Wow, what a tough question...I love the ideas of GLs, I have to go with that, we've been fine without abilities for the most part, I think it can wait longer...
Wow, what a tough question...I love the ideas of GLs, I have to go with that, we've been fine without abilities for the most part, I think it can wait longer...
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~The Real Crystal Articuno~
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Gym Leaders give people something new today, abilities give a new angle on battling.
I think Gym Leaders should come first however certain abilities that pretty much make the pokemon what they are..(Castform for example)..should be included as at the moment those Pokemon are a little redundant.
Afterworld ~ Chapter 2 | Blood Bowl ~ Chapter 3
If nothing else works, a total pig-headed unwillingness to look facts in the face will see us through.
ASB Record
W-12 ~ D-2 ~ L-2
I'll vote GLs but I'm wondering, will gym leaders be able to use their entire team or will it also focus on a main type?
I wanna see Abilities - at the very least, they should be optional in battles, like damage caps and banned moves and whatnot.
Well i dont know if 'the powers that be' have made any choices on GL's but an idea from earlier was to have Gyms having their own seperate teams.
The Gym leader would use a Seperate Gym Team rather than their own Pokemon.
It means we can also mix up the Gym leaders to give someone else a chance without altering the team.
Afterworld ~ Chapter 2 | Blood Bowl ~ Chapter 3
If nothing else works, a total pig-headed unwillingness to look facts in the face will see us through.
ASB Record
W-12 ~ D-2 ~ L-2
Why not limit, or as UC said a different team. I'm looking over your team and let's say you would be a poison gym leader. To your disposal: gastly, ariados, crobat and victreebell. I'd figure these would be good enough for a three on three matchOriginally Posted by RaZoR LeAf
I'd say Gym Leaders right now, simply put I've stalled out my Ability List if nothing else. =P But in seriousness, it could give us trainers a greater challenge and prestige with Gym Badges upon us. We could also use them as a token to enter the grand championships, similar to how Ribbons and the Grand Festival function.
There are a few questions with Gym Leaders though - what kind of criteria should we use to judge one worthy of a Gym Leader title? And what kinds of themes/battle variants should we use to provide an interesting challenge? I heard one time that we were going to do something similar to the Battle Frontier, but I'm not sure what happened with that.
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Our Work Is Never Over
Well, there could of course be very specialized gyms that would do more to aid whatever theme of Pokémon (if any) the gym leader might have. I think the usual type variants would be fine -- though have you ever thought of having a mono-color GL? Like.. there could by a gym full of grass and vegetation, and the GL would have a team of all green Pokémon that would have a definite advantage.
Or, I dunno, something like that.
As I said before, specialized gym areas would be fun, to test your skill in battling in awkward places. :/ I dunno, just brainstorming ideas.
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Metamorphosis
New Chapter up Nov. 22, 2006
I like my own arena. Although I only used it once and that was before I rerejoined ASB (I rejoined but after a couple of mistakes I left again, to come back. Mistake was I mixed up my pokémon so I ordered vulpix to use water gun. Both my opponents had a female absol out...)
The undestructable, giant, empty airplane. Moments of zero gravity could occure aswell as sudden lift-offs and hard turns left and right.
I kind of liked the idea of my Bowser's castle...
I have a whole slew of arenas I yoinked from SSP's ASBL. I forgot the link, but I did manage to copy and paste them in my computer archives. It was also...suprising too that they had this many arenas in the system. For the most part, they only used boring generic arenas such as the clay and grass stages. >_>
Some notable ones included:
Sleepy Park (Outdoor Custom Arena): Sleepy Park is a simple playground that has lacked human activity for quite some time. Its area is fairly large, quite lengthy with a moderate width. The park is paved with a gravel surface and lying on the outskirts is a grassy terrain leading to a wooded area. A pair of swings sit close to the outskirts of the park. Four pairs of swings hang down from it's wooden exterior. Nearby lies a tilted merry-go-round. This metallic disk consisting of a cross hatching of sturdy handles still stands fairly strong, but it's obvious time has done its toll to the aged structure. Upon the left stretch of this park lies a set of swings designed for the younger children. Only two pairs hang freely from the suspended metal bar. The right side of this park possesses some markings within the grass and dust which indicate previous structures which has once stood there, no removed from the premises. Around the bottom of Sleepy park lies its entrance along with an aged sign warning citizens to play at their own risk, but to have a good time. A power line runs extended from one side of the park to the other.The Abyss (Advanced Indoor Arena): The Abyss is a 30 meter wide hole in the ground, secluded deep within a military base for secrecy and safety of the public. Unlike such abysses that are traps, this pit is magically enchated for pokemon battling. The pokemon freefall down the abyss and attempt to fight each other in addition to the tremendous gravity. The speed at which you fall it is determined by the heaviest pokemon.(In addition to the gravity) A Snorlax will fall faster than a Pidgey, but they will be magically set to fall at the speed of Snorlax. The walls are made of a type of powerful stone that resists all kinds of attacks yet is still very breakable. Wings do not allow the pokemon to fly here; the gravity is too intense. However, they can be used to steer and maneuver to a greater extent than a pokemon that cannot. Keep in mind wings can break off in realistic battles. Several types of attacks that involve the arena will not work, such as Earthquake and Fissure. The Abyss is entirely indestructible. Another feature is the blackness. The Abyss is dark and completely void of light, making the battle even more difficult. Keep in mind the Abyss is bottomless; well, not quite. You would have to fall for several thousand light-years to reach the bottom, which is a special and hidden arena: If you survive the fall, which probably won't happen. In order for pokemon with feet to attack, they must propel themselves off the walls at the opponent. When a pokemon is knocked out, they are teleported back to the top of the Abyss, no matter where they are. As I mentioned earlier, this arena is rather magical, and the spectators, battlers, and referees can see in their minds (kind of a psychic power) what is going on. ESP, sixth sense, call it what you will; the action can be seen.
Features: Very Little Light, Freefall, Attacks that involve an actual floor, such as Earthquake and Fissure are unusable, No Flight, GravityBand Room, 2nd Period (Indoor Custom Arena): A large band room, with cabinets filled with instruments and cases on one side, drums on one wall, and three offices to the side, one with props. A piano sits near the conductor's stand. Three rows of chairs face towards the stand. This IS during Band class, and consequently there will be many students with their instruments. Luckily, they will clear out after the first round. The walls are filled with sandbags, and the battle can spill out into the campus, where the lower school is located. Intentionally hurting any child is an automatic disqualification.
Special Effects: Spectators, artificial lighting, VERY EASILY DESTROYED, many hard metal instruments, CAN BE INJURED BADLY BY INSTRUMENTS.
However, a death is uncommon, but deafness is more common. Smaller Pokemon may be suffocated by large brass instruments. Recorders can be used as handy clubs. Weather moves are not effective unless a hole is blown out to the outdoors. The Quadrangle, just outside, is perfect for an outdoor battle in the grass, while the Turner Center has a stage and rows of seats. The school is fairly destructible, and past the Quadrangle is a parking lot with plenty of cars. After the fifth round, parents will rush to pick up their kids, and cars will be packed, plus TV crews will be there. PUNCHING OUT CAMERA EQUIPMENT IS PERMITTED!!!!!!!!!!!!!There's was also one other arena that perked my interest, and this is the one that Karin and Razor were going to use in a battle past. It makes a good finality arena. It's this:The Nightmare Graveyard (Extreme Danger, Expert Outdoor Custom Arena): The Nightmare Graveyard is the ultimate graveyard. A multi-terrain arena, it is very large and very deadly. The most perilous of all arenas, one should think wisely before descending into death itself.
Basic Overview and Global Rules
* The Nightmare Graveyard can only hold realistic battles.
* Sunny Day and Rain Dance have no effect here.
* The Nightmare Graveyard always has a night fight. Nothing can change the time of day.
* There is an eerie fog that extends over the graveyard section that extends to the church and edge of the forest of shadows.
* The temperature can go below freezing at times.
* Any pokemon asleep in this arena will result in a nightmare, as via the ghost attack Nightmare.
* This arena inspires terror. Every pokemon has a 30% chance of a flinch in this arena.
* There is a 5% chance in any arena that the pokemon will run in terror. That is, loose all descency and run like mad, getting as far away as possible.
* The Nightmare Graveyard is 2.2 KM across and 2 KM lengthwise.
* The northwestern portion of the arena has a church located there. Directly east is the graveyard, and further east the forest of shadows and finally the forest of ghosts. South of the forests is the bog of the reaper, and west of this bog and below the church and graveyard is the swamp of evil, which dominates the south. Underneath the church is a labyrinth.
* The Nightmare Graveyard can be destroyed, although with some difficulty.
* Pokemon killed in the UPN PASBL or SPP PASBL are sent here immediately.
* Ghosts appear in the Graveyard and Church. On rare occasion in the Labyrinth.
* There are two rare occurrences in the Nightmare Graveyard, each has a 1% chance of happening. Sometimes the graveyard craves death, and releases all of the ghosts it harbors to fulfill this dark prophecy. All ghosts slain will arise and attack the battlers, pursuing them until they are killed, or driven into the woods or swamps. This is called a Night Raid. Also, on rare occasions in the forest of ghosts, you may encounter a larger, darker Gengar with a jet-crown on his head will appear. This is the Gengar King, and he is a wild Ghost/Dark Gengar who does various things depending on his mood. He reacts just as a normal wild pokemon would.
* Trainers by default start off in the graveyard, however you may start off in any section of the Nightmare Graveyard arena.
* Ghost pokemon easily have the advantage in this arena. No pokemon should have such an edge, so whenever a ghost enters the arena black dark energy will crackle from the ground and engulf the ghost pokemon. This attack does damage equaling Thunderbolt in terms of dark energy to the ghost alone. This happens each time a ghost is released onto the field. The ghost cannot attack while the dark energy harms it, leaving a free attack for an opponent.
Special Ghost Rules
*Ghosts are pokemon. They are similar to ghost pokemon, except that they cannot attain solid form and instead fluctuate between ethereal, invisible, and gaseous.
*While invisible they are ethereal.
*Ghosts weight nothing and have no hit points.
* The only ghosts are ones killed in PASBL- although there are many tombstones, you may have to assume most are empty. There are no longer random ghosts.
*They normally fly, although some pokemon prefer to use the legs they once used.
* When they attack, they use a random attack as via the move Sleep Talk/
* Ghosts resemble the state of their bodies during the time of death. For example, if a pokemon was killed by being decapitated, the ghost would likewise have no head. All details, even scars and torn flesh are to be included. In the case of being sliced in half or blown apart, the most complete section is what is buried.
* Biographies carry on. Pokemon in life are individuals, and thus their ghosts feel the same way. This gives a referee the opportunity to work a previously-owned pokemon. For example, if Archaic's Heracross was slain and sent into the Nightmare Graveyard, it would still have its natural hatred of males. Thus, in death, it would attack male pokemon.
* Ghost attacks go through any resistance. That is, a ghostly Fireblast would be unaffected by Light Screen, although the defending pokemon may still have a resistance to that damage type.
* Ghosts retain Signature Moves they had in life.
* Ghosts CAN be harmed. They feel pain, and will be driven back by enough of it. However, they may return later on.
* Any number of ghosts can appear at any one time.
* Ghosts often reenact the battle that led to their death. That is, if both pokemon were killed at the same time. For example, Eternal Chaos' Mr. Mime and The Mozz's Sneasel are often seen (when they are seen) repeating the same movements they did when they died, up to when Mozz's Sneasel dived into the explosives in Nick Muyo's Deathmatch arena. Upon hitting where the bombs would be, Sneasel and Mr. Mime disappear, and repeat the entire process. The conducting of a battle could end this in a bad manner, having the ghosts turn their attention to the battlers instead.
* When fighting a pokemon of the type that killed it, all attacks do X4 damage. That is, if an opponent killed the pokemon. If it was an accident, say falling off a cliff, then this bonus is negated. For example, if Charmander was killed by Skarmory, any Skarmory after its death will receive X4 damage from any of Charmander's attacks.
* Ghosts are dead and cannot evolve, or feel emotion or remorse.
* There is a RARE case in which a trainer can speak out to a slain pokemon. For example, if The Mozz was battling in the Nightmare Graveyard and his Sneasel came forth, there is a slight chance that Sneasel will remember Mozz. In this case, The Mozz can control the ghost for one turn, having it do one attack or task before it disappears for the duration of the match.
* The Graveyard has a 40% chance of a ghost encounter. The Church has a 20%, and the Labyrinth a 10%.
* Ghosts act just like wild pokemon, with their biographies[if they have one] as a guide. They can wander off, do nothing, or fly around. Not necessarily attack the battlers; some just watch.
* Ghosts are gaseous when they use physical attacks.
Special Dark Feraligatr Rules
The Reaper’s Bog has spawned a new type of monster- the Dark Feraligatr. Dark/Water fully evolved level thirty Feraligatr that swim around waiting for a meal to come by. These Feraligatr are the most deadly aspect of the Nightmare Graveyard, even greater than ghosts. They are solitary, although the scent of blood will attract more. Unlike normal wild pokemon, they pursue one battler until they cannot possibly get it. They will tear pokemon apart, and their favorite means of attacking are sneak attacks. That includes leaping from behind and biting down on the shoulder. They are a darker hue of blue than regular Feraligatr, and are tinted with black malevolence. Dark Feraligatr know all the Dark-type attacks. They are more likely to kill a pokemon that a ghost is.
Special Trap Rules
These only occur in the Labyrinth. Traps are random things effects that happen in the Labyrinth when the trap is sprung. It is always a random attack, via the attack Metronome. Use your imagination to determine how the Labyrinth interprets an attack. For example, Guillotine would have duel blades slash from hallway to hallway, Body Slam would be the wall smashing an opponent, and Fissure would be a hole in the floor, caused by cracked tiles.
Special Maulutor Rules
The Maulutor is a minotaur that wanders about the labyrinth. He is very large, eight feet tall. He has gold manacles, and a gold nose-ring. He has a golden belt with a human skull as a buckle, and a large red-loin cloth to cover the space between his legs. He is brown and has larger, thicker hairs around his shins and hooves. The Maulutor will pursue anyone with the ferocity of a Dark Feraligatr, and although there is one, meeting him is fatal. He uses his hammer to crush any opponents nearby, and often charges those at a distance. In some cases, he uses the magic fire of his hammer in two manners.
Fireball - The Maultor swings his hammer in front of him as if trying to keep a monster at bay. Three large fireballs emerge from the swipe and fly through the corridor. Each deals damage equaling Flamethrower and immediately causes a burn. This attack detonates on impact, so ghost pokemon are relatively safe. However, they still suffer the burn if in ethereal form. The fireballs are of equal level to the Maulutor's chest, so ducking to avoid them is somewhat easy.
Magma Stream - The Maultor smashes his hammer to the ground, causing an earthquake like effect. From where the hammer struck, a stream of flame will erupt from the ground in a straight line, similar to the manner in which the Black Luster Soldier killed Harpie's Pet Dragon on Yu-Gi-Oh. The attack has no effect on pokemon that fly, and is fairly easy to dodge. However, touching it once causes 2X Fireblast, and staying to feel the entire stream could be fatal.
Killing the Maulutor is a very rewarding experience. He will somewhat explode, his insides and muscles 'melt' into a steaming pile. His hammer will collapse nearby. It is possible to wield the hammer, but not likely.
Arena Descriptions
Kyoukai[Church] - The church is a terrifying place. Rumor has it that the place is haunted, backed up by the fact that it is located within the terrifying Nightmare Graveyard arena. This church is obviously old; there is a small courtyard, and several stonewalls surrounding the church. To the west is a small brook, which opens up into the Swamp of Sugh deep in the south of the arena. The church is fairly large; when you enter this monastery, directly in front of you is the central aisle way. On each side of the aisle are eight rows of old rotting pews. There is another path leading around the pews, which end in front of the altar. The altar is black, barren, and decrepit. The actual stone table has a sarcophagus on top, one of the known entrances to the Labyrinth when opened up. There are three stain glass windows; one on the northernmost wall, and one on the western and eastern ones. They once depicted the legendary pokemon Articuno, Zapdos, and Moltres; no longer, you cannot see anything through them. When you look at the church from the graveyard, there is a strange sight. Red light pours through the fog where the church should be, however, once you are visually looking at it, nothing can be seen. The church has a steepled roof, giving much room amidst the rafters for an aerial battle. There is a secret roob leading to the bell tower, but no bell. Several people have commented that after battle, they hear a bell in the church. I must confirm that no such thing exists there.
The church was once a holy site, standing here long before the swamps filled and the forests infested. It was a church of great renown, devote to the minor pokemon god Ho-Oh. But one day, cloaked riders from beyond rode to the monastery and desecrated it. They slew all priests, destroyed the idols, and set the church aflame. Ever since that dark day, evil has gripped this fallen church, turning it into the most unholy sight around. It is said that the cloaked riders, upon finishing their onslaught, rode their black steeds into the fiery pits of Hell. Whatever the truth, this place is deadly.
Analysis
Navigation: Difficult
Arena Size: Above Average-Large
Danger Rating(10 Max): 8
Wild Pokemon: Misdreavus(Rare)
Hakasho [Graveyard] - The main part of the arena, the graveyard is by far the most intimidating and nerving arena of all. For a start, it is enormous; there is a mild fog that surrounds the entire section, making it fairly difficult to see. The ground is uneven in some places, so running can easily get a leg broken. Tombstones, statues, and all other kinds of markers and placed almost randomly, making it difficult to navigate successfully. The ground is made of dirt/slightly-wet mud, flecked with light grasses. The full moon is very clear here, although you can never see it through the fog. From here, the red light of the church is easy to see. The dark silhouette of the forest is also visible. The fog in the graveyard also has a strange aspect; it cannot be blown away. Whether the evil merely wants to hide in darkness, or it is too thick, Whirlwind and other aspects cannot blow it away. Another feature that can be recognized is the mausoleum. Somewhere in the south-westernmost portion of the arena is a small stone building, blocked with a large stone slab. The slab is very hard to move. Inside this stone 'shed' are four 'bunks' embedded into the sides. These 'bunks' each hold four sarcophagi, but the skeletons inside them have long sense become mostly dust. In the floor of the arena is a large hole, obviously chiseled by some tomb raider long ago. Entering this large crack is an opening in the ceiling of the Labyrinth. This is the burial site for the dead of PASBL. All the pokemon currently slain are:
Pokemon: Male Charmander
Owner: Celebipower
Level: 1
Death Type Accidental
Cause of Death: Charmander fell off a train and landed on a large spike. The spike pierced his chest, killing the pokemon instantly.
Biography: None
Ghost Description - Charmander looks like any normal Charmander, apart from being ghostly transparent. The most predominant feature is a large, bloodied hole in his chest that was caused by the spike it was thrust into. Charmander has legs, so it does not prefer to fly as much as ghosts without.
Pokemon: Male Sneasel[Doroboo]
Owner: The Mozz
Level: 3
Death Type Accidental
Cause of Death: Sneasel was blown apart in battle when he dived into an underground cache of large explosives. The entire arena was destroyed, and likewise Sneasel.
Biography - Sneasel is the black sheep of the Pokemon that I have. Not often used, this battler decided to make itself more of a force on the battlefield by increasing it's abilities. Watching matches, as well as training, has given him a new lease on life.
Special Technique: Tomeihane's Last Resort (Psychic)
While watching Tomeihane battle during a recent DFD match, Sneasel got an idea for a new signature move. Sneasel uses Psychic ability to get into the opponent's mind, and read their thoughts. The move lasts for 5 turns (starting next round), and while it's being used, Sneasel's evasion becomes considerably higher, as his mind will help him avoid attacks at a much higher rate. However, during these 5 turns, Sneasel may only use 2 2-attack rounds, as well as not able to use its 3-move combo during the 5 rounds. The move uses up some energy, but not a whole lot, as his moves are limited during this time.
Ghost Description - Sneasel is only half of what he once was. Now a floating torso, Sneasel is a terrifying sight to behold. Large chunks of flesh are missing from his arms and chest, and there are large gashes in his head. Sneasel is easily identified by having no lower body section; it was blown apart in the explosion which killed him. This mangled section drips ghostly blood, and Sneasel's spine extends to its full length like a ghostly tail. It twitches from time to time, and when close, drags along the ground. Sneasel flies in order to get from place to place.
Pokemon: Female Mr. Mime[Miriani]
Owner: Eternal Chaos
Level: 2
Death Type Accidental
Cause of Death: Mr. Mime was blown apart during a battle with the aforementioned Sneasel. When Sneasel dived into the explosives, Mr. Mime was killed in the ensuing detonation.
Biography:
Special Attack: Wall (Psychic)
Create a solid wall and throws it at the opponent, causing good damage on impact
Ghost Description - Mr. Mime is similar to Sneasel in damage. She lacks a lower body, although her spine was severed off shorter then Sneasels. She likewise has lost large portions on her torso, head, and arms, and she drips an eerie ghostly blood wherever she floats.
Analysis
Navigation: Advanced
Arena Size: Large
Danger Rating(10 Max): 10
Wild Pokemon: None
Kokueimori [Forest of Shadows] - East of the graveyard is the forest of shadows. It is a smaller section of the forest, and is easily distinguishable. It received its name from the countless shadows the moon projects against the trees. There are dirt pathways through the forests, and the trees are more spread apart. They are dark, but not as black and foreboding as the forest it connects too. Somewhat brown in appearance, these trees are gnarled and dying; and on occasion, the bark takes the form of a tormented face. The forest of shadows takes up only about 40% of the entire forest area. Around the southernmost area of the forest, still within the boundaries of it, is an enormous oak. This is the Shadow Oak, and it is the oldest of the trees in the forests. The Shadow Oak's roots in one spot open up, as if to welcome travelers into its bowels. This is another entrance to the labyrinth, sloping down into one of the many hallways. The forest of shadows can be set on fire and burned down easily, but it takes more power than setting a normal forest aflame.
Analysis
Navigation: Moderate
Arena Size: Medium
Danger Rating(10 Max): 3
Wild Pokemon: Noctowl(Rare)
Bakenomori [Forest of Ghosts] - To all those who enter this accursed place: Farewell.
The forest of ghosts is a terrifying place. Trees here are large, black, and tall; this unnatural growth was stimulated by the presence of ghost pokemon, their evil tainting the very forest in which they dwell. The dark forest trees cannot be climbed without resistance, and any fire attacks that touch them are neutralized. Vines sometimes hang from the trees, and other vegetation is very plentiful amidst the ground. The forest of ghosts has not true pathway; you have to navigate yourself through the spaces in the trees that forms some crude guideline. It is very eerie in here, as the moon is almost completely overshadowed. You see its white light through the enormous green leaves of the trees, giving a sort of twilight illumination. However, despite light you often get lost or meet dead ends. The forest of ghosts is best known for its ghost pokemon, who wander around here at random. Anyone who enters this forest is most certainly going to meet a ghost pokemon.
Analysis
Navigation: Near-Impossible
Arena Size: Large
Danger Rating(10 Max): 9
Wild Pokemon: Gastly(Common) Haunter(Common) Gengar(Common) Misdreavus(Common) Gengar King(Super-Rare)
Karite no Torunuma[Bog of the Reaper] - The Bog of the Reaper is yet another terrifying place. It was named for a flying skeletal ghost that used to slay all in the Nightmare Graveyard; a creature that wielded an enormous scythe. I must confirm that no such creature has existed, but if it did, it would only appear when a pokemon is near death to slay it. In more realistic terms, the bog of the reaper is an oddity. It combines some aspects of the swamp of evil and forest of ghosts, with some large, dying trees standing up amidst the murky water. These sometimes offer vines and vegetation, but otherwise the bog of the reaper is thicker flooded woodland. There is an unnaturally thick fog that lurks here, and the pools are deeper and thicker than the swamp of evil. Unlike its cousin, the bog of the reaper harbors few Will o' the Wisp, but many Dark Feraligatr. These large monsters possess all the strength and agility of an armored tank, and swim terrifyingly fast. Dark Feraligatr are more deadly that ghosts, if you want to believe it.
Analysis
Navigation: Moderately Easy
Arena Size: Small
Danger Rating(10 Max): 9
Wild Pokemon: Dark Feraligatr(Uncommon)
Gaiaku no Yachi [Swamp of Evil] - The swamp of evil is a much larger area than the bog of the reaper. It is a thick marsh with sticky mud and fairly dense fog. Despite the mud towards the banks of the swamp, it is easy to navigate. The trees here are much slimmer that previous ones, mainly because they are aquatic adapted plants. The boundary between this swamp and the bog is almost indistinguishable, and you gradually end up with less foreboding features. Will o' the Wisp, small ghostly balls, float around the swamp of evil. They try to avoid you, and offer a light damaging zap if you touch them. Ghost pokemon are known to, on occasion, appear here.
Analysis
Navigation: Easy
Arena Size: Large
Danger Rating(10 Max): 4
Wild Pokemon: Haunter(Uncommon) Gengar(Uncommon)
Meiru[Labyrinth] - The final aspect of the Nightmare Graveyard, the Labyrinth is a series of mazes deep underneath the church, graveyard, and part of the forest of shadows. The mazes were built underground out of stone; so trying to dig your way into them is near impossible. The hallways are as wide as an Onix and nine feet tall. It is much easier to find one of the three entrances and take that down, although each entrance opens up far apart from each other. The labyrinth is illuminated by torches lined down the hallways, making it the brightest arena of the Nightmare Graveyard. It is an Egyptian maze, and thus you will find the walls covered with hieroglyphics. The labyrinth has only one predominant feature; the center of the maze is an Egyptian pharaoh’s burial chamber. It is much larger and elongated than the confined hallways, and is very bright. Upon a raised dais is a large gold sarcophagus, depicting a sleeping pharaoh. Inside the coffin is the mummy of Cheops, the Egyptian pharaoh who ordered the construction of the great pyramid. Don't expect this mummy to rise and attack you; it won't. Another feature of the labyrinth is the Maulutor: An eight foot tall minotaur wielding a gigantic hammer. He wanders about the labyrinth searching for the battlers, and on the rare occasion he finds one, he will fight them until either he or they are destroyed. Navigating the labyrinth can be difficult, as you could get lost in its bowels forever. The labyrinth changes with each battle conducted in the Nightmare Graveyard. Wherever there are traps, it is the wrong way to your opponent.
Note: If you choose to start a battle in the labyrinth, you will automatically start in the center of the maze.
Analysis
Navigation: Extreme
Arena Size: Huge
Danger Rating(10 Max): 9
Wild Pokemon: Malutor(Super-Rare)
No souls were sold in the making of this arena.
Finally, I had my own custom arenas I made myself. However, they only consisted of the Kongo Jungle, SMB3 Grass Land, and Brinstar. I planned originally to use them in a 2 out of 3 match. Even then, the arenas needed much refining in my opinion, so yeah.Celestial Palace Battlegrounds
A star platform of pure, rainbow-colored crystal levitates smoothly in the air. Shrouded by a blanket of silvery stars, this arena is one of eternal night. The golden moon hangs brightly above. In the middle of the star platform lies a magnificent, towering palace, eighty meters tall, surrounded by lush, fragrant gardens and a large moat filled with crystal-clear azure water. The moat is eight meters wide and twenty meters deep. There is no bridge, but pokémon may cross over to the other side by other means. A silent Suicune resides here, keeping the water eternally pure and untaintable. Outside the castle doors, two mounted Rayquaza statues stare into the skies in stony silence, three meter sentinels of shining marble. Lining the garden paths are loose miniature stone Dratini statues, half a meter tall. They are very durable, not easily destroyed. They watch over the beautiful gardens.
Disruptive and destructive attacks to the arena such as Earthquake are strictly forbidden here due to the damage that they would cause. If a pokémon uses such an attack, the palace guards (three Houndoom) will attack the culprit until it is close to fainting. The well-trained Houndoom never attack unless a pokémon uses such a move. Of course, they could be provoked to attacking if they are attacked themselves. To prevent excessive damage to the castle and gardens, pokémon generally start off on the ground on the outer side of the moat, away from the inner part of the castle.
Since the arena is one of eternal night, any move that depends on the sun such as Morning Sun and Synthesis will always fail. In addition, Moonlight will be extremely effective. However, the use of Moonlight is strictly kept down to once per trainer per battle. If used any more than once, the guardian Mew will prevent the Moonlight's success and penalize the offender with a loss of health. The Mew serves as a protector; it will not allow the death of any pokémon, and will do all in its power to save any who undergo this threat.
Multi-colored meteor showers occur once every third round. If a pokémon is caught unprepared, the fist-sized meteorites might become a problem. However, at the beginning of the match, it will be decided whether or not the battlers want to deal with the extra meteor shower hazard. If they do not, a switch will be triggered to activate a barrier around the entire arena which shields pokémon from the meteorites. Weather changing moves such as Sunny Day, Rain Dance, Hail, and any other weather changing moves will serve no apparent use if the barrier is active. Tampering with the barrier's switch intentionally while the battle is going on will result in automatic disqualification.
Speaking of custom arenas, I'm thinking of making a seperate thread in the ASB Towers section to post custom arenas as a archive so that people can look it over whether they want to use them, or use it as a reference for whatever arenas they want to use.
-Chris R.
AYE ESS BEE
Shamshir/Wario/Joann/Mr. Larpus/Giant Enemy Crab (Xanthius)
Meliadoul/Shizuka/Roy/Pit/Taina
Celice/Anita/Asmodeus/Ferdinand
Elekid
Work It Harder Make It Better
Do It Faster, Makes Us stronger
More Than Ever Hour After
Our Work Is Never Over
because it seems like a cool Pokemon, and your one of the cooliest people in the ASB I know...Originally Posted by MeLoVeGhOsTs
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Well I like my Phantom gallon me and Dark tyranir used for are match, but I am also quit fond of bars, Schools, Casinos, Valcanos, and I am thinking about having a match in a Library next.... ^^::
~Charles legend
ASB VS Seeker Profile
“If at first the idea is not absurd, then there is no hope for it.” ― Albert Einstein
"The computer world is like an intellectual Wild West, in which you can shoot anyone you wish with your ideas, if you're willing to risk the consequences." --from Hackers & Painters: Big Ideas from the Computer Age, by Paul Graham
"To build a story world, the author must be part artist, part engineer, and sometimes part mad scientist.." --from Fundamentals of world building by Jessie Verino
“Let food be thy medicine and medicine be thy food.” - Hippocrates
I fought RL in a specialized arena called the Multidimensional Room, which teleported the fight to a few random places: Underwater City, Construction Site, Center of the Earth, Airplane in flight...I've revised, plan to start a challenge soon. And just ignore it DD- it was late, and I was bored.
[COLOR=red]Adoptees
ASB Team:Can you believe I only wanted 6?
Thanks, Saffire Persian!(If you like the banner, go ask her to make you one, too.)
ASBRPG Card
Ok Ace...
Wow, I have a new poke, and it's both, normal, and flying...although I didn't think my team was that bad off to fighters, KKahn is a good counterer, and I have ghost types that know psychic, and a psychic poke too, this poke should add much needed depth.
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~The Real Crystal Articuno~
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Thanks Charles
Well these are my arena's. Not really that great, but I like them.
*********MLG’ State Highschool.
A typical highschool. It has a large building complex with a variety on different classrooms, a great stone terrain, a comfortable grassy area with trees (also reffered as the ‘Schools Garden’), a basement that has soft sofa’s, it’s very dark in there though and a big fountain in the middle of the stone terrain. The rooftop of the entire complex is flat so suitable for battle, only reachable if you have a Flying pokemon or a pokemon that has the Teleport ability. The various classrooms all have their pros and cons:
Videoroom: All seats are spread to the back, rather open classroom ideal for close combat.
Chemistry room: Dangerous. Crowded with seats and a lab. Touching the chemical tubes and potions will resolve into a -5 HP loss. Touching the Ether on the end of the classroom, ontop of the high closet will result into a +5 Energy raise. Poison type moves get a +2 Attackpower boost. (Read: Not the pokemon, but the move.)
Aula/Theater: Big room with lots of seats. A typical aula, nothing special.
Basement: Rather open terrain, very dark and creepy. Dark and Ghost pokemon are advantidge here.
Rooftop: Flat and empty. Flying and Dragon pokemon get a boost up here. Falling off results in a -12 HP loss. (It is high, remember)
Moisty Forest: The schools forest, it is located one mile from the grassy area. Creepy place, the forest is not kept tidy by the janitor. Bug and Grass pokemon get a boost.
Gym: Wide open space. Fighting pokemon get a boost. It has various gym equipment that can be used to power up attack. (+1 attackboost)
Kitchen: The schoolkitchen. A dangerous place, without you expecting it. It has knifes, hot plates, all kinds of things to throw. Fire pokemon get a boost.
Circuitroom: A room that no-one is allowed in. How to get in, no one knows. Electric and steel pokemon get a boost in here.
Stone-courtyard: Comparable to the indigo stadium. Just a plain battle terrain, out of stone. The pond in the center gives water pokemon a boost and they regain health in it. (+2 HP)
All battles start on the right side of the fountain, on the stone floor.
If anyone would like to use them, go ahead ^^GHPF Arena
This arena is a highly dangerous Arena as the setting is 'Gengars and Haunters Pokemon Forum'. Its a virtual world that contains all kinds of different settings.
You have 4 different aspects of the arena.
Announcements Chamber: A rather easy going part of GHPF. Its a plain field with 8 speakers. At random times these speakers will hurl various sounds at you, infliction various damage and/or recovery.
Team Rating chambers: Three very high towers in the center of a grassy field. You can get flamed at by spirits that will result in a -7% Health loss.
Dark Chamber: A dark dungeon with mystical powers, only second stage evolution pokemon can enter here. Not much is known about it, except for the fact that moderators control it.
Games Chamber: The pride and joy of GHPF. ANYTHING can happen here. There is a black virtual portal between the three Team Rating towers, once you enter there you land in a square chamber that is completely white. There is no floor nor ceiling, you can walk on the walls and all attacks go in a circle, so beware when you fire an attack, because they might go round when they miss and finally arrive in your back. You can get an energy or health boost, energy or health decrease a OHKO all from outside effects. Beware when entering this part of GHPF, it's the most dangerous part off all.
Each battle starts in the Announcement Chamber
Don't worry RL and MLG, Watcher will prove himself, plus, I'm looking at Kecleon,Rattata,Snorlax,Teddiursa too....thinking about having all normal team, with like 1 or 2 of every other type. Can you believe I actually think I could beat people with Dunsparce?(yes I do believe I can use it's moveset)
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~The Real Crystal Articuno~
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Dan next time you're online we'll have a big long chat and we'll try and sort out Gym Leaders. I can see them coming into effect after the Tournaments are finished (one is in the final stages already). Personally I would pick a Gym Leader on things like politeness, expirience, etc etc. But I'm warning some people - being a Gym Leader in the Old ASB doesn't warrant being a Gym Leader this time around, so don't get cocky.
Abilities will be introduced, it seems - many know I'm a keen "No to Abilities" person but if they're to be implemented then we'll host a test run in the future and fine-tune abilities. Like in the games, however, when you buy a Pokemon I think you can choose what ability to have - In the games you can catch Lotads all day until you get one with the rain dish ability. But currently owned Pokemon will get one at random.
Also we might incorporate a Gym Leader challange but let's see how everything turns out with tournaments first.
Edit: Eurgh!
Electabuzz evolution? *cries* it looks like a Team Rocket Mecha -_-
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Contest fic
*Chapter 37 up*
Posted September 22nd, 2013
________________________________________________
Hmmm, I've been looking for a flying pokémon but I can't decide between 2.
One being the ancient Aerodactyl and the other being Natu/Xatu.
Although Aerodactyl provides the easily reached last form (duh), Xatu has a pretty decent move pool with which I should be able to annoy my opponent.
Anyone got a clue which one I could use better (prefered responses from people that fight/fought/saw me fight me since they might have some knowledge of my fighting style)
Edit: buzzlution? sweet *drool*
[color=silver]Oh dear god. What they feck is THAT!? *cries with Chris* Urrrrgh... I feel sick...
Ooh, Gym Leaders! Hooray! That'll be fun!!
Aw, I'm an Aipom! Bless... *pats on head*
And where have all you Belgian people sprung up from!? *gapes*
Silencer, I have a Xatu (yet to be used) but Natu is quite good in battle. I thought 'oh no!' When I got it, but Teleport is very handy and there's a nice amount of flying moves too.
this is hell
we have a little something called integrity
Weasel Overlord says:
spanner cock?
DAMN no!!! it looks so stupid! *cries*
Hmmm, if electabuzz evolves maybe we'll also get a magmar evolution?
Edit: does it seem to anybody else that it will be an electric/fighting type? Maybe elekid will be able to evolve 2 ways?
I hope so.
As for your conumdrum....I think Aerodactyl suits you more. It has a wider range of attacks and is a lot bigger. It can take on a variety of different Pokemon.
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Contest fic
*Chapter 37 up*
Posted September 22nd, 2013
________________________________________________
I would love to be your lab rat for the testing of Abilities Chris and Dan!!
In the video games, I thought if a pokemon had 2 traits, it had both?
In PCG...AC/CC, when you get a pokemon, you choose what trait it has, which I like, due to certain pokemon needing the trait of levitation, etc...
New Electabuzz...oh God...
Oh, and I read: "Pachirisu has a new attack called Discharge" DO I REALLY NEED TO SAY MORE??
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~The Real Crystal Articuno~
Looking for AC/CC battles, PM me...
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[color=silver]A question to all the refs here. Does anyone else think it'd be helpful to have the Powers and Accuracies of moves laid out in numbers in the Attack List Beta? It's certainly save a lot of window opening and Serebii-searching, anyway.
Just like;
Water Gun (enter description, blah) Power 40, Accuracy whatever it is. That way, it's all in one place...
this is hell
we have a little something called integrity
Weasel Overlord says:
spanner cock?
only problem is...not all refs aggree...I'm fighting Blade with Darktyranitar as ref...thunder does 12% as it's base in the game is 120, Rockslide does 8%(BP75), but SE will only do 12%, not 15%
I'm now using a 4X effective Thunder...will it do 48%...I highly doubt it, but I would like to think it will do caps...
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~The Real Crystal Articuno~
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[color=silver]But if only the base powers from the game were put in, it could still be up to the ref to decide. I mean, I work out my damage by looking at the base game power, and then add caps if they're necessary for a STAB or 4x effective move, so it'd be up to the seperate ref to decide what the actual damage would be.
My main problem is having to look up every move whose power I can't remember. And my memory is terrible.
this is hell
we have a little something called integrity
Weasel Overlord says:
spanner cock?
I don't even ref, but when I post attacks, I look at psypokes.com they have everything you could need, with exception to our ASB definitions...
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~The Real Crystal Articuno~
Looking for AC/CC battles, PM me...
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*stares at the Electabuzz-based Pokemon*
O_O
OMFG.
What, in the blue hell is that?
If that's supposed to be the final stage, or the alternate stage evolution of Elekid/Electabuzz, then I'm definitely not evolving Elekid, period. Which...doesn't matter, since I don't plan on evolving Elekid in the first place.
Elekid: ...Kid... D:
-Chris R.
AYE ESS BEE
Shamshir/Wario/Joann/Mr. Larpus/Giant Enemy Crab (Xanthius)
Meliadoul/Shizuka/Roy/Pit/Taina
Celice/Anita/Asmodeus/Ferdinand
Elekid
Work It Harder Make It Better
Do It Faster, Makes Us stronger
More Than Ever Hour After
Our Work Is Never Over
DD: Erm I don't know who our lab rats are yet...but thanks...
Weasel: Power for attacks is difficult. After a while of reffing you get a sort of feel for approximately how much an attack would do. If you need any help PM me or another ref and I'm sure they could help you out.
As for 4X effectiveness, you should all know that a double weakness to something doesn't mean double damage. That's just ridiculous. Usually a double weakness adds a few % to the power of the attack.
Anyway that's all I can think about saying atm.
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Contest fic
*Chapter 37 up*
Posted September 22nd, 2013
________________________________________________
Ok, well, it's been a long time since I reffed...lol...but a gyarados in the rain, getting hit by thunder...eep!!
Also, with attack power...so many more things are involved with ASB, compared to the video games...strength, stamina, arena, battle conditions...the list goes on...for example, Brick Break has a base power of 75, probably 8% here in ASB, but, if the pokemon is punching a steelix, or if the pokemon has damage to it's arm...it's going to drop a bit, and may even hurt the user, things not involved in the games. While I remember this example too...Seismic toss, along with a few other moves do damage based on level, hypothetically, since the pokes can use any move, they are Lv.100, there are no levels here, but how much does it do?(Nightshade is the same)
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~The Real Crystal Articuno~
Looking for AC/CC battles, PM me...
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Uh, for the record, Tamanta is the confirmed pre-evolution of Mantine.Originally Posted by Chris 2.0
Weavile and Dorapion are definitely two Pokemon I'll have to add to my ASB team eventually, if I'm still around (for your information guys, I'll be going to college in the fall so my time here will be shorter, I'll eventually give a full explanation in the Absence Tower).
Knight of Time
Legend of Zelda fan for life.
Owner of the Zelda Unown Trophy (2011), the Gamer Unown Trophy (2012), the Hangman Trophy (2014), the Have you played this game? Unown Trophy (2015), and the Hard Worker Trophy (2019)
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Kyle I knew it was a pre-evo ^^ That thing screams Pre-evo!
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Contest fic
*Chapter 37 up*
Posted September 22nd, 2013
________________________________________________
Bwahahahahaha, I need no evolution...see what happens when you screw with a KKahn...
Oh, and whatever happened to Dan's Lottery idea?
Oh, and are Jolteon100 and I the only Kahn users?
I used to be better with Chansey, but now, I seem to be more evil with Feizhi, maybe I need another KKahn on my team, LOL
MLG, would you consider Kangaskahn UU?
[SIZE=4]
~The Real Crystal Articuno~
Looking for AC/CC battles, PM me...
My Adopties
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Kangaskhan is borderline. He's still UU however.Also, I smacked Jolt100's Khan with my Slowbro btw
That evolution looks hideous. Yuck. Although when you see the white, blank form that Serebii puts op on it's '4th generation page' it looks alot cooler.
Also, Gymleaders would be awesome. I'd MUCH MUCH MUCH rather have Gymleaders then Abilities. I'm not to keen on Abilities as the whole 3th generation.
Oldschool UU ftw.
well then, it looks like at some point, I'm going to have to bring KKahn's good name back, and beat your slowbro...
[SIZE=4]
~The Real Crystal Articuno~
Looking for AC/CC battles, PM me...
My Adopties
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Thanks Saffire Persian for the rad banner!!