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Old 05-19-2014, 08:58 PM   #401
Deebs
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Deebs (GL) vs. Kamen (challenger)
4 vs. 4
Slapstick
72 Hr DQ
Equiall 2
Switch = Gym
Shipwreck Cove
Spoiler: show

Challengers to the Water Gym must prove themselves in the historic Shipwreck Cove, a waterlogged cavern that has claimed the vessels of many fine sailors throughout the centuries. The arena is entirely flooded, with shallower spots around the edges of the interior measuring about three feet deep and maximum depths of thirty feet in the center, with a steady slope along the two hundred foot diameter of the arena. The cove’s ceiling is relatively low in comparison to its width, reaching a maximum height of seventy feet at the center. There is no solid ground save for the cavern’s floor, bedrock buried beneath a thick layer of fine white sand. Instead, non-aquatic combatants find their footing on the cove’s numerous victims, the captured ships languishing in its ravenous clutches. Abandoned vessels litter the arena in various stages of decay, most able to support the weight of your average Crustle.

The scenery underwater is largely the same as above. Various forms of vegetation and rocks decorate the cavern’s floor, some of the larger forms of the latter poking up above the surface for additional footholds. There are plenty of smaller sunken ships available for exploration and hiding. For simplicity’s sake, rules regarding the presence of ships, rocks, and any reasonable floating debris in the arena follow standard Rock arena stipulations.

Small amounts of natural light filters through the porous openings in the ceiling, too small for any aerial battlers to fly out of. Moves which rely on the sun will take longer to charge as a result. Weather-altering moves may be used, but because the arena is separated from the external environment the effects will be dramatically reduced. The cove is rich in natural minerals which have leeched into the water, meaning electrical conduction is weaker and Electric attacks less accurate when fired underwater.

The ships and their debris may be destroyed with the use of moves and physical feats of strength by reasonably-sized battlers. Wrecks located in the deeper water tend to be larger and a bit more stable. The use of Earthquake and Fissure on the cove’s floor is not permitted so as to retain the structural integrity of the arena for future use.
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Old 05-19-2014, 09:01 PM   #402
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Quote:
Originally Posted by Dream Breaker View Post
Deebs (GL) vs. Kamen (challenger)
4 vs. 4
Slapstick
72 Hr DQ
Equiall 2
Switch = Gym
Shipwreck Cove
Spoiler: show

Challengers to the Water Gym must prove themselves in the historic Shipwreck Cove, a waterlogged cavern that has claimed the vessels of many fine sailors throughout the centuries. The arena is entirely flooded, with shallower spots around the edges of the interior measuring about three feet deep and maximum depths of thirty feet in the center, with a steady slope along the two hundred foot diameter of the arena. The cove’s ceiling is relatively low in comparison to its width, reaching a maximum height of seventy feet at the center. There is no solid ground save for the cavern’s floor, bedrock buried beneath a thick layer of fine white sand. Instead, non-aquatic combatants find their footing on the cove’s numerous victims, the captured ships languishing in its ravenous clutches. Abandoned vessels litter the arena in various stages of decay, most able to support the weight of your average Crustle.

The scenery underwater is largely the same as above. Various forms of vegetation and rocks decorate the cavern’s floor, some of the larger forms of the latter poking up above the surface for additional footholds. There are plenty of smaller sunken ships available for exploration and hiding. For simplicity’s sake, rules regarding the presence of ships, rocks, and any reasonable floating debris in the arena follow standard Rock arena stipulations.

Small amounts of natural light filters through the porous openings in the ceiling, too small for any aerial battlers to fly out of. Moves which rely on the sun will take longer to charge as a result. Weather-altering moves may be used, but because the arena is separated from the external environment the effects will be dramatically reduced. The cove is rich in natural minerals which have leeched into the water, meaning electrical conduction is weaker and Electric attacks less accurate when fired underwater.

The ships and their debris may be destroyed with the use of moves and physical feats of strength by reasonably-sized battlers. Wrecks located in the deeper water tend to be larger and a bit more stable. The use of Earthquake and Fissure on the cove’s floor is not permitted so as to retain the structural integrity of the arena for future use.
Taking with permission. Time for a family battle
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Old 05-20-2014, 07:52 AM   #403
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Deebs (GL) vs. EAI (challenger)
5 vs. 5
Slapstick
72 Hr DQ
Equiall 2
Switch = Gym
Shipwreck Cove
Spoiler: show
Challengers to the Water Gym must prove themselves in the historic Shipwreck Cove, a waterlogged cavern that has claimed the vessels of many fine sailors throughout the centuries. The arena is entirely flooded, with shallower spots around the edges of the interior measuring about three feet deep and maximum depths of thirty feet in the center, with a steady slope along the two hundred foot diameter of the arena. The cove’s ceiling is relatively low in comparison to its width, reaching a maximum height of seventy feet at the center. There is no solid ground save for the cavern’s floor, bedrock buried beneath a thick layer of fine white sand. Instead, non-aquatic combatants find their footing on the cove’s numerous victims, the captured ships languishing in its ravenous clutches. Abandoned vessels litter the arena in various stages of decay, most able to support the weight of your average Crustle.

The scenery underwater is largely the same as above. Various forms of vegetation and rocks decorate the cavern’s floor, some of the larger forms of the latter poking up above the surface for additional footholds. There are plenty of smaller sunken ships available for exploration and hiding. For simplicity’s sake, rules regarding the presence of ships, rocks, and any reasonable floating debris in the arena follow standard Rock arena stipulations.

Small amounts of natural light filters through the porous openings in the ceiling, too small for any aerial battlers to fly out of. Moves which rely on the sun will take longer to charge as a result. Weather-altering moves may be used, but because the arena is separated from the external environment the effects will be dramatically reduced. The cove is rich in natural minerals which have leeched into the water, meaning electrical conduction is weaker and Electric attacks less accurate when fired underwater.

The ships and their debris may be destroyed with the use of moves and physical feats of strength by reasonably-sized battlers. Wrecks located in the deeper water tend to be larger and a bit more stable. The use of Earthquake and Fissure on the cove’s floor is not permitted so as to retain the structural integrity of the arena for future use.
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Old 05-20-2014, 07:54 AM   #404
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Quote:
Originally Posted by Dream Breaker View Post
Deebs (GL) vs. EAI (challenger)
5 vs. 5
Slapstick
72 Hr DQ
Equiall 2
Switch = Gym
Shipwreck Cove
Spoiler: show
Challengers to the Water Gym must prove themselves in the historic Shipwreck Cove, a waterlogged cavern that has claimed the vessels of many fine sailors throughout the centuries. The arena is entirely flooded, with shallower spots around the edges of the interior measuring about three feet deep and maximum depths of thirty feet in the center, with a steady slope along the two hundred foot diameter of the arena. The cove’s ceiling is relatively low in comparison to its width, reaching a maximum height of seventy feet at the center. There is no solid ground save for the cavern’s floor, bedrock buried beneath a thick layer of fine white sand. Instead, non-aquatic combatants find their footing on the cove’s numerous victims, the captured ships languishing in its ravenous clutches. Abandoned vessels litter the arena in various stages of decay, most able to support the weight of your average Crustle.

The scenery underwater is largely the same as above. Various forms of vegetation and rocks decorate the cavern’s floor, some of the larger forms of the latter poking up above the surface for additional footholds. There are plenty of smaller sunken ships available for exploration and hiding. For simplicity’s sake, rules regarding the presence of ships, rocks, and any reasonable floating debris in the arena follow standard Rock arena stipulations.

Small amounts of natural light filters through the porous openings in the ceiling, too small for any aerial battlers to fly out of. Moves which rely on the sun will take longer to charge as a result. Weather-altering moves may be used, but because the arena is separated from the external environment the effects will be dramatically reduced. The cove is rich in natural minerals which have leeched into the water, meaning electrical conduction is weaker and Electric attacks less accurate when fired underwater.

The ships and their debris may be destroyed with the use of moves and physical feats of strength by reasonably-sized battlers. Wrecks located in the deeper water tend to be larger and a bit more stable. The use of Earthquake and Fissure on the cove’s floor is not permitted so as to retain the structural integrity of the arena for future use.
Mine.
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Old 05-25-2014, 05:43 PM   #405
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Firewater (GL) vs. Rotommotorz (C)
4 v 4
Singles
Equal-Level 5
72 Hour DQ
Gym Switching Rules
Slapstick

Arena
Spoiler: show
Panting, you manage to finish climbing up the mountain. Though there were other means of transportation, you had decided to take a challenge, to climb to the mountain where the gym exists. As you reach a winding path, with a sign that has an arrow, and a single word on it…
“Gym”
Soon afterwards, you finish walking down the path, and you walk into a small quarry. Allowing you to see the assembly lines, caked with dust, the inert furnaces, some with a bit of ash or coal still sitting in them, or even the few pieces of rock and material litters the floor. However, after a few more minutes, a doorway appears, and the entire area inside looks much, much newer than the rest of the building, in fact you hear something crash down as you stare at the arena itself, which is under an awning of strong rock, as a shelter to protect the workers from the elements, and you take a good look inside.

The arena is relatively large, as there are many jagged rocks strewn throughout the rock, though apparently only the sides look well mined, the ground appearing completely impenetrable, except for the strongest of Pokémon to be able to meld, or dig into it. The ceiling isn’t, and Pokémon can summon rock based attacks from the ceiling, though there will always be a small risk of a small rock slide occurring each time this occurs. Also, with the building being within high mountain peaks, it’s cold. Very cold. Cold to the point where Fire attacks take slightly more energy to use, as many Pokémon will often struggle to continue to control their body heat, and will be loath to lose it in the high altitudes and frosty atmosphere. Even then, there are complementary blankets, jackets, what have you for the faint of heart trainers to wear, and to administer to their fallen comrades. The lighting is quite strong and quite bright, preventing most forms of trickery or illusions to fail, as well as having the correct technological fixes to ensure that even ghost Pokémon will remain solid at all times. The rock, though well mined is still quite strong, meaning that attacks built from it, such as Stealth Rocks are incredibly durable, and will take more energy or strength to shatter or disrupt.
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Old 05-25-2014, 05:48 PM   #406
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Quote:
Originally Posted by Firewater View Post
Firewater (GL) vs. Rotommotorz (C)
4 v 4
Singles
Equal-Level 5
72 Hour DQ
Gym Switching Rules
Slapstick

Arena
Spoiler: show
Panting, you manage to finish climbing up the mountain. Though there were other means of transportation, you had decided to take a challenge, to climb to the mountain where the gym exists. As you reach a winding path, with a sign that has an arrow, and a single word on it…
“Gym”
Soon afterwards, you finish walking down the path, and you walk into a small quarry. Allowing you to see the assembly lines, caked with dust, the inert furnaces, some with a bit of ash or coal still sitting in them, or even the few pieces of rock and material litters the floor. However, after a few more minutes, a doorway appears, and the entire area inside looks much, much newer than the rest of the building, in fact you hear something crash down as you stare at the arena itself, which is under an awning of strong rock, as a shelter to protect the workers from the elements, and you take a good look inside.

The arena is relatively large, as there are many jagged rocks strewn throughout the rock, though apparently only the sides look well mined, the ground appearing completely impenetrable, except for the strongest of Pokémon to be able to meld, or dig into it. The ceiling isn’t, and Pokémon can summon rock based attacks from the ceiling, though there will always be a small risk of a small rock slide occurring each time this occurs. Also, with the building being within high mountain peaks, it’s cold. Very cold. Cold to the point where Fire attacks take slightly more energy to use, as many Pokémon will often struggle to continue to control their body heat, and will be loath to lose it in the high altitudes and frosty atmosphere. Even then, there are complementary blankets, jackets, what have you for the faint of heart trainers to wear, and to administer to their fallen comrades. The lighting is quite strong and quite bright, preventing most forms of trickery or illusions to fail, as well as having the correct technological fixes to ensure that even ghost Pokémon will remain solid at all times. The rock, though well mined is still quite strong, meaning that attacks built from it, such as Stealth Rocks are incredibly durable, and will take more energy or strength to shatter or disrupt.
taken.
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Old 05-28-2014, 06:58 PM   #407
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Kindrindra (c) vs. Sneezey12 (GL)
6 vs 6
Singles
Equiall
Slapstick
96 Hour DQ
Switch = OK
The Last Stop

Spoiler: show
The Last Stop
The Last Stop looks like a simple bog, but it is not entirely of this realm. It is the final resting place of souls who have yet to cross to the other side. The trees here are all petrified, and while there are enough of them to provide decent cover, they are spaced out well enough to allow Pokemon of somewhat large size to pass unhindered. The real quirk to this place, however, is the somewhat dense fog, which cannot be blown away. Pokemon not of the Ghost type will have some difficulty seeing through it, as it is not normal fog, and is the barrier to the other side. Additionally, the fog gets thicker with each Pokemon that is knocked out during the battle, starting as a slight irritation at the beginning but able to become bad enough that the average Pokemon won't be able to see far from their own face, though this requires a full ten Pokemon total from both sides to become as such. The bog itself is fairly shallow, so Ground and Rock attacks may be used normally, however it is deep enough that it can be used for Water attacks that rely on the arena. In the center of the woods, where the battle starts, is a circular platform raised a foot out of the bog made of clay enscribed with odd simbols that glow an eery blue to show the direction of any Pokemon that are not of the Ghost type. There are five torches on this platform lit with blue flame. Four spaced evenly along the perimeter and one in the center. The torches cannot be blown out or put out in any way other than being fed upon by a Ghost, which costs a move and restores light energy. All battles will take place at night under the full moon, having an effect on attacks that use moonlight similarly to if Sunny Day was to be used at night. The moon may give off a lot of light, but this is the main reason that visibility is so clear, and as the fog gets thicker the combatants will be less and less able to use the moon to it's full advantageous effects. Weather based attacks will not work here, as there is no change in weather in the other realm.
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Old 05-30-2014, 01:16 PM   #408
Connor
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Quote:
Originally Posted by Sneezey12 View Post
Kindrindra (c) vs. Sneezey12 (GL)
6 vs 6
Singles
Equiall
Slapstick
96 Hour DQ
Switch = OK
The Last Stop

Spoiler: show
The Last Stop
The Last Stop looks like a simple bog, but it is not entirely of this realm. It is the final resting place of souls who have yet to cross to the other side. The trees here are all petrified, and while there are enough of them to provide decent cover, they are spaced out well enough to allow Pokemon of somewhat large size to pass unhindered. The real quirk to this place, however, is the somewhat dense fog, which cannot be blown away. Pokemon not of the Ghost type will have some difficulty seeing through it, as it is not normal fog, and is the barrier to the other side. Additionally, the fog gets thicker with each Pokemon that is knocked out during the battle, starting as a slight irritation at the beginning but able to become bad enough that the average Pokemon won't be able to see far from their own face, though this requires a full ten Pokemon total from both sides to become as such. The bog itself is fairly shallow, so Ground and Rock attacks may be used normally, however it is deep enough that it can be used for Water attacks that rely on the arena. In the center of the woods, where the battle starts, is a circular platform raised a foot out of the bog made of clay enscribed with odd simbols that glow an eery blue to show the direction of any Pokemon that are not of the Ghost type. There are five torches on this platform lit with blue flame. Four spaced evenly along the perimeter and one in the center. The torches cannot be blown out or put out in any way other than being fed upon by a Ghost, which costs a move and restores light energy. All battles will take place at night under the full moon, having an effect on attacks that use moonlight similarly to if Sunny Day was to be used at night. The moon may give off a lot of light, but this is the main reason that visibility is so clear, and as the fog gets thicker the combatants will be less and less able to use the moon to it's full advantageous effects. Weather based attacks will not work here, as there is no change in weather in the other realm.
Against better judgement, mine.
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Old 05-31-2014, 09:31 AM   #409
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Deebs (GL) vs. HeroicRein (c)
4 vs. 4
Slapstick
72 Hr DQ
Equiall 2
Switch = Gym
Shipwreck Cove
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Old 05-31-2014, 10:08 AM   #410
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Quote:
Originally Posted by Dream Breaker View Post
Deebs (GL) vs. HeroicRein (c)
4 vs. 4
Slapstick
72 Hr DQ
Equiall 2
Switch = Gym
Shipwreck Cove
Nabbed before the ninjas.
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Old 06-22-2014, 09:18 PM   #411
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Haymez vs Zekrom25
4v4
Singles
Slapstick
Equilevel
48 Hr DQ
Switch=Gym
The Ruined Colosseum

Spoiler: show
The Ruined Colosseum

Battles take place in an ancient Roman colosseum that has begun to be reclaimed by the surroundings. Originally located in a thriving oasis, long run dry, the Coliseum is now the only structure for miles. It is located in a very arid locale, with temperatures often breaking 120 F/ 50 C. Battles take place with the sun directly overhead, keeping sunny day perpetually in effect. Rain dance may be used, but will have no effect other than slightly lowering the temperature for a few rounds. Water and Ice types will be very uncomfortable. Pokemon unused to such intense heat might find physical exertion slightly more tiring.

Inside, the Colosseum is the size of a standard arena. The walls are made of stone, and there are many ruined columns scattered about, some toppled over, others upright. The positions of the columns are up to the imagination of the battlers. If one person says something is there, it is. The ground is slightly sandy with many rock fragments mixed in with them going down for around 2 meters before larger and larger stones come into play, eventually reaching bedrock. Those stones can be summoned for use by any pokemon on the field. Ground energy won't travel well through this ground, making moves such as earthquake and bulldoze less effective.

At one end of the Colosseum the wall has collapsed, leaving a much shorter pile of rubble, allowing the surrounding desert to leak in. At the end of each round there is a 20% chance that a vicious sandstorm will blow in from that gap lasting two to three rounds. When this occurs all pokemon other than rock, steel, and ground types will take moderate damage each round and visibility will drop drastically, as well as ability to see the sky, making moves such as solarbeam or morning sun suffer a large drop in effectiveness and take more time. The high winds associated with the accompanying sand will force any airborne pokemon to the ground for the duration of the storm. After a sandstorm ends, there will be a three round rest period where a new natural storm cannot start.
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Old 06-23-2014, 05:21 AM   #412
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Quote:
Originally Posted by Haymez View Post
Haymez vs Zekrom25
4v4
Singles
Slapstick
Equilevel
48 Hr DQ
Switch=Gym
The Ruined Colosseum

Spoiler: show
The Ruined Colosseum

Battles take place in an ancient Roman colosseum that has begun to be reclaimed by the surroundings. Originally located in a thriving oasis, long run dry, the Coliseum is now the only structure for miles. It is located in a very arid locale, with temperatures often breaking 120 F/ 50 C. Battles take place with the sun directly overhead, keeping sunny day perpetually in effect. Rain dance may be used, but will have no effect other than slightly lowering the temperature for a few rounds. Water and Ice types will be very uncomfortable. Pokemon unused to such intense heat might find physical exertion slightly more tiring.

Inside, the Colosseum is the size of a standard arena. The walls are made of stone, and there are many ruined columns scattered about, some toppled over, others upright. The positions of the columns are up to the imagination of the battlers. If one person says something is there, it is. The ground is slightly sandy with many rock fragments mixed in with them going down for around 2 meters before larger and larger stones come into play, eventually reaching bedrock. Those stones can be summoned for use by any pokemon on the field. Ground energy won't travel well through this ground, making moves such as earthquake and bulldoze less effective.

At one end of the Colosseum the wall has collapsed, leaving a much shorter pile of rubble, allowing the surrounding desert to leak in. At the end of each round there is a 20% chance that a vicious sandstorm will blow in from that gap lasting two to three rounds. When this occurs all pokemon other than rock, steel, and ground types will take moderate damage each round and visibility will drop drastically, as well as ability to see the sky, making moves such as solarbeam or morning sun suffer a large drop in effectiveness and take more time. The high winds associated with the accompanying sand will force any airborne pokemon to the ground for the duration of the storm. After a sandstorm ends, there will be a three round rest period where a new natural storm cannot start.
Gonna speedily grab this before ninjas.
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[Current WF Adventure]
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Old 06-25-2014, 04:34 PM   #413
Connor
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Connor (GT) vs. Sparkbeat (C)
4 vs. 4
Slapstick
72 Hr DQ
Equiall 2
Switch = Gym
Resplendent Rapids
Spoiler: show
Challengers wishing to take on Dream Breaker in Shipwreck Cove must first pass through the tremulous waters of the Resplendent Rapids, a river hidden deep within a long since forgotten forest. The main battling site of the arena is a fast flowing river, which will prove incredibly difficult and taxing to maneuver for those who are not entirely native to swimming. The water itself is fairly deep, resting at a respectable 30 feet at the deepest point. The riverbed is sloped somewhat steeply at first, and as a consequence, most battling within the river will take place at roughly 15 feet deep. The river flows fast, and the currents can be used for maneuvering underwater. The water is brilliantly clear, making it easy to see underwater, but likewise to see out of and into, leaving very little room to hide. The riverbed itself is easily shifted, and will accommodate moves such as Earth Power readily, but Earthquake and it's ilk which require more firm ground will be severely affected.

At the center of the river lies a number of flat platform rocks. Each of them will provide a more than stable foothold to any land based Pokemon attempting to do battle, and they protrude a good 2 feet from the surface of the water. The platforms are of indiscernible size, about as big as is necessary, and will hold the weight of almost any Pokemon ordered to stand upon them, within reason.

The banks of the river are rich in magnetically charged minerals, which adorn the ground leading into the river. These minerals will alter the trajectory of any Electric- type attacks entering the water from the banks of the river slightly, the degree of which should not be too extreme and will be down to referee discretion. These minerals will not affect attacks which are used underwater, their influence not being strong enough to do so.

On either side of the river rests dense forest, the trees being spaced barely feet apart. The high concentration of roots beneath the surface mean there are very few rocks available for use to attacks such as Rock Tomb, meaning most Pokemon will need to rely on the more energy intensive versions. The trees themselves are non-specifically tall, but the height must be kept within a reasonable range, down to referee discretion. A good number of the trees have branches overhanging the river, though these are few and far between, and are somewhat thin, not supporting the weight of some of the larger Pokemon. The banks of the river itself are incredibly sloped, and footing is bad, meaning falling into the river is dangerously easy. Pokemon swept into the river will struggle to remove themselves once they are trapped, and will become somewhat tired unless they are particularly strong swimmers or climbers.

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Old 06-26-2014, 03:55 AM   #414
Lanturn
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Quote:
Originally Posted by Connor View Post
Connor (GT) vs. Sparkbeat (C)
4 vs. 4
Slapstick
72 Hr DQ
Equiall 2
Switch = Gym
Resplendent Rapids
Spoiler: show
Challengers wishing to take on Dream Breaker in Shipwreck Cove must first pass through the tremulous waters of the Resplendent Rapids, a river hidden deep within a long since forgotten forest. The main battling site of the arena is a fast flowing river, which will prove incredibly difficult and taxing to maneuver for those who are not entirely native to swimming. The water itself is fairly deep, resting at a respectable 30 feet at the deepest point. The riverbed is sloped somewhat steeply at first, and as a consequence, most battling within the river will take place at roughly 15 feet deep. The river flows fast, and the currents can be used for maneuvering underwater. The water is brilliantly clear, making it easy to see underwater, but likewise to see out of and into, leaving very little room to hide. The riverbed itself is easily shifted, and will accommodate moves such as Earth Power readily, but Earthquake and it's ilk which require more firm ground will be severely affected.

At the center of the river lies a number of flat platform rocks. Each of them will provide a more than stable foothold to any land based Pokemon attempting to do battle, and they protrude a good 2 feet from the surface of the water. The platforms are of indiscernible size, about as big as is necessary, and will hold the weight of almost any Pokemon ordered to stand upon them, within reason.

The banks of the river are rich in magnetically charged minerals, which adorn the ground leading into the river. These minerals will alter the trajectory of any Electric- type attacks entering the water from the banks of the river slightly, the degree of which should not be too extreme and will be down to referee discretion. These minerals will not affect attacks which are used underwater, their influence not being strong enough to do so.

On either side of the river rests dense forest, the trees being spaced barely feet apart. The high concentration of roots beneath the surface mean there are very few rocks available for use to attacks such as Rock Tomb, meaning most Pokemon will need to rely on the more energy intensive versions. The trees themselves are non-specifically tall, but the height must be kept within a reasonable range, down to referee discretion. A good number of the trees have branches overhanging the river, though these are few and far between, and are somewhat thin, not supporting the weight of some of the larger Pokemon. The banks of the river itself are incredibly sloped, and footing is bad, meaning falling into the river is dangerously easy. Pokemon swept into the river will struggle to remove themselves once they are trapped, and will become somewhat tired unless they are particularly strong swimmers or climbers.

[speedy grab]

[I really won't grab anything from this queue for a while]

[really]
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[Current WF Adventure]
(lol totally should update these links)
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Old 06-27-2014, 06:45 PM   #415
Firewater
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Firewater (GL) vs. Sneasel12(C)
4 v 4
Singles
Equal-Level 5
72 Hour DQ
Gym Switching Rules
Slapstick

Arena
Spoiler: show

Panting, you manage to finish climbing up the mountain. Though there were other means of transportation, you had decided to take a challenge, to climb to the mountain where the gym exists. As you reach a winding path, with a sign that has an arrow, and a single word on it…
“Gym”
Soon afterwards, you finish walking down the path, and you walk into a small quarry. Allowing you to see the assembly lines, caked with dust, the inert furnaces, some with a bit of ash or coal still sitting in them, or even the few pieces of rock and material litters the floor. However, after a few more minutes, a doorway appears, and the entire area inside looks much, much newer than the rest of the building, in fact you hear something crash down as you stare at the arena itself, which is under an awning of strong rock, as a shelter to protect the workers from the elements, and you take a good look inside.

The arena is relatively large, as there are many jagged rocks strewn throughout the rock, though apparently only the sides look well mined, the ground appearing completely impenetrable, except for the strongest of Pokémon to be able to meld, or dig into it. The ceiling isn’t, and Pokémon can summon rock based attacks from the ceiling, though there will always be a small risk of a small rock slide occurring each time this occurs. Also, with the building being within high mountain peaks, it’s cold. Very cold. Cold to the point where Fire attacks take slightly more energy to use, as many Pokémon will often struggle to continue to control their body heat, and will be loath to lose it in the high altitudes and frosty atmosphere. Even then, there are complementary blankets, jackets, what have you for the faint of heart trainers to wear, and to administer to their fallen comrades. The lighting is quite strong and quite bright, preventing most forms of trickery or illusions to fail, as well as having the correct technological fixes to ensure that even ghost Pokémon will remain solid at all times. The rock, though well mined is still quite strong, meaning that attacks built from it, such as Stealth Rocks are incredibly durable, and will take more energy or strength to shatter or disrupt.
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Old 06-27-2014, 06:47 PM   #416
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Quote:
Originally Posted by Firewater View Post
Firewater (GL) vs. Sneasel12(C)
4 v 4
Singles
Equal-Level 5
72 Hour DQ
Gym Switching Rules
Slapstick

Arena
Spoiler: show

Panting, you manage to finish climbing up the mountain. Though there were other means of transportation, you had decided to take a challenge, to climb to the mountain where the gym exists. As you reach a winding path, with a sign that has an arrow, and a single word on it…
“Gym”
Soon afterwards, you finish walking down the path, and you walk into a small quarry. Allowing you to see the assembly lines, caked with dust, the inert furnaces, some with a bit of ash or coal still sitting in them, or even the few pieces of rock and material litters the floor. However, after a few more minutes, a doorway appears, and the entire area inside looks much, much newer than the rest of the building, in fact you hear something crash down as you stare at the arena itself, which is under an awning of strong rock, as a shelter to protect the workers from the elements, and you take a good look inside.

The arena is relatively large, as there are many jagged rocks strewn throughout the rock, though apparently only the sides look well mined, the ground appearing completely impenetrable, except for the strongest of Pokémon to be able to meld, or dig into it. The ceiling isn’t, and Pokémon can summon rock based attacks from the ceiling, though there will always be a small risk of a small rock slide occurring each time this occurs. Also, with the building being within high mountain peaks, it’s cold. Very cold. Cold to the point where Fire attacks take slightly more energy to use, as many Pokémon will often struggle to continue to control their body heat, and will be loath to lose it in the high altitudes and frosty atmosphere. Even then, there are complementary blankets, jackets, what have you for the faint of heart trainers to wear, and to administer to their fallen comrades. The lighting is quite strong and quite bright, preventing most forms of trickery or illusions to fail, as well as having the correct technological fixes to ensure that even ghost Pokémon will remain solid at all times. The rock, though well mined is still quite strong, meaning that attacks built from it, such as Stealth Rocks are incredibly durable, and will take more energy or strength to shatter or disrupt.
o hai
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Old 06-28-2014, 04:52 PM   #417
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So who wants to ref me crushing Firewater's hopes and dreams?

It's the start of what promises to be a hilarious match up between Mawile and Seismitoad.
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Old 06-29-2014, 07:35 PM   #418
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Originally Posted by Mercutio View Post
So who wants to ref me crushing Firewater's hopes and dreams?

It's the start of what promises to be a hilarious match up between Mawile and Seismitoad.
Okie dokie, I have asked both FW and Kush for permission, so let's see if I can ref this without screwing up big time.
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Paradise lies beyond the horizon, challenge it because it is unreachable.
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"STOP POKING MY SISTER!"

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"That was a terrible idea. But holy carp, this tastes pretty nice."


Spoiler: show
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"YOUKOSO WAGA CRAZY E"



Love burns brightly for one and all.

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Old 07-15-2014, 10:09 PM   #419
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Lost™ (GT) vs. Tyoyo (Challenger)
6 vs.6
Equiall 2
Slapstick
72 Hour DQ
Switch = KO
Hell’s Abyss-
The arena is located many, many miles underneath the sea, so far that light barely touches the place. The abyss itself is roughly 300 feet deep, with the battlers situated in the middle of the trench. The place is roughly 30 feet wide, and the walls have many ledges for Pokemon to stay on. However, these ledgings are mostly weak and will collapse underneath a Tentacool’s weight, and are easily destructible for those weighing under the 100 pound squid. Despite being underwater, all Pokemon will be able to battle here with the help of a device that’s able to take the oxygen out of water. The gear is indestructible, but oxygen isn’t unlimited in the trench. Hence, all non-aquatic pokemon will burn through energy a bit more faster than their aquatic brethren. Also, unlike the rest of the ocean, this water doesn’t conduct electricity very well and electric attacks won’t travel far or be very effective. Due to how deep the arena is, it isn’t affected by the weather, causing weather based attacks to not work as well. The Abyss itself is MAGIC, meaning that pressure won’t crush practically everything here. Nor will the Pokemon be slower. It’s part of hell, hell doesn’t like physics.
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Old 07-19-2014, 09:26 AM   #420
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Charminions (GL) vs EmeraldGoblin (C)
6v6
Singles
Slapstick
Equilevel
48 HR DQ
Switch = Gym
The Devil’s Playground
Spoiler: show
Challengers that wish to challenge the Fire Gym would have to travel deep within the volcanic regions of Yupien to locate the recently flattened and concreted arena that is the Devil’s Playground. Battles take place at the peak of the day when temperatures easily reach up to 50 C or 120 F, while the skies remain clear of all clouds- making the use of Rain Dance or Hail ineffective at doing much aside from possibly bringing a small cloud or two on the very odd chance. This sunny weather coupled with the volcanic heat of the distant volcanoes make Water and Ice-type moves weakened accordingly while making those of that type feel very uncomfortable. Fire-types, on the other hand, greatly enjoy this weather and will fight more enthusiastically because of it.

The volcanoes have remained dormant for decades, leaving little fear of a volcanic eruption to interfere with ongoing battles, however, burning lava has been extracted from these volcanoes and have been scattered about the arena in several small circular pools. The lava pools are 6 feet in diameter and depth; and are contained safely from melting away at the concrete flooring. Pokémon that are not Fire-typed or particularly capable of dealing with lava will be taking continuous damage upon contact with the lava and will suffer burns at the area of contact- the severity of these burns increasing with the amount of time contact is made. The concrete platform itself is very compact and sturdy, preventing earth-based and rock-based attacks that depend on the arena such as Earthquake and Stealth Rock from working.

To top things off, moderate amounts of volcanic ash continually fall onto the arena. The amount of this ash is not enough to hinder the vision of any Pokémon; the arena being a great enough distance from the nearest volcanoes to not suffer from that. However, this ash contains a special quality that brings discomfort to Dragon-types in particular- negating the benefits the type would otherwise receive from the beating sun while also making them slightly less enthusiastic in battle. Dragon-types that are already a Fire-type do not suffer from this, the Fire-typing in their blood being too in sync with the effects of the arena to feel any discomfort. The arena is slightly larger than the standard size and battles will start at the center of the arena, with a few lava pools already nearby.
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Old 07-19-2014, 11:15 AM   #421
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Quote:
Originally Posted by Charminions View Post
Charminions (GL) vs EmeraldGoblin (C)
6v6
Singles
Slapstick
Equilevel
48 HR DQ
Switch = Gym
The Devil’s Playground
Spoiler: show
Challengers that wish to challenge the Fire Gym would have to travel deep within the volcanic regions of Yupien to locate the recently flattened and concreted arena that is the Devil’s Playground. Battles take place at the peak of the day when temperatures easily reach up to 50 C or 120 F, while the skies remain clear of all clouds- making the use of Rain Dance or Hail ineffective at doing much aside from possibly bringing a small cloud or two on the very odd chance. This sunny weather coupled with the volcanic heat of the distant volcanoes make Water and Ice-type moves weakened accordingly while making those of that type feel very uncomfortable. Fire-types, on the other hand, greatly enjoy this weather and will fight more enthusiastically because of it.

The volcanoes have remained dormant for decades, leaving little fear of a volcanic eruption to interfere with ongoing battles, however, burning lava has been extracted from these volcanoes and have been scattered about the arena in several small circular pools. The lava pools are 6 feet in diameter and depth; and are contained safely from melting away at the concrete flooring. Pokémon that are not Fire-typed or particularly capable of dealing with lava will be taking continuous damage upon contact with the lava and will suffer burns at the area of contact- the severity of these burns increasing with the amount of time contact is made. The concrete platform itself is very compact and sturdy, preventing earth-based and rock-based attacks that depend on the arena such as Earthquake and Stealth Rock from working.

To top things off, moderate amounts of volcanic ash continually fall onto the arena. The amount of this ash is not enough to hinder the vision of any Pokémon; the arena being a great enough distance from the nearest volcanoes to not suffer from that. However, this ash contains a special quality that brings discomfort to Dragon-types in particular- negating the benefits the type would otherwise receive from the beating sun while also making them slightly less enthusiastic in battle. Dragon-types that are already a Fire-type do not suffer from this, the Fire-typing in their blood being too in sync with the effects of the arena to feel any discomfort. The arena is slightly larger than the standard size and battles will start at the center of the arena, with a few lava pools already nearby.
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Old 07-26-2014, 02:27 PM   #422
Charminions
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Charminions (GL) vs Myles Fowl II (C)
6v6
Singles
Slapstick
Equilevel
48 HR DQ
Switch = Gym
The Devil’s Playground
Spoiler: show
Challengers that wish to challenge the Fire Gym would have to travel deep within the volcanic regions of Yupien to locate the recently flattened and concreted arena that is the Devil’s Playground. Battles take place at the peak of the day when temperatures easily reach up to 50 C or 120 F, while the skies remain clear of all clouds- making the use of Rain Dance or Hail ineffective at doing much aside from possibly bringing a small cloud or two on the very odd chance. This sunny weather coupled with the volcanic heat of the distant volcanoes make Water and Ice-type moves weakened accordingly while making those of that type feel very uncomfortable. Fire-types, on the other hand, greatly enjoy this weather and will fight more enthusiastically because of it.

The volcanoes have remained dormant for decades, leaving little fear of a volcanic eruption to interfere with ongoing battles, however, burning lava has been extracted from these volcanoes and have been scattered about the arena in several small circular pools. The lava pools are 6 feet in diameter and depth; and are contained safely from melting away at the concrete flooring. Pokémon that are not Fire-typed or particularly capable of dealing with lava will be taking continuous damage upon contact with the lava and will suffer burns at the area of contact- the severity of these burns increasing with the amount of time contact is made. The concrete platform itself is very compact and sturdy, preventing earth-based and rock-based attacks that depend on the arena such as Earthquake and Stealth Rock from working.

To top things off, moderate amounts of volcanic ash continually fall onto the arena. The amount of this ash is not enough to hinder the vision of any Pokémon; the arena being a great enough distance from the nearest volcanoes to not suffer from that. However, this ash contains a special quality that brings discomfort to Dragon-types in particular- negating the benefits the type would otherwise receive from the beating sun while also making them slightly less enthusiastic in battle. Dragon-types that are already a Fire-type do not suffer from this, the Fire-typing in their blood being too in sync with the effects of the arena to feel any discomfort. The arena is slightly larger than the standard size and battles will start at the center of the arena, with a few lava pools already nearby.
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Old 07-26-2014, 02:29 PM   #423
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Quote:
Originally Posted by Charminions View Post
Charminions (GL) vs Myles Fowl II (C)
6v6
Singles
Slapstick
Equilevel
48 HR DQ
Switch = Gym
The Devil’s Playground
Spoiler: show
Challengers that wish to challenge the Fire Gym would have to travel deep within the volcanic regions of Yupien to locate the recently flattened and concreted arena that is the Devil’s Playground. Battles take place at the peak of the day when temperatures easily reach up to 50 C or 120 F, while the skies remain clear of all clouds- making the use of Rain Dance or Hail ineffective at doing much aside from possibly bringing a small cloud or two on the very odd chance. This sunny weather coupled with the volcanic heat of the distant volcanoes make Water and Ice-type moves weakened accordingly while making those of that type feel very uncomfortable. Fire-types, on the other hand, greatly enjoy this weather and will fight more enthusiastically because of it.

The volcanoes have remained dormant for decades, leaving little fear of a volcanic eruption to interfere with ongoing battles, however, burning lava has been extracted from these volcanoes and have been scattered about the arena in several small circular pools. The lava pools are 6 feet in diameter and depth; and are contained safely from melting away at the concrete flooring. Pokémon that are not Fire-typed or particularly capable of dealing with lava will be taking continuous damage upon contact with the lava and will suffer burns at the area of contact- the severity of these burns increasing with the amount of time contact is made. The concrete platform itself is very compact and sturdy, preventing earth-based and rock-based attacks that depend on the arena such as Earthquake and Stealth Rock from working.

To top things off, moderate amounts of volcanic ash continually fall onto the arena. The amount of this ash is not enough to hinder the vision of any Pokémon; the arena being a great enough distance from the nearest volcanoes to not suffer from that. However, this ash contains a special quality that brings discomfort to Dragon-types in particular- negating the benefits the type would otherwise receive from the beating sun while also making them slightly less enthusiastic in battle. Dragon-types that are already a Fire-type do not suffer from this, the Fire-typing in their blood being too in sync with the effects of the arena to feel any discomfort. The arena is slightly larger than the standard size and battles will start at the center of the arena, with a few lava pools already nearby.
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Old 08-05-2014, 05:52 PM   #424
Charminions
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Charminions (GL) vs Altocharizard55 (C)
5v5
Singles
Slapstick
Equilevel
48 HR DQ
Switch = Gym
The Devil’s Playground
Spoiler: show
Challengers that wish to challenge the Fire Gym would have to travel deep within the volcanic regions of Yupien to locate the recently flattened and concreted arena that is the Devil’s Playground. Battles take place at the peak of the day when temperatures easily reach up to 50 C or 120 F, while the skies remain clear of all clouds- making the use of Rain Dance or Hail ineffective at doing much aside from possibly bringing a small cloud or two on the very odd chance. This sunny weather coupled with the volcanic heat of the distant volcanoes make Water and Ice-type moves weakened accordingly while making those of that type feel very uncomfortable. Fire-types, on the other hand, greatly enjoy this weather and will fight more enthusiastically because of it.

The volcanoes have remained dormant for decades, leaving little fear of a volcanic eruption to interfere with ongoing battles, however, burning lava has been extracted from these volcanoes and have been scattered about the arena in several small circular pools. The lava pools are 6 feet in diameter and depth; and are contained safely from melting away at the concrete flooring. Pokémon that are not Fire-typed or particularly capable of dealing with lava will be taking continuous damage upon contact with the lava and will suffer burns at the area of contact- the severity of these burns increasing with the amount of time contact is made. The concrete platform itself is very compact and sturdy, preventing earth-based and rock-based attacks that depend on the arena such as Earthquake and Stealth Rock from working.

To top things off, moderate amounts of volcanic ash continually fall onto the arena. The amount of this ash is not enough to hinder the vision of any Pokémon; the arena being a great enough distance from the nearest volcanoes to not suffer from that. However, this ash contains a special quality that brings discomfort to Dragon-types in particular- negating the benefits the type would otherwise receive from the beating sun while also making them slightly less enthusiastic in battle. Dragon-types that are already a Fire-type do not suffer from this, the Fire-typing in their blood being too in sync with the effects of the arena to feel any discomfort. The arena is slightly larger than the standard size and battles will start at the center of the arena, with a few lava pools already nearby.
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Old 08-05-2014, 07:58 PM   #425
Connor
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Quote:
Originally Posted by Charminions View Post
Charminions (GL) vs Altocharizard55 (C)
5v5
Singles
Slapstick
Equilevel
48 HR DQ
Switch = Gym
The Devil’s Playground
Spoiler: show
Challengers that wish to challenge the Fire Gym would have to travel deep within the volcanic regions of Yupien to locate the recently flattened and concreted arena that is the Devil’s Playground. Battles take place at the peak of the day when temperatures easily reach up to 50 C or 120 F, while the skies remain clear of all clouds- making the use of Rain Dance or Hail ineffective at doing much aside from possibly bringing a small cloud or two on the very odd chance. This sunny weather coupled with the volcanic heat of the distant volcanoes make Water and Ice-type moves weakened accordingly while making those of that type feel very uncomfortable. Fire-types, on the other hand, greatly enjoy this weather and will fight more enthusiastically because of it.

The volcanoes have remained dormant for decades, leaving little fear of a volcanic eruption to interfere with ongoing battles, however, burning lava has been extracted from these volcanoes and have been scattered about the arena in several small circular pools. The lava pools are 6 feet in diameter and depth; and are contained safely from melting away at the concrete flooring. Pokémon that are not Fire-typed or particularly capable of dealing with lava will be taking continuous damage upon contact with the lava and will suffer burns at the area of contact- the severity of these burns increasing with the amount of time contact is made. The concrete platform itself is very compact and sturdy, preventing earth-based and rock-based attacks that depend on the arena such as Earthquake and Stealth Rock from working.

To top things off, moderate amounts of volcanic ash continually fall onto the arena. The amount of this ash is not enough to hinder the vision of any Pokémon; the arena being a great enough distance from the nearest volcanoes to not suffer from that. However, this ash contains a special quality that brings discomfort to Dragon-types in particular- negating the benefits the type would otherwise receive from the beating sun while also making them slightly less enthusiastic in battle. Dragon-types that are already a Fire-type do not suffer from this, the Fire-typing in their blood being too in sync with the effects of the arena to feel any discomfort. The arena is slightly larger than the standard size and battles will start at the center of the arena, with a few lava pools already nearby.
Mine. Thread up.
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