Stock Arenas for ASB

Just a growing list of arenas, ranging from the bog-standard to the simple but scenic to the quirky and challenging to the brain-hurtingly complex. These aren't only here for my own reference; if you see one you like, you are more than welcome to use it as is or adapt it to your needs.

Basic Arenas

Plain and simple arenas with minimal distractions/sections and few to no complicated rulings. Great for those times when you just want to bang out a no-nonsense battle in a hurry.

None yet, sorry.

Scenic Arenas

These don't have many complicated quirks or rulings, but the setting is more involved and there are more areas of the arena for the Pokémon to interact with: caves to hide in, rocks to push over, platforms to stand on, things like that.

None yet, sorry.

Quirky Arenas

The arenas' locations may or may not be complex, but they come with some interesting sets of default rulings and conditions that could spice up any battle. (You can, of course, take the rulings/conditions listed here and attach them to any other arena if you think you can swing it.)

 

Doctor Kaminko's Experimental Stadium, Arena #44

I suppose I was in an... Orre-ish mood one day, and I felt like drumming up an arena that involved some sort of crazy contraptions that would make the good doctor proud. This is the result; it's best played with no damage caps, in my opinion, because when you've got all the energy you could ever want, holding back is no fun at all! I'll probably make a few more in a similar vein. Dr. Kaminko is too entertaining not to milk for as many ideas as possible.

---

Any claims that Doctor Kaminko does not test his Pokémon-related inventions before revealing them to the public (a public that is obviously too simple to appreciate their sheer genius) are, of course, entirely false. In fact, the Doctor has a dedicated space beneath his secret laboratory for just this purpose--his experimental stadium. At first glance it appears to be a fairly plain arena, with the standard clay floor, small pool for water-types and a weather generator that will respond to any weather-inducing commands. A few button presses and switch flips, however, and the Doctor can produce anything from a plethora of his newest battle-based creations to make things more... interesting. Kaminko regularly invites trainers down to his facility to help him test his new experiments, assuring them that of course their Pokémon will be perfectly safe and that of course there will be ample compensation for their time. Most of the Orrean trainers know better than to take his claims at face value, but there's no reason for a few gullible eager outsiders not to trust him, right? Besides! Shiny new toys! Who could possibly resist!

The arena that Kaminko has chosen for today's battle, number forty-four out of sixty-three, is fairly simple as his bizarre challenges go. The battlefield itself does not change much when he activates it, forgoing #3's Poké-Poles™ falling from the ceiling and #61's small herd of Tauros sporting his Pokémon Mood-Altering Keclenses™ (currently stuck on angry red) for wide, open space. The battlers are going to need plenty of room and minimal distractions, after all--with all the energy they'll have to burn, they'd probably tear something down if they were in a smaller space. For today, all Pokémon involved will be wearing Kaminko's new Ever-Energy Adrenapacks™.

The Adrenapacks provide each Pokémon with literally unlimited energy, allowing them to attack with abandon and without fear of exhausting themselves. The experiment is intended to see what Pokémon are capable of doing when allowed to battle on and on without interruption, but perhaps the Adrenapacks give the Pokémon a little too much juice. They are prone to releasing extra surges of energy that can actually harm the Pokémon wearing them, causing 3% typeless damage to each Pokémon at the end of most rounds and 5%/round if their health is below 33%. Additionally, the constant influx of energy makes the battlers incredibly nervous and restless, preventing them from focusing on moves that rely on calming down or relaxing (i.e. calm mind, amnesia), being lulled into complacency (i.e. attract, flatter, charm) or falling asleep.

Outside the Battle Arena

This is a good one for faster battles, as it has a limit on the maximum number of rounds each Pokémon can participate in before it forces an end; it's also very open and fast-paced. The challenge details, such as DQ time and number of Pokémon, don't really matter (the arena as listed assumes single battle, 3-on-3), but it might be more fun with no damage cap and few to no banned moves. You only have a few rounds to influence your score, after all, so why not give yourself as many opportunities to boost your score and lower your opponent's as possible?

---

The battle takes place right outside the Battle Frontier's Battle Arena facility, out in the open air. The immediate area is covered in nicely manicured grass and a few flowers. The Arena building itself is surrounded on three sides by water and a small pond sits on the other side of the battlers, so water moves can be used and Water-types that need to swim can do so. The battlers cannot move away from the immediate area, so heading towards the plaza or another facility is forbidden. Maps of the general area can be found on this page.

Since this match is happening so close to the Arena, it seems such a shame not to follow Greta's rules... or, at least, a variation on them. As such, both battlers will send out their Pokémon and attack for three battle rounds (a total of 9 attacks per Pokémon) before the ref calls a halt. After the three rounds both Pokémon are recalled and unable to continue in the current battle, and their current health, energy and status are noted for later. Both trainers will then send out their next Pokémon and continue for the next three rounds. At the end (which should be nine total rounds), the health and energy of all Pokémon is totaled and whichever trainer has the highest score wins.

The following rules also apply:

-If a Pokémon has fainted, either due to HP loss OR energy loss, the battle stops right where it is (even if it has not yet been three rounds) and both Pokémon are recalled. Fainted Pokémon DO still count toward the final score, but as either their health or their energy is at 0% they won't add anywhere near as much.

-If, at the end of the three rounds, a battler is afflicted with a status condition, that condition detracts from their final score as follows:

If the Pokémon has more than one status condition, only the first one they were afflicted with detracts full points; all others afterwards only detract five, no matter what they are.

As an example of how scoring works: Trainer A sends out a Treecko and Trainer B sends out a Turtwig. Treecko and Turtwig battle for three rounds; Treecko finishes with 64% HP and 72% energy and Turtwig finishes with 71% HP and 59% energy. Treecko has also been poisoned by Toxic. Both Pokémon stop battling and so their scores would look like this: Turtwig (71H + 59E = 130), Treecko (64H + 72E - 15 [poison] = 121). Therefore, Trainer B (Turtwig's trainer) would have the lead with 130 points over 121.

As far as TCoDASB battles are concerned, experience is determined like this: all Pokémon get the usual 1 experience point for being sent into battle, and if one Pokémon actually knocks another out it will get the 1 experience point as normal. If neither Pokémon faints at the end of three rounds, the one with the lower score (Treecko in the above example) is considered knocked out for the purposes of experience, so Turtwig would get the extra 1 exp.


The Cave of Dragonflies Animé-Style Battling League

I honestly don't know what I was thinking when I designed this one, but let me tell you those freaky warp-walls sure can come in handy. I might not have won this really close battle against Chiropter if they hadn't been so useful. Of course, my Pokémon might not have gotten so badly screwed over themselves, either... eh, any good arena is a double-edged sword. Anyway, I modeled it after the structure of the subforums the main ASB forum had at the time; after the database wipe the ASB School forum was never brought back, but the battle was already underway, so. The DQ, damage caps, number of Pokémon, banned moves and things like that shouldn't have any effect on the arena, so set them to whatever you like.

---

The Pokémon battle in a large and mysterious triangular room. The ceiling is infinitely high, so flying is allowed, and there's enough room to accommodate Pokémon like Wailord. The floor is made of a thick and sturdy but somewhat malleable material that can be used for moves like Rock Tomb, although any rocks, etc. formed are made of weirdfloor, not stone or whatever, and so will be changed to Normal-type. Other than this, there is nothing particularly special about the room itself... other than the fact that its three walls are not solid but actually portals to different parts of the ASB universe. Passing through each wall by any means (intentionally, thrown through, etc.) will cause the Pokémon to enter that universe just long enough for something to happen before it is warped back:

The ASB Central wall (colored red)- the Pokémon suddenly appears in a busy, bustling metropolis full of people and Pokémon dashing around to the bank, various businesses, etc. Pokémon with a base speed of 80 or higher are fast enough to dodge through the swarming crowd but must expend 5% energy to do so. Pokémon with a base speed of 79 or lower aren't quick enough to escape the rush and so take 5% damage from being knocked around. (Ref, check an online Pokédex like Veekun if you don't know the base stats.)

The Tournaments and Gym Battles wall (colored blue)- the Pokémon suddenly appears right in the center of the stage just as a well-loved coordinator and their Pokémon are making a spectacular appeal for the Grand Festival. The Pokémon's surprise arrival startles the performing Pokémon so badly that it can't perform its appeal; this disappoints the audience so much that they boo and hiss vehemently and throw things at the offender. While this does no damage, it makes the offender feel so incredibly guilty and unloved that it cannot perform its next action.

The ASB School wall (colored yellow; this is a garishly ugly room, isn't it?)- the Pokémon suddenly appears in the midst of a small group of decrepit buildings. It looks like an abandoned school campus of some sort. It seems there is nothing here... but there is also an air of extreme displeasure at your arrival. There is a 50% chance of nothing happening and the Pokémon is simply returned to the battle; if the other 50% comes up, an angry Sneasel leaps out from behind a building, a voice shouts "BEGONE!" and the Sneasel attacks the offender with Poison Jab. This does no damage, but the offender is now moderately poisoned. (Steel-types, Poison-types and Pokémon with the ability Immunity cannot be poisoned, as normal.)

I mention the colors of the walls so you can orient yourselves and more effectively use the walls in your strategies. If it actually helps. I don't know.


SWEET JESUS WHY Arenas

Highly-detailed, super-complex and crazy-dangerous arenas, often with equally crazy rules. Not for the faint of heart, weak of stomach or short of memory, as there's a lot to keep track of when you're battling in one of these sick puppies.


The Castle Oubliette

Why the word "oubliette" popped into my head all of a sudden while creating this page I do not know, but I'm glad it did. I like this idea. :) It doesn't have any super-fancy rules per se, but the incredibly tiny space available should make it hellish enough without any complicated restrictions other than those imposed by the nature of the arena itself. Hooray for claustrophobia?

---

The oubliette is a tiny, cramped room sunk into the floor, buried far beneath even the castle's foundations. It's about six feet wide, eight feet long and eight feet high, so only small- to medium-sized Pokémon can fit inside. The entire room is made of heavy, indestructible stone--none of it can be dislodged or moved for things like Rock Slide or Dig, and there's nothing to shake if Earthquake is used. There is also no water or sand or anything like that available for use in moves like Surf or Sand Tomb, and all weather moves will fail because the sky is completely inaccessible. There are no doors or windows, the only way in and out being the long, slick and narrow tunnel leading up about 30 feet up to the dungeon above. (And the steel trap door is locked from the outside.) The only light comes from a single torch, flickering weakly in the room's north wall; the arena is quite dim already, so I would advise against putting it out unless you want to risk bumping into stone walls in total darkness.

And good luck dodging attacks, flying around or building up speed--the tight, uncomfortable space makes anything more than hopping around and swinging some moderate punches understandably difficult. Anything larger than a Pichu is going to need to rethink the range and execution of many its attacks. Only one way in, no way out and no room to run away... can you survive a battle in the oubliette with your sanity intact?

This page was created on 08/30/09 13:55:11 and last modified on 04/11/10 14:34:56.