The usefulness of this thread will become apparent later as I roll out a surprise. In the meantime I will keep this stickied for a week. Basically if you have an Arena you really like, create a post and register your arenas. Please don't make multiple posts, just make the one and edit it in with any new Arenas you come up with. I'll be adding mine shortly.
Please only post arenas you are proud of and would battle in again.
This is supposed to represent your best thought out works.
When you post arenas, include their details and information as to what types they might favor. There are four characteristics of a good arena posting:
Field Type, Complexity, Format, and Restrictions.
Field Type Examples might be:
Field Type: Neutral (For Arenas that favor no particular type like the Tournamena Arena)
Field Type: Ground (For Arenas that lack water, grass, or ice elements and allow all Ground-type moves)
Field Type: Water/Ground/Poison (For Arenas that have a more complicated set-up that favor specific moves carried most often by specific types)
The Arena's complexity might also be a factor. Arena Complexity Examples might be:
Complexity: Simple (For no holes barred arenas that allow all attacks)
Complexity: Moderate (For arenas that block out weather or certain other moves, or otherwise have strong specific effects)
Complexity: Intense (For arenas with far-reaching, often powerful and strategy-altering effects)
Finally, some Arenas are more suited to different combat Formats. Examples might be:
Format: All (For Arenas that play the same in basically all styles of play)
Format: Singles (For Arenas that are enclosed and suitable mostly for 1-on-1 encounters)
Format: Multiples (For Arenas that shine in doubles or greater matches)
Format: Melee (For Arenas that are large, expansive, and more suitable to large melee-style battles)
Note that a Format doesn't enforce such rules, it merely provides a baseline for what kind of battles would be most enjoyable.
Restrictions are very diverse and can have many elements. Here are the most common ones:
No Weather (Either in part or specific weathers like Rain or Hail)
Artificial Field (usu. completely indoor arenas with no natural objects like rocks or grass. Note that many Pokemon can use dust, cause arena damage, or even use their own bodies to bring in natural elements that don't immediately exist)
Limited Ceiling (usu. completely indoor arenas or arenas with a fairly low vertical barrier of another kind, restricts Fly and aerial evasiveness)
No Digging (Arena cannot be Dug through)
No Seismic Attacks (Arena cannot be affected by moves like Bulldoze, Earthquake, Magnitude, and Fissure)
No Water Source (No water is available for Surf, Dive, etc.)
Arenas like the Tournament Arena fall under the categories of Neutral Field Type, Simple Complexity, All Formats, No Restrictions.
So in sum this is the format:
Here are some of mine to give you an idea of what to post:
Deck Knight's Arenas:
Please only post arenas you are proud of and would battle in again.
This is supposed to represent your best thought out works.
When you post arenas, include their details and information as to what types they might favor. There are four characteristics of a good arena posting:
Field Type, Complexity, Format, and Restrictions.
Field Type Examples might be:
Field Type: Neutral (For Arenas that favor no particular type like the Tournamena Arena)
Field Type: Ground (For Arenas that lack water, grass, or ice elements and allow all Ground-type moves)
Field Type: Water/Ground/Poison (For Arenas that have a more complicated set-up that favor specific moves carried most often by specific types)
The Arena's complexity might also be a factor. Arena Complexity Examples might be:
Complexity: Simple (For no holes barred arenas that allow all attacks)
Complexity: Moderate (For arenas that block out weather or certain other moves, or otherwise have strong specific effects)
Complexity: Intense (For arenas with far-reaching, often powerful and strategy-altering effects)
Finally, some Arenas are more suited to different combat Formats. Examples might be:
Format: All (For Arenas that play the same in basically all styles of play)
Format: Singles (For Arenas that are enclosed and suitable mostly for 1-on-1 encounters)
Format: Multiples (For Arenas that shine in doubles or greater matches)
Format: Melee (For Arenas that are large, expansive, and more suitable to large melee-style battles)
Note that a Format doesn't enforce such rules, it merely provides a baseline for what kind of battles would be most enjoyable.
Restrictions are very diverse and can have many elements. Here are the most common ones:
No Weather (Either in part or specific weathers like Rain or Hail)
Artificial Field (usu. completely indoor arenas with no natural objects like rocks or grass. Note that many Pokemon can use dust, cause arena damage, or even use their own bodies to bring in natural elements that don't immediately exist)
Limited Ceiling (usu. completely indoor arenas or arenas with a fairly low vertical barrier of another kind, restricts Fly and aerial evasiveness)
No Digging (Arena cannot be Dug through)
No Seismic Attacks (Arena cannot be affected by moves like Bulldoze, Earthquake, Magnitude, and Fissure)
No Water Source (No water is available for Surf, Dive, etc.)
Arenas like the Tournament Arena fall under the categories of Neutral Field Type, Simple Complexity, All Formats, No Restrictions.
So in sum this is the format:
Arena: <Arena Name>
Field Type: <Field Type>
Complexity: <Complexity>
Format: <Format>
Restrictions: <Any factors that would influence move usage>
<Special Instructions on the actual posting of the arena may be placed here if applicable.>
Description:
<A description of the arena. This will include other effects not listed in Restrictions, so refs must pay attention to it.>
Field Type: <Field Type>
Complexity: <Complexity>
Format: <Format>
Restrictions: <Any factors that would influence move usage>
<Special Instructions on the actual posting of the arena may be placed here if applicable.>
Description:
<A description of the arena. This will include other effects not listed in Restrictions, so refs must pay attention to it.>
Here are some of mine to give you an idea of what to post:
Deck Knight's Arenas:
Arena: Pokemon Chess Board (Open Field)
Field Type: Neutral
Complexity: Intense
Format: Multiples
Restrictions: None
Ref Instructions: In an Open Field, only the person who selects this Arena will send you a PM. Their opponent then selects out of their entire team. Once you receive the Pokemon of the Trainer that chose this Arena, you may put up the thread and VM their opponent.
Description:
The Pokemon Chess Board is an intricate arena, the effects of which change based on the Pokemon used. It is set on an artificial field consisting of alternating 8x8 black and white squares about 5 square feet each. All Attacks can be utilized, as the chess board will create any necessary element for the attack. Be warned that effects will disappear after each action and will have to generated from scratch, so the arena for example cannot be flooded out, even if Rain is summoned. Weathers still last their full duration and have all their other battle effects.
The Arena benefits or handicaps players based on the Pokemon they select in the following ways:
Field Type: Neutral
Complexity: Intense
Format: Multiples
Restrictions: None
Ref Instructions: In an Open Field, only the person who selects this Arena will send you a PM. Their opponent then selects out of their entire team. Once you receive the Pokemon of the Trainer that chose this Arena, you may put up the thread and VM their opponent.
Description:
The Pokemon Chess Board is an intricate arena, the effects of which change based on the Pokemon used. It is set on an artificial field consisting of alternating 8x8 black and white squares about 5 square feet each. All Attacks can be utilized, as the chess board will create any necessary element for the attack. Be warned that effects will disappear after each action and will have to generated from scratch, so the arena for example cannot be flooded out, even if Rain is summoned. Weathers still last their full duration and have all their other battle effects.
The Arena benefits or handicaps players based on the Pokemon they select in the following ways:
- If one player has more fully evolved Pokemon than the other, each of that player's Pokemon will lose one Rank in each stat (including HP), as well as 20% of their speed. Pokemon in their second of three stages do not count as fully evolved for this purpose.
- If a player's active Pokemon share like weaknesses, all of the shared weaknesses of that player's active Pokemon will be reduced to 2x, regardless of their ordinary severity.
- If a player's active Pokemon share like STABs, the STAB bonus of that STAB is increased by 1.
- If a player's active Pokemon share like Attacks, the Base Attack Power of those shared attacks is increased by 1.
Arena: Muckraker Swamp
Field Type: Ground/Water/Poison
Complexity: Moderate
Format: All
Restrictions: None
Description:
This old bayou is the home of the lowest scum on earth: paparazzi and attack journalists. Don't be surprised if the next candidate for the Edward R. Murrow Award shows up with his flash camera. Deep in this scummy pond, the Kingfisher scuttles about doing his dirty deeds and everyone follows. But enough about the history, Muckraker Swamp is used for a reason: it has the ideal topography for finding sleaze.
The bayou is about two (2) feet deep in swampy muck. The muddy material is interspersed with trees whose roots delve below the floor. Their leaves provide a kind of canopy for the arena, but the actual spacing between each tree is fairly large, about fifteen (15) feet each at the bases. Although the arena is moist, the ground underneath the muck is solid enough for seismic attacks to work. The muck disgusts Pokemon that aren't used to it, and will inflict Toxic Poisoning on any Pokemon that doesn't learn Mud Sport, Mud-Slap, Mud Shot, Mud Bomb, or Muddy Water in its Level-Up movepool. The only other alternative is flying or floating above it, or otherwise being immune to Poison. Be careful though, as if the Pokemon is knocked in the swamp (hit by a Weight-based or Size-based move from a Pokemon two (2) weight/size classes above it, or by a "throw" move), it will be inflicted with Toxic poisoning.
Field Type: Ground/Water/Poison
Complexity: Moderate
Format: All
Restrictions: None
Description:
This old bayou is the home of the lowest scum on earth: paparazzi and attack journalists. Don't be surprised if the next candidate for the Edward R. Murrow Award shows up with his flash camera. Deep in this scummy pond, the Kingfisher scuttles about doing his dirty deeds and everyone follows. But enough about the history, Muckraker Swamp is used for a reason: it has the ideal topography for finding sleaze.
The bayou is about two (2) feet deep in swampy muck. The muddy material is interspersed with trees whose roots delve below the floor. Their leaves provide a kind of canopy for the arena, but the actual spacing between each tree is fairly large, about fifteen (15) feet each at the bases. Although the arena is moist, the ground underneath the muck is solid enough for seismic attacks to work. The muck disgusts Pokemon that aren't used to it, and will inflict Toxic Poisoning on any Pokemon that doesn't learn Mud Sport, Mud-Slap, Mud Shot, Mud Bomb, or Muddy Water in its Level-Up movepool. The only other alternative is flying or floating above it, or otherwise being immune to Poison. Be careful though, as if the Pokemon is knocked in the swamp (hit by a Weight-based or Size-based move from a Pokemon two (2) weight/size classes above it, or by a "throw" move), it will be inflicted with Toxic poisoning.
Arena: Earthen Crater
Field Type: Ground/Rock
Complexity: Moderate
Format: All
Restrictions: No Rain Dance or Hail, No Water Source
Description:
A dry, hollowed out crater in the middle of the desert. The sun is always shining on this desolate wasteland, immortalized in time with a rocky stillness. The large arena is pockmarked with multiple meteor impacts, creating a craggy, difficult terrain. The crater forms a bowl that sharply inclines toward the center. The crater itself is about 50 feet in diameter. Rain and Hail may not be summoned in the arena, and its natural state is bright, but not particularly hot.
Field Type: Ground/Rock
Complexity: Moderate
Format: All
Restrictions: No Rain Dance or Hail, No Water Source
Description:
A dry, hollowed out crater in the middle of the desert. The sun is always shining on this desolate wasteland, immortalized in time with a rocky stillness. The large arena is pockmarked with multiple meteor impacts, creating a craggy, difficult terrain. The crater forms a bowl that sharply inclines toward the center. The crater itself is about 50 feet in diameter. Rain and Hail may not be summoned in the arena, and its natural state is bright, but not particularly hot.
Arena: The Bosses' Way
Field Type: Ground/Electric
Complexity: Intense
Format: Singles
Restrictions: Limited Ceiling, Artificial Field, No Weather, No Water Source, No Digging
Description:
The arena is in a darkened, concrete indoor Gym with a large throne chair placed on top of a stone balcony with two flanking concrete brickwork stairwells on either side. In front of this lies a standard Gym floor pattern, with a twist. The arena is lined by six (6) surrounding blue orbed poles that generate an electric field that keeps the Pokemon inside the 20 W x 40 L X 15 H (feet) arena. If any Pokemon other than an Electric or Ground type hits the barrier [they can be knocked in by Weight-Based moves from Pokemon two (2) or more weight classes higher or moves with greater than 10 Total BAP.], they will suffer four (4) HP damage. Resistance to electricity will reduce this damage by two (2), while Weakness to electricity will increase it by two (2).
Because it is enclosed, weather moves will not work in this arena. It has no water sources and the concrete is too thick and musty to be dug through. The arena has fairly low natural lighting, but most Pokemon can see just fine, and if the electric field is hit it will generate light.
Field Type: Ground/Electric
Complexity: Intense
Format: Singles
Restrictions: Limited Ceiling, Artificial Field, No Weather, No Water Source, No Digging
Description:
The arena is in a darkened, concrete indoor Gym with a large throne chair placed on top of a stone balcony with two flanking concrete brickwork stairwells on either side. In front of this lies a standard Gym floor pattern, with a twist. The arena is lined by six (6) surrounding blue orbed poles that generate an electric field that keeps the Pokemon inside the 20 W x 40 L X 15 H (feet) arena. If any Pokemon other than an Electric or Ground type hits the barrier [they can be knocked in by Weight-Based moves from Pokemon two (2) or more weight classes higher or moves with greater than 10 Total BAP.], they will suffer four (4) HP damage. Resistance to electricity will reduce this damage by two (2), while Weakness to electricity will increase it by two (2).
Because it is enclosed, weather moves will not work in this arena. It has no water sources and the concrete is too thick and musty to be dug through. The arena has fairly low natural lighting, but most Pokemon can see just fine, and if the electric field is hit it will generate light.
Arena: Rage Battlefield
Field Type: All Types
Complexity: Moderate
Formats: All Formats
Restrictions: Allows only offense-boosting self/ally attacks, damaging attacks/combinations on opponents, and Commands.
Description:
An ancient battlefield that has at its core the very essence of war. This otherwise neutral field with rocks and grass at the core and a small moat of water surrounding the arena cries out for more destruction, cursing all who enter it. It is known only by the dim, dusty fog that forever looms over it. The battlefield puts Pokemon into a state where only their most basic survival instincts remain intact.
The battlefield prohibits all Attacks except for two kinds: Attacks on the self or allies that increase offensive potential (Atk/SpA/Spe/Acc Stat-boosts, Focus Energy, Helping Hand, etc.) and damaging attacks targeting the opponent. The battlefield prohibits suspending offensive evasive actions. Non-damaging attacks may be used via combination with a compatible damaging attack. All Commands may be used on the battlefield as they are part of a Pokemon's basic instincts.
Summary: Very straightforward. Attack or be attacked, raise your strength or fight head on, defense is not an option. There is only instinct.
Field Type: All Types
Complexity: Moderate
Formats: All Formats
Restrictions: Allows only offense-boosting self/ally attacks, damaging attacks/combinations on opponents, and Commands.
Description:
An ancient battlefield that has at its core the very essence of war. This otherwise neutral field with rocks and grass at the core and a small moat of water surrounding the arena cries out for more destruction, cursing all who enter it. It is known only by the dim, dusty fog that forever looms over it. The battlefield puts Pokemon into a state where only their most basic survival instincts remain intact.
The battlefield prohibits all Attacks except for two kinds: Attacks on the self or allies that increase offensive potential (Atk/SpA/Spe/Acc Stat-boosts, Focus Energy, Helping Hand, etc.) and damaging attacks targeting the opponent. The battlefield prohibits suspending offensive evasive actions. Non-damaging attacks may be used via combination with a compatible damaging attack. All Commands may be used on the battlefield as they are part of a Pokemon's basic instincts.
Summary: Very straightforward. Attack or be attacked, raise your strength or fight head on, defense is not an option. There is only instinct.
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