Loathing convened to attempt to impose order on the Kingdom. Their success was limited, however, to imposing their will on adventurers who came to the Kingdom seeking fame, fortune, or quality products at reasonable prices. And, as you've probably guessed by now, one of those adventurers is you!
In the never-ending search for his father's Holy MacGuffin, The Omskivar began an undertaking so intricate and extensive it made him wish he could just go back to high school and retake AP Calculus. Spookyraven Manor, the ghost-ridden tourist trap pride of Seaside Town, loomed over the ever-present fog that surrounded it. This mansion of the occult, located on the Right Side of the Tracks, just past the Gourd Tower, boasts much more than a horror-filled weekend the whole family can enjoy, for inside, one of the greatest mysteries of the entire Kingdom of Loathing lies waiting to be revealed...

Outside, however, there's plenty of room for combat! The Haunted Conservatory is an expansive graveyard, the final resting place of the Spookyraven family's long list of deceased pets. Like the majority of the manor, and sometimes the manor itself, the pets (as well as other conservatory residents) are still a bit...restless. At the beginning of every round, one of these creatures will wander onto the field, and if hit, either by an attack that missed or an attack with an area of effect, they will retaliate by using a single attack on their assailant:

1. The skeletal cat will use Shadow Claw.
2. The skeletal monkey will use Force Palm.
3. The skeletal hamster will use Hyper Fang.
4. The skeletal alligator will use Crunch.
5. The man-eating plant will use Razor Leaf.
6. The confused goth music student will use Metal Sound (he has a pocket theremin).

The monster at the beginning of the round will be chosen at random, and can be the same multiple rounds in a row.

Misty Terrain is always in effect at the Haunted Conservatory, and the only weather effect that will work is Rain Dance. Additionally, all Bug and Fighting types have a 50% chance at the end of each round of discovering a hidden scroll, which grants them a unique attack for the duration of the battle. This attack is the Dance of the Spooky Mantis; it is identical to Shadow Punch, except way cooler.

Finally, there is a 10% chance at the end of every round for each Pokemon to happen upon an anglerbush and grab a handful of meatberries, regaining 5% health and 5% energy. Pokemon with the abilities Glutton, Cheek Pouch or Harvest regain 7% of each instead.
In his Kingdom-wide search for his father's Holy MacGuffin, The Omskivar braved the expanse of The Arid, Extra-Dry Desert, which is exactly what it sounds like: a constantly-shifting mass of sandy dunes, rife with danger in the forms of rock scorpions, giant giant centipedes, and plaques of bronzed and honey-dipped locusts. What better use for this mesa of malice, but a Pokemon battle? Why, none! So battle we shall!

Sandstorm is always in effect while battlers are in the Arid, Extra-Dry Desert, however Rock-types do not receive the Special Defense boost; the weather cannot be changed. Thankfully, The Omskivar managed to pull some strings at The Shore, the local cruise line, through a contact in his guild, the Department of Shadowy Arts and Crafts, and so both battlers are wearing their UV-resistant compasses. The harsh weather is, unfortunately, the least of their worries, for at the end of each round, each Pokemon will receive an effect at random. The effects are as follows:

Tenuous Grip On Reality: The lack of water and beating sun will cause the Pokemon to go mildly insane, ruining their concentration. The afflicted battler will suffer a -3 Special Attack drop that cannot be removed (but does not ignore the ±6 limits), and Psychic attacks will cost 1.5x the normal amount of energy to perform.
Turned Into A Skeleton: The harrowing sandstorm gives the Pokemon a really, really deep exfoliation. When it's done, all that's left is skin and bones, only without the skin. While still able to battle, the Pokemon's weight is halved, and any Physical attack made against them has an additional stage added to its critical hit ratio.
Sunburned: The battler is afflicted with a horrible sunburn. Because it hurts to move, attacks that require movement have a default -1 priority, so long as their priority is neutral. Priority moves keep their priority, but have a flat 2% recoil.
Missing All Your Teeth: The Pokemon stumbles upon a half-buried, irradiated shack, and scavenges a piece of anticheese. 5% health is restored, but all of their teeth fall out; this prevents the use of biting moves, and all additional moves that require use of the mouth or mouth-analogue cause 1/3 recoil damage (special moves included, a la Flamethrower, Ice Beam, etc.).
Red Door Syndrome: Gnasir and his Gnome Gnomads have spilled a cagn of black paignt ogn the Pokemogn, causing a thick coat to set ign. All damage is reduced by 2% after all calculatiogns, but no attacks cagn miss the affected Pokemogn.

These effects stack, and cannot be removed by any attack or action. At the end of the third round, the battlers will happen upon the elusive Oasis, where they can take refuge from the desert and drink from the clear water. This removes all effects and reinvigorates the battlers, restoring 5% energy each, and the next round (every fourth round) will be fought here. Here there is a water source, and instead of an irremovable sandstorm, an unchangeable Sunny Day is in effect. At the end of an Oasis round, no effects are given. The cycle then repeats itself, with new effects being rolled for after the next two rounds; in this way, a Pokemon can have no more than two effects at any one time.
Tasked by the Council of Loathing to assist the Highland Lord, Black Angus, The Omskivar braved the vast Orc Chasm, fighting his way through the Smut Orc Logging Camp, to discern what the Kingdom's minor noble required. Alas, the three signal fires had gone out, and the pizza delivery driver was unable to find his way to the Highland Lord's house. The journey to remedy this misfortune took The Omskivar to the highly pressurized Oil Peak.

Oil Peak is an enormous mountain, upon the side of which the battle will take place. Covering the peak is a thick layer of oozing, bubblin' crude. Oil, that is. Black gold. Texas tea. There are pools of oil in craters that can accommodate aquatic Pokemon, but for each action they are swimming in it they will take 1% poison damage per action. Fire-type attacks are probably a bad idea--exactly how bad is up to the ref. Pokemon with an open flame anywhere on their bodies also need to be careful. As the entire mountain is covered in the stuff, Water-type attacks or Ground-type attacks that require an external source of water or mud will become Poison-type attacks. Any actions spent Digging through or Diving in the oil will also result in 1% poison damage, and since there's a thick oil all over the mountain, moves requiring rocks or ground from anywhere will take 2% extra energy to pull up. Moves that shake the ground have their power halved. The mountain is under an extreme amount of pressure, and damage to the arena may result in geysers of oil. The base damage of Poison-type attacks is doubled on Oil Peak (this does not apply to Water or Ground attacks that were converted to Poison by the arena).
Rather than somewhere far across the Kingdom, reachable through only some daring adventuring, this battle takes place right in an adventurer's backyard--in the middle of their bone garden. Grown from a packet of dragon's teeth, carefully tended, the garden consists of a large patch of skeleton bones, growing from the ground. The irrigation system could be tapped into for a water source, with a bit of effort, but there is no place for aquatic Pokemon here. This isn't a graveyard, mind you, just a simple home garden, with a unique crop.

At the beginning of each round, a skeleton will unearth itself near each Pokemon's current position. There are five types of skeleton, and there is an equal chance of each skeleton appearing to either battler; however, one Pokemon can not roll the same skeleton twice in a row. Identifiable by what they are wearing, these skeletons will spend the round assisting their respective battlers:

1. The Skeletal Warrior, with his rusty sword and shield, will lower the opponent's Attack until the end of the round, as if it had the ability Intimidate. Each action, it will then strike the opponent for a flat 3% damage.
2. The Skeletal Cleric, with his tattered mitre and flail, will strike the opponent with holy light for 2% Fire-type damage each action. At the end of the round, it will bless its battler with 5% HP.
3. The Skeletal Wizard, with his gnarled wooden staff, will strike the opponent with blasts of cold air for 2% Ice-type damage each action. At the end of the round, it will restore 5% energy.
4. The Skeletal Rogue, with his black cloak and pair of knives, will hide both itself, an illusory copy of itself, and its battler under cardboard boxes, effectively creating two Double Team clones for its battler which disappear at the end of the round. These clones can only be destroyed by actual attacks, not simple tricks like rain or looking for shadows.
5. The Skeletal Buddy,with his T-shirt reading "The Weasel," is your best friend. He's got your back. Whether you need to teach your small-town relatives to open their minds, to show an unfrozen caveman how to fit in in this modern world, or to figure out how to get out of jury duty and into the army, he's your man. The Skeletal Buddy acts as a 5% HP Substitute for its battler until the end of the round.

At the center of the garden is a Humongous Buried Skull. If hit by a poorly-aimed attack or a widespread attack, there is a 20% chance that the Skulldozer will unearth itself and bring a world of pain to the offending Pokemon, Skulldozing it for 10% typeless damage.
 
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(this is mostly for my reference but feel free to use or modify)

"Welcome to the GTS! Here, you are able to trade Pokemon via the Nintendo Wi-Fi Connection. Would you like to connect to the Internet?"

The Global Trade Station is normally three floors high. Under normal circumstances, one would normally enter on the first floor and take warp panels to reach the upper floors. Each floor is typically larger in size than the one below it. The ground floor would have contained the Global Trade Station, the Trainer Rankings, the Battle Video Rankings, and the information desk. The second floor would have normally contained the Box Data and the Dress-Up Data, while the third floor normally has the Battle Video Gallery. All of these systems are accessible by specialized PCs, all in different colors.

Unfortunately, these are not normal circumstances.

Somebody has managed to glitch out the Global Terminal. The separate floors have all been combined into one large room, which is far larger than the size of the building containing it. It appears to be large enough to hold four Wailords comfortably. All of the PCs, which are all are now floating in midair, are still somehow fully functioning. You wouldn't exactly trust one of these things to send off your beloved Pokemon safely, though. Their screens tend to flicker rapidly and the wires that would normally supply power to them hang limply in the air. The warp panels have disappeared entirely, and so has the entrance. There appears to be no way in or out of the building anymore. Both the floor and the ceiling have turned a terrifying shade of black, dark enough to make you think that you are looking into one of Darkrai's Dark Voids.

You are now reconsidering the safety of this arena.

Due to the current glitchiness of the building, certain glitches are able to occur during the course of the battle. Normally, these glitches would only be able to happen while actively using the GTS and its related systems, but these are not normal circumstances. Each round, there is a 10% chance that a glitch will occur. Only one glitch can occur in a round, and the Pokemon that it affects and turn that it occurs will be randomized. The glitches happen at the beginning of a turn, before any Pokemon have attacked, and last until the last Pokemon has attacked that turn. The glitches and their effects are as follows:

- The Cloning Glitch: A duplicate of the randomly chosen Pokemon will appear in front of the original one. It will act as a Substitute with infinite health. This means that the original Pokemon cannot be harmed by any attacks or damage that would normally be blocked by a Substitute. This glitch cannot be Snatched by any other Pokemon in the battle, and, like the other glitches, it disappears at the end of the turn when it was summoned.

- The Morphing Glitch: A randomly chosen Pokemon will turn into another Pokemon in its trainer's active squad, with the exception of itself and its partner Pokemon. This means that it will lose its current typing/ability and will gain those of the Pokemon generated from the active squad. During its action, rather than using the commands it was given, it will instead use a random attack from the movepool of the Pokemon it has turned into. Any stat changes possessed by the afflicted Pokemon will not disappear upon transforming to and from the other Pokemon. Once the turn is over, the affected Pokemon will revert back to normal.

- The Vanishing Glitch: The randomly chosen Pokemon will simply blink out of existance for this turn. (This is mildly distressing for the trainer who owns it.) It cannot be attacked or use any attacks while not existing. Any attacks that would have been directed at it will instead be directed at its partner Pokemon. It will reappear at the end of the turn with all of its stat changes, health, and energy at the same levels that they were before it temporarily disappeared.
YOU HAVE ENTERED A DIMENSIONAL VOID somehow. This isn't your normal eternal void, though. It actually has a floor and a ceiling and walls (except they're all invisible)! You feel and look like you're floating in space, even though there is most definitely a floor under you. After flinging yourself against a wall, you determine that the walls are entirely invisible as well.

After carefully throwing around all of your belongings, you have determined that the "room" is large enough to hold quite a few of even the largest legendaries with ample room for movement. After spending a short while in the room by yourself, you feel oddly ...powerful? You can't tell exactly what it is about this place, but there's a lot of mystical magical energy here. A pokemon would almost immediately recognize it as the energy that they usually utilize to evolve, except this energy is way stronger.

Due to being exposed to this powerful energy, every pokemon will turn into a random legendary at the end of each round. For the first round, the pokemon will be their original species and will only "evolve" at the end of the round. Typing, movepools, appearances, and abilities will all shift to that of their newly-found form, while status effects and stat changes will remain the same. (However, if a burned pokemon turns into a Fire-type or a poisoned pokemon turns into a Poison-type, then these status effects will disappear upon "evolution".)

Since the arena is filled with ~mystical magic~, any moves requiring outside sources (such as Surf or Rock Slide) will have any needed resources appear immediately when needed. They will disappear once they have been used. Fish pokemon can magically breathe in this dimensional void.
 
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There is a small house in the corner of Asber, crammed between two larger buildings. Through the tall door is a hallway, which leads to a dusty desk of wood. Upon it sits a large laptop, humming slightly.​
[SIZE=+2]»C:\Qvalador\arenas\homestuck[/SIZE]
dog........ i AM SO JEALOUS you KNOW i love the big game.​
There is a floor of finely-polished wood, covered in thick coloured lines, that stretches the expanse of a large room. Despite the grounds' pristinity, this court has seen lots of action. Big men shouting, rocks in hand, as they barrel across the room, ushered along by vigourous cries of "ahlly'yoop" for the slam-dunk.

Despite all its history, however, the Big Game Court looks no less like an acid-induced nightmare. Over the poorly-coloured wood looms a crooked basketball hoop, almost leering at you with its single, red, square-shaped eye. From its poorly-shaped rim hangs a black, cylindrical net that wafts in a breeze only it can feel. Sitting on the bleachers are a pair of familiar pals, watching the battlers with nonpareil excitement. Worst of all, standing behind the hoop is the big man himself, glaring at the battlers warily.

The court has its anomalies, of course; battling on a plain old basketball field wouldn't be much fun, after all. There is a fifty percent chance that one of the following effects will take place (this chance is calculated per round rather than per action):
  • the big man.... HASS the rock: The big man intervenes, and deals 5% rock-typed damage to a random pokémon at the end of the final action.
  • ahlly'yoop: The big man decides to shake things up a little, and throws in some chance. A randomly selected pokémon's move on a random action is randomised. It doesn't get more random than that.
  • its sports: As is typical in sports, literally nothing happens. A random action is nullified for all pokémon.
  • and there he goes: The big man makes a glorious slam dunk, temporarily distracting all the pokémon on he field. Moves are reduced to 80% their typical accuracy.
CC: I will convince t)(em to establis)( a series of stable dream bubbles, w)(ere we can meet in our sleep!
Floating somewhere in the Furthest Ring are a large cluster of gently drifting bubbles. However, unlike their soapy cousins, these bubbles serve a particular purpose. Dream bubbles exist to contain the dream-self of a dead Sburb player, thereby allowing them to continue existence by dreaming in a sort of memory-based afterlife.

Unfortunately, the holodrome isn't quite complex enough to replicate such an intricate system, but it comes pretty close. Each round, the environment will shift systematically rather than randomly, between any of the other arenas located in C:\Dazel\arenas\homestuck. All the effects of the arenas are in play, but any stat-related boosts disappear after the arena shifts.

Furthermore, the dream bubbles have several other interesting effects, regardless of the current arena:
  • It's All In Your Head: Psychic moves do 1.2x damage, but take 1.2x energy as well.
  • Blessing of the Horrorterrors: Dark-type moves do .9x damage, but take .9x energy.
  • Common Ground: Types that a pokémon is normally immune to do regular damage instead.
 
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I was looking at arenas from my super old battles and thought, "hey, why don't I clean these up and post them in the arena archive?!!" So, yeah. Feel free to use them if you enjoy trash as much as I do, hahahahah

The Garbage sea

Living up to its name, the garbage sea is an endless mass of filthy trash of all kinds, stretching on for what seems like forever. The sky overhead is a dreary grey and choked by smog, but sheds just enough light for the battlers to see by. However, any attempts to make the sun shine will end in failure. The foul stench given off by the reeking waste causes each battler to expend 3% extra energy on all moves as they struggle to gain control of themselves in between retching and coughing. In addition to this, the poisonous fumes will also cause them to take 1% damage per action. This effect does not apply to poison types, ghost types, steel types, or robotic Pokémon like Porygon.

The battle itself takes place on a huge metal platform, which is strong enough to hold a Pokémon of any weight. Sturdy railings surround the platform on all sides so nobody can fall off too easily, not unless they're thrown over. If a Pokémon lands in the garbage, it sustains 10% damage (which cannot be altered by any means) and is tossed roughly back onto the platform by a junkyard monster lurking in the rancid mess. They will also be severely poisoned, ignoring immunities granted by abilities or steel typing. Poison types are still not affected though. Nature Power will always call up Gunk Shot.

Survivor's Beach

A rather abandoned looking beach. The sky overhead is gloomy and dark, with some weak sunlight attempting to filter through the blackened clouds. Random chunks of debris from past shipwrecks litter the sand, such as splintered wood and supplies long lost. There is plenty of room to move on the sprawling area of sand, and the debris may present either a hazard or an advantage, depending on how the battlers use it.

The sea is fairly calm, with water gently lapping up against the shore, but don't be fooled... it's filled to the brim with nasty water beasties. Any Pokémon that ventures out into the water has a 20% chance of getting attacked by a sea monster (think Lovecraft's Deep Ones) which does damage equal to a 100 base power water attack. Resistances are not applied, nor any abilities that offer immunities, such as Water Absorb. And yes, this does mean that Pokémon who would normally take neutral damage from water moves, such as Gastrodon and Swampert, will take super effective damage instead.

At the end of every five rounds, the great CTHULHU will appear, in all his horrendous, mind-bending glory. He will silently observe the two battlers for the next round, and whichever Pokémon inflicts the most damage in those three actions will greatly please the ancient deity, who will then offer them a blessing. The effects of the blessing have a 30% chance of unlocking the Pokémon's hidden ability in addition to their original one, a 30% chance of allowing them to swap movesets with any Pokémon their trainer owns, and a 40% chance of granting them a random ability in addition to their original one. These effects remain until the end of the battle, and can stack. The Pokémon can also refuse the effects if they wish. The loser of this mini-bout will receive 10% type-less damage.

Cabin in the Woods #1

For reasons unknown, the battlers have decided to take an ill-advised trip into the woods to fight in an abandoned old cabin. The place is a complete wreck, with crumbling walls and broken furniture scattered about, not to the mention a large, jagged hole in the center of the roof. (At least it'll allow weather moves to take effect!) Doors have been torn off their hinges, windows have been broken, and old, rotten food is everywhere. Maybe a battler with some imagination could make use of this trash, but most people will just want to avoid it.

The place is also covered in what appears to be a strange, red mould with a slimy texture, which may be of alien origin. Whatever it is, it causes some very odd effects on the battlers, and should be treated with caution. The mould also has an influence on the arena itself, leading to a variety of restrictions, among other things:

- No critical hits can be scored.

- A Pokémon can take an action to roll around in the mould and coat themselves with it, or alternatively, try to coat their opponent. This changes their type to psychic and grants them access to the moves telekinesis, psychic, psybeam and confusion. If the Pokémon has two types, one type is replaced at random. The mould can be burnt off by repeated use of fire attacks, however.

- Every three rounds, orbs of bright lights appear near the shattered windows and remain there for two rounds. The blue orb changes a Pokémon's ability to their hidden one for the rest of the match (grabbing it again later reverses the effect), the red orb causes type weaknesses to be ignored (this can also be reversed by either Pokémon that grabs the orb later), and the yellow orb allows the holder to choose a team-mate in the PC to switch movepools with (this can also by reversed by the affected Pokémon grabbing the same orb again later). A Pokémon can use up an action to catch an orb and gain the effect. Only one orb may be caught per Pokémon on each appearance.

^ A more recent one. I'm planning on writing more cabin in the woods style places, based on The Evil Dead and The Cabin in the Woods movie, because you can't have too many arenas that are cabins in the woods!!! Cabins. Woods. Deadites. Yes.
 
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