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Old 07-13-2015, 10:42 AM   #1
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Cinccino Arena Directory

This thread is to serve as a directory for both officially created arenas for use in future matches or just in normal play. Please post all member-created arenas here.

1. Standardised Basic Arenas
2. Tournament and Retired Gym Arenas

Last edited by Connor; 11-03-2016 at 06:40 PM.
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Old 07-13-2015, 10:52 AM   #2
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Standardised Arenas

Spoiler: show
General Rules

Some arenas may be able to be conducted either indoors or outdoors. These arenas will have tags next to the arena name indicating as much, and when used in battles, one must be chosen.

Battles conducted indoors will not be subject to weather changing moves. These include Sunny Day, Rain Dance, Hail and Sandstorm. Sandstorm may be used where there is suitable means as dictated by the Attack Description, but Sunny Day and Rain Dance will always fail, while Hail will only succeed if used by a member of the Snover line. Battles conducted outdoors will have no such restrictions, and weather moves will only fail if the arena description states as much.

If an arena is noted to be particularly cold, Pokemon unsuited to these conditions will consequently tire at a faster rate. Conversely, Pokemon unsuited to intensely hot arenas will tire more quickly. However, it is important to take into consideration that Pokemon are hardy creatures. Conditions will need to be somewhat intense for these effects to fully materialise.

Certain moves will be less potent depending on the terrain of the arena. Ground moves such as Earthquake or Bulldoze will be notably less powerful in arenas with loose ground, such as Desert or Sand arena. However, they will also be significantly less effective in arenas which are particularly sturdy, as Pokemon need to be able to transmit the energy by vibrating the surface beneath them. For example, these moves will almost certainly fail if used on the Concrete arena. Earth Power, despite being a Ground move, will function in the opposite manner. Sturdier arenas will cause it to become weaker if not outright fail, while looser terrain will allow it to work as intended, with the ideal medium being sand or something similar. Stealth Rock and other, non-Magic Rock moves will fail in arenas which do not have ample rocks within the arena to manipulate.

When it comes to object placement within the arena, such as boulders within the Rock arena or trees within the Forest arena, the referee should always defer to the battlers. Within reason, if one of the batters mentions positioning of an object, the battler is considered to be correct unless it contradicts a previous statement.

Lawn: [Indooors/Outdoors] One of the most basic battling arenas. A large, well kept lawn area, situated outside. Rocks can be easily summoned from underground for use in attacks like Stealth Rock, and attacks such as Earthquake will transmit readily.

Concrete: [Indoors/Outdoors] A large concrete slab situated outside. As the ground is made of pure concrete, very few Pokemon will be able to affect the terrain, with only the likes of Steelix being able to manipulate it for attacks such as Rock Tomb or Earthquake.

Sand: [Indoors/Outdoors] A very basic arena which simply consists of sand underfoot. The sand is deep enough for even the largest of Pokemon to submerge within using Dig, with the obvious stipulation that most Pokemon will feel uncomfortable being submerged for extended periods of time. Moves such as Earthquake and Bulldoze will be slightly less powerful here, but there are plenty of rocks embedded below to facilitate the use of Stealth Rock and other such attacks.

Clay: [Indooors/Outdoors] A large battling surface constructed of Clay, which runs down into the ground. This will result in attacks such as Rock Tomb taking slightly longer to execute, but they will still function as normal. However, Ground based attacks such as Earthquake and Earth Power will suffer no deficit in how they function.

Pool [with Pontoons]: [Indoors/Outdoors] One of the more simplistic battling arenas. The primary focus of this arena is the large pool situated at the center. The pool is comfortably wide, unable to be crossed within a round. Likewise, the pool has a fairly deep base, able to accommodate even the largest of Pokemon, although their movements will be restricted somewhat. The water is clear and has a high degree of visibility, meaning Pokemon situated within the water can be easily located and targeted from outside. The outside of the pool itself is simple terrain, open to standard manipulation. Optionally battlers can include pontoons within the water, which will float on the surface and provide a fairly sturdy foothold for the majority of Pokemon, within reason.
Optional [Extension] Frozen Pool: All stipulations of the Pool arena, however, a thick layer of ice covers the surface of the pool, able to hold most Pokemon with ease, though may be broken with significant force. The freezing did not occur from normal means, causing the surface to be rough as opposed to a flat sheet, with large icicle stalagmites reaching from the surface, some up to several feet tall, which can be used as means of defense or to change momentum of Pokemon skidding on the ice.

Forest: The trees of the Forest arena are fairly densely packed, but this will only restrict the movements of larger Pokemon. The trees will obviously offer some sort of cover for battling Pokemon, and are easily climbable. Flying Pokemon may find navigating the higher reaches of the Forest hard due to the density of the branches. Rocks are easily summonable from the arena, and attacks such as Earthquake and Bulldoze will transmit readily. Setting fire to the surroundings is dissuaded and difficult due to the danger it presents, but entirely possible. This arena is outdoors only.
Optional [Extension] Rainforest: All stipulations of the Forest arena, only the humidity of the air and general moisture held within the arena makes Fire types fairly uncomfortable in this arena, and setting fire to the trees will be near enough impossible.

Rock: [Indoors/Outdoors] A simple arena, the Rock arena consists primarily of fairly easily manipulated soil. The ground underfoot is rife with rocks and other such minerals, meaning attacks such as Stealth Rock work with impunity, and attacks such as Earthquake will transmit readily. The main aspect setting the Rock arena apart is the numerous boulders interspersed across the field. These will provide ample cover for most smaller Pokemon, and are open for manipulation. This includes being used to fuel attacks such as Rock Slide, as well as being able to be thrown by some stronger Pokemon. Within reason, if one of the batters mentions positioning of a rock, the battler is considered to be correct unless it contradicts a previous statement.

Cave: Battles in this arena will take place situated within a rather large cave system. Most battles will take place in the most spacious of these caves, a rather sizable affair which will accommodate complex movements from even the most large of Pokemon. Both stalagmites and stalactites appear in the cave, offering cover for small Pokemon and roosting spots for Flying types respectively. Both may be used in the fueling of attacks such as Rock Slide. Although attacks such as Earthquake and Bulldoze work as normal in this arena, they are dissuaded, as they may damage the structure and cause a cave in. In the event of this, Pokemon will have ample time to escape to an adjoining area, though this will be understandably smaller while retaining the same features of the main room. Being within a cave system, this arena should be treated as if it were indoors.

Beach: The Beach arena consists of a sandy shore fronted by a clear, temperate sea. Pokemon will be able to see both into and out of the water with little trouble despite the waves lapping at the shore, and there are no currents which would make Pokemon particularly uncomfortable, although Pokemon who struggle to swim will still experience difficulty. Due to the loose nature of the sand, moves such as Earthquake and Bulldoze will suffer a deficit in power, but Earth Power will function as normal. Situated in the water is a buoy system designed to not allow Pokemon to back too far into the water, ensuring the battle remains situated around the Beach itself. This arena is outdoors only.

Mountainside: The Mountainside arena is situated on the slope of Mt. Coronet. Initially the battle takes place on a gentle slope, the surroundings little more than a lush meadow extending up the side of the hill. The terrain underfoot is easily manipulated by moves such as Earthquake and Stealth Rock. As the battle progresses up the Mountainside, vegetation will become more scarce, and the slope will increase, with few Pokemon being to advance beyond this point. For those suited to battling within frozen conditions or Pokemon able to scale the Mountain with impunity, such as Flying types or those who levitate, the upper reaches of Mt. Coronet may be battled upon. Here the slope is at it's steepest, but numerous flattened plateaus litter the climb, ample footholds for those who can reach them. The weather here is locked perpetually into Hail, with all the accompanying effects. This arena is outdoors only.

Desert: The Desert arena is situated amidst huge sand dunes. The elevated sand will provide unstable footing at best for those unsuited to navigating the arena, and the intense heat will render Water and Ice type Pokemon uncomfortable, while the arid conditions will leave Grass type Pokemon unfamiliar with the environment uncomfortable. Beneath the surface of the sand are numerous large rock suitable for use in attacks like Stealth Rock, and there are likewise boulders jutting from the surface of the dunes which can provide cover for smaller Pokemon and be used to fuel attacks such as Rock Slide. Within reason, if one of the batters mentions positioning of an arena aspect, the battler is considered to be correct unless it contradicts a previous statement. This arena is outdoors only.

Pummelo: [Indoors/Outdoors] A simple arena, the Pummelo arena consists primarily of fairly easily manipulated soil, with a large circular pool situated at the center of the arena. The pool is deep enough to accomodate most Pokemon, but larger Pokemon will be unable to do more complex maneuvers. The pool is roughly as wide as it is deep. The ground of the remaining arena is rife with rocks and other such minerals, meaning attacks such as Stealth Rock work with impunity, and attacks such as Earthquake will transmit readily. The main aspect setting the Rock arena apart is the numerous boulders interspersed across the field. These will provide ample cover for most smaller Pokemon, and are open for manipulation. This includes being used to fuel attacks such as Rock Slide, as well as being able to be thrown by some stronger Pokemon. Within reason, if one of the batters mentions positioning of a rock, the battler is considered to be correct unless it contradicts a previous statement.

Graveyard: The Graveyard is an ominous place, and the atmosphere created by the eerie surroundings will render all but the most staunch of Pokemon on edge when battling here. This effect does not extend to Ghost or Dark type Pokemon, who feel much more comfortable in these surroundings. Although the surrounding gravestones can be destroyed or used in attacks, this is not advised. Any sort of damage dealt to the gravestones will be immediately punished, with the spirits of those residing within the grave inflicting a debilitating curse on the Pokemon who damaged them, reducing their offensive stats slightly. The ground here is simply made up of a well kept lawn, meaning the ground is open to manipulation. Importantly, moves such as Bulldoze will have no effect upon the destruction of the gravestones. Battles in the Graveyard will always be undertaken at night, with all the appropriate effects, most notably reduced visibility for those unable to see well in the dark. This arena is outdoors only.

Greenhouse: A large metal and glass construct, typically in the shape of a dome. The Greenhouse envelops a large, indoors forest, with all manners of foliage imaginable. Most notably, numerous trees are interspersed throughout the surroundings. The ground underfoot is made simply of soil, and is easily manipulated. Sunlight coming from outside will be amplified by the glass, making moves such as Synthesis more efficient and allowing Solar Beam a quicker charge time. Grass Pokemon will feel much more comfortable in these surroundings than any other Pokemon. This arena is considered to be indoors.

Dojo: A simple Japanese Dojo. The floor underfoot is made of wooden timbers upon which tatami mats have been laid, meaning attacks such as Earthquake and Stealth Rock will fail entirely. The Dojo itself is rather small, though only exceptionally large Pokemon will find difficulty, and the structure itself is liable for destruction. Should the battling spill out of the Dojo for any reason, the battle will end up taking place in a Meadow. The meadow is a simple extension, being an expansive grassy plain with no special rules. Rocks can be easily summoned from underground for use in attacks like Stealth Rock, and attacks such as Earthquake will transmit readily.

Sea: A very simplistic arena, which takes place entirely at sea. It is strongly advised only aquatic, levitating or flight capable Pokemon are used in this arena, as there are no footholds for land based Pokemon. The water of the sea itself is temperate, and there are no particularly strong currents, although there are weaker flows which may help with mobility somewhat. The water is to be considered mostly clear, having no effect on visibility, except at large distances. This arena is outdoors only.

Ocean Liner: Battles here take place upon the deck of a large Ocean Liner. The floor underfoot is made of pure steel, entirely unable to be manipulated. There will be onlookers for this battle, but they cannot be targeted and will be smart enough to remove themselves from the vicinity if the battle should spill towards them. Anything which can be feasibly pictured as on the deck of an Ocean Liner is open for manipulation, with deck chairs being a prominent feature. There is also a rather large pool situated at the center of the deck, which is large enough to accommodate most aquatic Pokemon. The battle can also spill out to the surrounding sea. Here, waters are fairly temperate, but there are no footholds for land based Pokemon. The currents are mild, not having any drastic effect of swimming ability, and any new Pokemon will be released on the deck of the Liner.

Volcano: One of the most complex arenas, and definitely not recommended for newer trainers or referees. The battle will take place suspended within the bowels of a large, active volcano. The majority of the battle will be situated over a large concrete platform with is situated some distance above the surface of the lava below. The platform has more than ample space for battles to ensue, and indestructible metal girders hold it into the walls of the volcano, meaning it cannot be destroyed. This does not prevent battles from spilling down into the deeper sections of the volcano, however. Down here footholds will be more sparce, with numerous rocky ledges interspersed around the edges, providing ample foothold for even the largest Pokemon. There are also small 'crossing points' allowing Pokemon to make their way out onto the lava without incurring damage, but these footholds are less secure and Pokemon are liable to be knocked into the lava. Any Pokemon knocked into the lava will not struggle to get free, as panic coupled with the availability of ample foothold will see them escape in a timely manner. Pokemon dunked into the lava will suffer between Good and Significant damage, depending on how long they are exposed for. Damage may exceed Significant for exceptional cases. Pokemon are generally quite hardy, but will still suffer fairly nasty burns if they are within the lava for too long. This arena is considered to be conducted indoors, and as such weather moves will fail, but moves which rely on the sun to function (Morning Sun, Solar Beam) will function as normal due to the exposure from the volcano rim.

Swamp: The Swamp arena is a rather basic arena. The ground underfoot will be soft and will give way to most Pokemon with any notable weight, their movement becoming restricted as their feet sink somewhat. There are numerous small ponds interspersed throughout the arena, with water enough to conjure attacks such as Surf, as well as housing aquatic Pokemon comfortably. There are numerous trees extending upwards out of the ground. Attacks such as Bulldoze and Earthquake will suffer somewhat thanks to the softness of the ground underfoot, but there are enough rocks for attacks such as Stealth Rock to work with impunity. This arena is outdoors only.

Creek: A small, flowing creek hidden in the back woods, which flows at a fairly swift pace. Most Pokemon will be able to traverse the current with ease, though particularly light or small combatants may have some issue. The creek is about fifteen feet across at most points, differing by only a few feet here and there, and is consistently about five feet deep at the center. A small makeshift bridge stretches across the creek at the center, where the battle will typically begin, and though it is fairly sturdy and able to hold the average combatants with ease, it can be broken with enough force. The creek's left bank is largely flat with the odd vegetation and a good amount of trees for climbing and cover, while the right bank quickly shifts into a steep hill, rising about twenty feet before flattening out again, and lacks any real form of vegetation whatsoever. This arena is outdoors only.

Ice Path: Situated to the East of Mahogany Town, Ice Path stands as the sole barrier preventing many trainers from reaching Blackthorn City. Battles here take place at the expansive entrance way. The battle field stretches out wide on either side, with the floor below being comprised of a thick, unbreakable layer of ice, meaning most Pokemon will struggle to find stable footing. Rocks jut from the ice here and there, and Pokemon can use these as means of support to belay their slipping. The air within the cave is also incredibly cold, and this will have an effect on the battling Pokemon not accustomed to the conditions, causing them to become tired at a slightly quicker pace. As always, within reason, if one of the batters mentions positioning of an object, the battler is considered to be correct unless it contradicts a previous statement. This arena is indoors only.

Town Square: Battles here take place amidst an expansive, albeit abandoned, Town Square. The cobbled flooring provides more than ample footing for any battling within the arena, but will prevent attacks such as Earthquake or Stealth Rock. The exits to the Town Square have been blocked off to stop the battling from spilling out into the outer areas of Town. Scenic furniture from local cafes litter the arena, and in the center of the Square there is a sizable fountain, large enough for most aquatic Pokemon to reside in with somewhat restricted movement. As always, within reason, if one of the batters mentions positioning of an object, the battler is considered to be correct unless it contradicts a previous statement. This arena is outdoors only.

Playground: Battles here take part within a large, school Playground. The main battle will take place within the center of the park. The ground below is lawn, the grass kept cut short. Rocks can be easily summoned from underground for use in attacks like Stealth Rock, and attacks such as Earthquake will transmit readily. Surrounding the area will be numerous pieces of Playground equipment, ranging from swings to slides. These can be uprooted by Pokemon of sufficient strength, but this will be no easy task. Within reason, if one of the batters mentions positioning of an object, the battler is considered to be correct unless it contradicts a previous statement. There is a strange atmosphere permeating the entire arena, which will cause baby Pokemon to fight more enthusiastically. This arena is outdoors only.

Zen Garden: Battles here take place in the well kept garden of a monastery. The traditionalist surroundings are simple. The ground consists of well raked sand, underneath which are numerous boulders. While moves like Bulldoze or Earthquake will transmit somewhat worse here due to the sand, but moves such as Stealth Rock will still function as normal due to the embedded boulders. The garden is surrounded by a large wall, which for the purposes of the battle is unable to be scaled. Due to the calming influence of the arena, moves which improve the mental state such as Calm Mind or Amnesia are more potent, while moves which incite anger will be much less potent. Pokemon will also feel much more focused when battling within this arena, heightening their senses. However, these effects will begin to reverse slowly as the arena becomes more destroyed, with Pokemon becoming much more agitated. This arena is outdoors only.

Disco Hall: Battles here take place in a large Disco Hall. While the main lights are turned off, the area is illuminated by lights situated around the edges of the hall, as well as the multicoloured panels decorating the floor. The floor itself will constantly be covered in a fine mist, produced by numerous smoke machines surrounding the hall. This mist may well hinder the visibility of smaller Pokemon, but few will have any serious trouble with it. The music constantly playing within the arena will, however, cause Pokemon to struggle more to focus, leaving them somewhat more susceptible to moves which affect their mental status. This arena is indoors only.

Castelia Sewers: In the underground of Castelia, the sewers have fallen into shoddy disrepair. The waters running through the system have become polluted, becoming much more like sludge than water. The filthy substance will leave any non-Poison Pokemon exposed to it for long enough under the Toxic status. On either side of the running sewers lie concrete walkways, their structures solid despite the neglect. As these walkways are made of pure concrete, very few Pokemon will be able to affect the terrain, with only the likes of Steelix being able to manipulate it for attacks such as Rock Tomb or Earthquake. This arena is indoors only.

Power Plant: Situated due east of Cerulean City, this abandoned plant has quickly become the abode of many Electric type Pokemon. The equipment here retains some of the electrical energy which once surged through them constantly, and this excess power will cause Electric types to tire slightly slower than other Pokemon here. The structure itself is sound, leaving only the likes of Steelix able to manipulate it for attacks such as Rock Tomb or Earthquake. This arena is indoors only.

Mount Moon Clearing: Located within the center reaches of Mount Moon, this clearing is held almost sacred by the local Clefairy and Clefable. Removed from any urban environment, the natural beauty of the surroundings maintain the calming, peaceful atmosphere. Pokemon will feel more at ease here, less liable to be affected by moves intended to intimidate or instill fear. In the center of the clearing rests a pond of perfectly clear water, deep enough to accommodate most aquatic Pokemon, but not deep enough to provide them with any serious hiding place. The ground here is soft and pliable, covered by a luscious grass field. Rocks can be easily summoned from underground for use in attacks like Stealth Rock, and attacks such as Earthquake will transmit readily. This arena is outdoors only.

Dragonspiral Tower: Battles here begin at the foot of the tower, the expansive hallway giving way to a carved stone spiral staircase winding upwards towards the summit. The stairway advances upwards for roughly four stories before giving access to the Tower peak, an open battlefield with numerous pillars extending upwards into the air, large enough to provide cover for Pokemon. The ground here is incredibly tough and rugged, meaning attempts to manipulate it will be near impossible for most Pokemon. The inside of the tower is strangely warm, with thermal currents rising constantly up towards the summit.

Tundra: The Tundra arena is situated amongst a frozen wasteland. There are numerous dunes of snow scattered around the landscape, which will cause those unsuited to the terrain to have unstable footing. The intense chill here will leave most Pokemon uncomfortable, leaving them tiring quicker than those suited to the environment. There is a constant wind here which will cause a permanent snow effect, reducing visibility for Pokemon unused to the conditions. Moves such as Stealth Rock will fail here as there are no rocks beneath the thick coating of snow, and moves such as Bulldoze and Earthquake will barely function due to the loosely packed snow. This arena is outdoors only.

Last edited by Connor; 11-03-2016 at 06:40 PM.
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Old 07-13-2015, 03:48 PM   #3
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Winter Whirl Cup

Spoiler: show
Cianwood Cove: A sandy beach on the western end of Johto, the Cianwood Cove lies just north of the oceanside city. The first round battle takes place beyond the shore among the shallows in the dead center of the cove. The bay itself is about twenty yards in diameter and the water is about three feet deep in the center, slowly getting deeper as it washes out east to the sea, where the depth increases dramatically about ten yards from the center. The beach stretches to the south, wrapping around the battlefield in the west and bordering steep, rocky cliffs to the north.

Olivine Port: The commercial center of Johto, Olivine Port is a bustling center for trade, filled with ships and boats. The first round battle takes place amidst a few concrete islands among the breakers, away from the freight and shipping that bustles around the battlefield. The starting point is a five yard by five yard square of concrete sticking from the water. Four more concrete squares of equal size sit another ten yards from the center, one on each side of the square. The water surrounding the concrete is fairly deep, partitioned off by breakers to the south and west and dry docks to the north and east.

Ice Cave Depths: Lying between Mahogany Town and Blackthorn City, this crystalline cave is an oasis for many Ice types escaping the rugged mountains to the east. The first round battle takes place in the very depths of the cave, in one its lowest chambers where underground springs converge. The battlers do combat on the top of a sheet of ice in the center of a small underground lake, about thirty feet in diameter. The ice can support a Pokémon about the weight of a Blastoise without too much cracking, but it cannot withstand much punishment. The water below is icy but deep with large ice crystals creating pillars and spires that can be used as hiding places.

Route 47: Forming the path between Cianwood and the Johto Safari Zone, Route 47 is comprised of a rugged cliff face overlooking the Johto Sea. Rivers flowing from Cianwood Island meet with the sea here, pouring over the edge of the cliff in a series of majestic waterfalls. The first round battle takes place where the cliff face meets the sea, amidst the crashing falls. The arena technically extends out into the deep sea, with battlers either starting on or near a sandy outcropping just big enough to comfortably hold two combatants with about 10 feet of space between them. Waterfalls roar on either side, both quite strong but their flow not so powerful that they cannot be climbed. Each waterfall has a rather small pool where their waters collect about half way up the cliff, and while the pools are fairly deep, they're likely not going to be able to hold more than one moderately sized Pokémon.

Cerulean Bay: Just beyond the Nugget Bridge, this humble bay is a popular lookout for day trips and romantic getaways, as well as the occasional battle. The first round battle takes place just past the slope of the lookout, making a half-circle around the relatively shallow waters of the ocean. The combatants start just off the thin beach formed at the base of the lookout, about ten yards from the drop-off where the water becomes much deeper out east. The lookout itself is easily scalable, with a small path leading to its tip, about 40 feet from the shore below.

Vermilion Docks: The famous docking place of the world-renowned S.S. Anne, the Vermilion Docks are some of the busiest in the world, but today, they've been closed off for a skirmish between two of the ASB's best. The first round battle takes place on the docks of the Vermilion Port and its surrounding waters. The battlers start on the large wooden dock that serves the large liners, on a platform raised just out of the water that is roughly twenty yards long. The waters just below are particularly deep, though they do become quite shallow 100 yards north of the end of the dock, where a strip of land divides the sea from the bay. A lonesome truck sits on this jetty, though you probably won't find any Mews beneath it.

Cinnabar Island: Cinnabar has long been a destination for tourists and trainers alike - until today; Cinnabar Volcano is erupting! This first round battle takes place just beyond the dangerous spew of the Cinnabar Volcano, on the glassy black beaches of the eastern Cinnabar Shore. Battlers start on the beach, two slow-moving lava floes partitioning off the battle area in a 50 by 50 yard square. Though you can escape the floes by swimming out to sea, the water has grown thick with salty steam, making visibility a little poor off shore.

Silence Bridge: Route 13 is home to one of the most elegant and overlooked feature of Kanto, Silence Bridge. This quite stretch of wooden pathways connects the various small islands that dot the Route, making it a popular place for fishing and picnicking. This first round battle takes place among the bridges and in the shallows underneath. Battlers start on the centermost island, a small, round islet measuring about 30 yards in diameter. Bridges connect a number of similar islands to the north and south, each bridge elevated about 10 feet above sea level and being only about 40 yards long at maximum.

Seafoam Island: Deep below the churning waters of the South Kanto Sea, frigid caverns house the Legendary Bird of Ice, Articuno... but it seems he's taken the day off! This first round battle takes place in the bird's chamber, upon a frozen platform among the currents. The platform itself is very icy and somewhat slippery, but most Pokémon should be able to keep reasonable traction. The platform itself, being made from permafrost, is actually somewhat fragile, and some moderate stress may cause it to crumble. The current is not particularly powerful, but without some effort, it will sweep lighter Pokémon away. The current primarily circulates around the platform, but can be diverted with rocks and can be killed entirely if choked off at the north or south.

Cerulean City Gym: The most famous Water Gym in the world has opened its doors for the Water event of the decade, providing their sizable pool for a Round 2 battle. The pool has been altered somewhat, with many of the platforms removed but a square of thin decks left in the dead center. The decks are extremely sturdy and unbreakable, but are rather narrow and cannot hold Pokémon much larger than a Blastoise comfortably. The center of the decks are open to the water. On either end of the pool, there are two medium-sized platforms, both about 8 meters in diameter. The pool is quite deep, filled with smaller Water Pokémon, though they're unlikely to bother any combatants unless directly assaulted. At the bottom, a small coral reef fills the pool, allowing for smaller Pokémon to hide.

Tojoh Falls: These famous falls mark the border between Kanto and Johto, traversed by all trainers making their way to the Elite 4 from Johto. In this Round 2 battle, battlers fight at the base of the falls, starting in the relatively shallow pools. There are two pools separated by a wall of craggy rock. Each pool is only about ten meters deep, filled with a number of Goldeen and the occasional Seaking, none of which are terribly aggressive. Both pools are fed by the namesake falls, which fall from a height of about 50 meters. The pool of water from which the falls originate is about the same depth as the pools below but considerably smaller, just large enough to feed both of the waterfalls on each side of the wall.

Frozen Lake of Rage: The largest lake in Johto is home to one of the most famous shiny Pokémon in the world - the Red Gyarados - but you won't find it today; it's a little too cold! In this Round 2 battle, combatants begin in the very center of the lake, atop a thick layer of ice. This arena is much like a standard Frozen Lake, but with one major difference: beneath the ice, many Gyarados slumber, and they're not very deep sleepers! Loud sounds, big attacks and breaking the ice all risk awakening the beasts, who will all attack the offender with a water-based Dragon Rage when provoked!

Pacifidlog Town: In the shadow of the Sky Pillar, this small town sits on logs and planks over a coral reef. This Semi-Final battle takes place in the middle of town, starting on the largest log platform. The platform is about 100 meters by 100 meters and relatively fragile. On each side of the platform, log bridges stretch over the water to smaller platforms that compose the rest of the town. Near the edges of the platform, a few small huts stand, which can be used as a hiding place in a pinch. Each of the smaller platforms have a similar hut. The water is salty and deep, filled with small spires of coral that teem with Tentacool, Corsola, Luvdisc and Remoraid.

Abyssal Ruins: These undersea ruins are said to be the resting place of an ancient king flooded by rising tides. This Semi-Final battle takes place just outside the ruins, deep underwater. The tomb sits in the center of the abyss, acting as the centerpiece for the battle. A strong current circulates around the castle in the center, allowing for swift travel. Sizable pillars are scattered around the sandy bottom, which can be used for cover or offense. Although the internal maze of the ruins has been sealed off for the duration of the battle, crafty or sneaky Pokémon can still take advantage of the crevaces and holes in the rocky walls, making for prime hiding spots. Many wild Pokémon have made this mosuleum home, including Mantine, Remoraid, Chinchou, Frillish and Spheal, as well as the occasional Shellder and Wailmer frisking the bottom. The wild Pokémon are fairly docile but are protective of their homes; causing damage to the surroundings may anger the local wildlife.

Whirl Islands - Lugia's Chamber: The final battle of the Winter Whirl Cup takes place in the undersea home of the legendary Lugia, ruler of the seas. Lugia's Chamber consists of a large semicircle of waterfalls all spilling into a 30-foot diameter semicircular pool. A stone platform marks the edge of the pool, with a small rock outcropping facing the center where the Silver Wing sits. The wing and the two faint lamps cast a dim light over the whole of the arena. Under the rippling surface of the water is a forty-foot deep chasm, but the light only penetrates a handful of yards below the surface, making the deeper waters good for hiding but bad for line of sight. The waterfalls that feed the pool are extremely strong, and appear solid, making them nearly unclimbable and impenetrable, only navigable by the most powerful of legendary creatures. Hitting the waterfalls will be identical to hitting a wall, and sustained pressure against the walls will cause continuous minor damage due to the sheer force of the falling water. Destruction or manipulation of the arena and its surroundings is strictly prohibited; this is a legendary site protected by a powerful creature and any offenders should be willing to pay the consequences!

Tri-Jewel Invitational

Spoiler: show
Slateport Beach: A sunny, warm beach on the shore of Route 109, leading right up to the edge of Slateport. The beach is rather flat and made of a shiny white sand, making visibility a little low at a distance. Off the coast, the shelf dips off significantly, becoming quite deep just off the shore. A handful of meters off the coast, there are also a number of smaller sandbanks, which are generally large enough to hold two Pokémon. Additionally, the beach is littered with large beach umbrellas and plastic beach chairs, which can be used to hide or as weapons, but they're fairly flimsy and fall apart against attacks. The banks are also littered with abandonded chairs and umbrellas.

Sootopolis City: The cool, shallow, salty bay in the center of the Sootopolis crater, fed by the cool currents that churn in the crevices below. Despite the series of caves and crevices below sealevel, the rather large pool in the center of the city is ony a handful of yards deep, a little shallower than the average swimming pool. On either side of the pool, there are grassy areas that run up against the cliffs of the city, though they're blocked off by mysterious forcefields. In roughly the center of the city, a little set back, there is an island that holds the Sootopolis Gym, taking up a significant chunk of the area.

Abandoned Ship: The deck of the S.S. Cactus, better known as the Abandoned Ship, the wrecked ocean liner found on Route 108. The deck, where the battle starts, is multitiered, starting on the highest tier. The top tier is about 40 x 40 meters, with each tier below it connected by a latter with about 5 meters on all sides. All the tiers have large piles of rusting steel bars, which can be used for hiding. There are also a number of holes in the floor, which lead to flooded rooms below, each about 10 by 10 meters. The holes are fairly small, but can be broken with some force. The rooms below are connected by small hallways, and spill out into a larger room that spills into the sea.

EverGrande City: The picturesque waterfall that marks the entrance of to EverGrande City, the seat of the Hoenn League. This waterfall cascades from a rather high cliff, coming from a rather high pool fed by an outflow of water from inside Victory Road. The battlers start atop the cliff in the flowery field outside Victory Road (currently sealed off), fighting on a rather flat and broad plateau atop the cliff. Battlers may move into the pond that feeds the waterfall if they wish, though the area is fairly shallow. Additionally, they can take the waterfall down to the oceanscape of Route 128 or fight among the steep cliffs. If a Pokémon is forced off the waterfall, they will be caught by updrafts that will deliver them to the surface, only taking moderate damage from the fall. Additionally, though rocky, the cliffs do have some areas for perching and some small, grassy outcroppings that can be fought on. The waterfall is broad though not terribly powerful, and can be climbed.

Team Aqua Hideout: The depths of the hideout of the nefarious Team Aqua, just east of the city of Lilycove. This subterrainian chamber is filled with a large variety of strange, whirring machines that can be used as cover, as well as piles of steel bars that can be used for attacks by stronger Pokémon, or as cover for others. In the far corner, there is a fairly large pool of water, fed by the ocean outside, that serves as the docking bay for the submarine Team Aqua stole from the Slateport dock. The submarine is docked here, and can be climbed on or perched upon, though the fairly round and slick nature of its surfaces might make standing a little difficult. The dank and musty environment, as well as the constant drip of water from condensation on the ceiling make the arena feel as if it is under the influence of rain, despite being indoors and underground.

Fallarbor Town & Route 113: A small farming community at the base of Mt. Chimney, covered in a layer of fine ash that falls from the mountain. Battlers begin just outside town among the ashy fields of loamy soil, filled with a variety of berry sprouts. The rather soft soil makes using Ground attacks like Earthquake a little bit less effective, but the firm ground on the paths that divide the plots has no problem transferring the energy. If the battle travels east, the battlers will come across tall grass covered in ash, which can be used for cover. To the west is the town proper, which has a number of small buildings that can be used for hiding as well.

Meteor Falls - Main Chamber: An impressive cave dotted with meteor craters with a series of cascades within. The main chamber of this cave consists of a number of fairly gradual drops, plateauing in the middle, where the battlers start. The center platform is bordered by a pool of water that cascades into falls one one side, fed by a waterfall above. A sturdy wooden bridge connects the platform to the cave exit on the other side. On the other side, there is a series of slippery, sandy cliffs that can be easily ridden down but are hard to scale due to their rather slick nature, though a series of stairs to their right can be used to climb back up.

Route 111 Desert: This sandy desert sitting in the rainshadow of the Mt. Chimey, whipped by dusty winds and fierce sandstorms. In the middle of an otherwise temperate climate, this desert is heated not only by the sun, but by the floes of lava underneath it, giving it a pleasantly warm, though awfully dry climate. The desert is constantly beaten by a fairly powerful sandstorm, which reduces visibility considerably. However, in the center of the desert where the battle starts, there is a slight pocket of air that has calmed the fierce sands. The ground, being entirely made of sand, is easily dug through but does not conduct Ground energy particularly well, making EQs slightly less effective. Every round, there is a 10% chance that a sandstorm will whip up, lasting until the start of the next round. When the sandstorm fades, Mirage Tower will appear, and though it cannot be entered, its sandstone structure can be fought on or around.

Jagged Pass: The south face of Mt. Chimney, a jagged cliffside covered in volcanic ash. The battlers begin near the head of the pass, just beyond Mt. Chimney's boiling crater. The cliffs are fairly steep, though the drops can be fairly easily traversed, going up and down. Each level has a fairly large area to stand on, many of which have fairly significant patches of ashy, tall grass. The soft, volcanic rock, however, is somewhat unstable, and using ground-altering techniques may be somewhat dangerous if one is too close to the edge!

Lavaridge Town Hot Springs: A quaint town at the base of Mt. Chimney, filled with hot springs warmed by thermal vents from the boilng magma below. Battlers start among the hot springs in the sandy area that surrounds them. Though the sand allows for easy digging, the water from the spring has compacted it enough to allow for easy transfer of Ground energy. The numerous springs that dot the area are filled with pleasantly warm water, warm enough to relax but not too hot that it might burn. Pokémon who enter the hot springs will feel immediately relaxed, resetting their mental state. Due to the rather warm nature of the water, any attacks that employ this water will make targets that dislike heat rather uncomfortable, though they will deal no extra damage.

Mt. Chimney Peak: The intimidating peak of the active volcano, Mt. Chimney. In spite of the mountain's considerable height, the peak is fairly level in many places, especially near the volcanic crater. As an active volcano, Mt. Chimney's crater is filled with bubbling lava, though there is a decent distance separating the battlers from the magma. A system put in place by Team Magma creates a forcefield around the pit, however, that can only be passed through by Fire-type Pokémon, allowing Pokémon that prefer the magma to take advantage of it, but which repels others, allowing non-Fire Pokémon to stand just above it. The magma pit also has some large rock outcroppings that can be used for footing. The soft, volcanic rock, however, is somewhat unstable, and using ground-altering techniques may be somewhat dangerous if one is too close to the edge!

Team Magma Hideout: The depths of the hideout of the nefarious Team Magma, hidden in the face of Mt. Chimney. The cave in which the battlers fight is deep within the volcano, in a steamy cave, filled with whirring machines that can be used for cover. The cave itself is made of fairly stable rock, allowing for use of arena-mainuplating moves. The intense heat and light generated by the large pool of magma in the center of the room makes it appear as if it were under the influence of bright sunlight. A system put in place by Team Magma creates a forcefield around the pit, however, that can only be passed through by Fire-type Pokémon, allowing Pokémon that prefer the magma to take advantage of it, but which repels others, allowing non-Fire Pokémon to stand just above it.

Cave of Origin: The Cave of Origin, the shrine to the clashing forces of land and sea, located deep below Sootopolis City. The shrine exists as a symbol of the constant battle between these forces, made even clearer by the clash that now exists within the cave itself. On one side, a flow of water cascades into the arena, meeting a floe of lava on the other, creating a significant stone platform in the center where the battlers fight. Both of these cascades have created small, shallow pools that can be used for fighting (though the magma has a Team Magma's forcefield over it to prevent accidents!) or used in moves.

Sky Pillar Zenith: The top floor of the Sky Pillar, a gigantic structure that stretches up above the clouds. The pillar's roof is a two-tiered stone structure, dotted with a number of moderately sized boulders. Despite it's age, the pillar is quite sturdy, allowing for the use of ground-based moves. Although it is open to the air, due to being well above the cloud line, no weather manipulating moves can be used and will fail if attempted. There are a number of drafts that surround the tower that can be ridden by flying Pokémon, and also supply the tower with a constant supply of oxygen, causing battlers to tire a little less quickly than average.

Pokebowl Z

Spoiler: show
Tower of Mastery: The Pokébowl Z Final takes place in the centerpiece of Kalos, the famed Tower of Mastery. The battle starts at the foot of a gigantic 20-foot tall statue of Mega Lucario on the first floor of the tower. A spiral stone staircase runs along the edge of the tower, rising three stories to its peak. At each story, there is a fairly large platform that can hold two Pokémon, exending into a balcony that overlooks the sandbar and Shalour City in the distance.

Retired Gym Arenas

Spoiler: show
The Donnybrook Coliseum: The Donnybrook Coliseum is a small-medium sized circular indoor arena, it is toned for physical fighting so the arena is smaller than it looks and keeps the combatants relatively close, it is about 25 meters in diameter. The roaring crowd and overall ambience of the arena cause a 5% boost in physical attack damage as the pokemon themselves are caught up in the glory of battle. Indestructible foresight lights are situated all over the coliseum, causing a continued foresight effect. As well as the foresight lights the walls of the arena itself are indestructible, inflammable, and completely incapable of being manipulated into a different form. There is a severe gravity field at a point in the arena that is about 12 feet high, making flight impossible above that height, this is so that pokemon cannot escape or flee in a cowardly fashion, as that is frowned upon here. Because the arena is underground there are no weather effects, and they are impossible to create. Large floodlights illuminate everything in the arena, and they are indestructible as well. There is an announcer's box situated above the arena.

Donnybrook Shopping Mall: Built over the remains of the demolished Donnybrook Coliseum, the Donnybrook Shopping Mall is a standard sized two floor mall. The mall is made up of two wings attached perpendicularly to form an L shape. The floors are 24 feet wide from store door to store door and the ceiling height of each floor is about 14 feet. The second floor is essentially a large walkway. The floor has 6 feet wide by 22 feet long openings through which one can see the first floor. These openings are broken up every 22 feet by a horizontal 8 foot wide walkway, and they also have 6 foot high railings. On the sides of each opening are the actual walkways of the second floor, and they run 9 feet across on either side.

Stores line the sides of the mall on both floors. The mall has a large variation of stores, some examples being Gamestop, Brookstone, Abercrombie, etc. The stores are up to the ref’s discretion, and they need not delineate exactly which stores are around unless one of the battlers asks or one of the Pokemon enters the store. The floors of the mall are full of booths regularly spaced out, as well as benches, trash cans, and normal mall related furnishings. Escalators can be found at the ends of each wing and in the middle of the mall between the wings. There is also a set of stairs in the middle area between the two escalators.

On the second floor in the middle area is the food court, full of tables, mini restaurant kiosks, and a merry-go-round. There is a skylight in the middle area above the food court, if broken it can possibly lead to the roof, but the roof is patrolled by vicious guards who especially hate flying Pokemon, they’re armed with copious Pikachu so it is not recommended that the challenger attempt to flee up there.

The mall is full of patrons at all times, they don’t mind the battles as they enjoy destruction and are bloodthirsty hooligans. Many of them will probably flock around the battle to watch, and if they are injured as a result they won't mind as it is part of the risk of visiting the mall. The mall is well lit by the indestructible foresight lights cannibalized by the destruction of the Donnybrook Coliseum, and it’s obviously indoors, meaning no weather effects are permitted.

Since this is where the Donnybrook Coliseum was the Mall is located in a massive underground cavern. This means that rocks can be summoned through the mall floor at no extra expense. The janitors hate their lives.

Battles start on the first floor in one of the wings and it is recommended that the referee ref announcer style as though they were on scene following the battle. Also, everything is totally destructible and it's freaking awesome.

Crystal Catacombs: A relic of a civilization long gone, the Crystal Catacombs are a part of Old Ba Sing Se, residing subterranean to the palace walls. This is an excellent picture. The walls, pillars, and floors are made of granite. Clean water flows into the area from underground aquifers. The entire area is about the size of a football field (100 yards) with subareas; the two squares visible in the picture measure 50 feet by 50 feet. The ceiling is able to accommodate any Pokémon easily and is approximately 200 feet up. All light is produced by the glowing green crystals and therefore there is no natural sunlight. The temperature is about 60 degrees Fahrenheit. Various stalactites hang from the ceiling as well. The areas of water are about 4 feet deep. Weather effects will of course have no effect.

Draconia, Land of the Mighty: Upon stepping in to this arena, you realize that for once in your pathetic life that you are just a small drop in the big pond. This Dragon Gym is not only the place where you hope to obtain a badge, but where you also attempt to show that you are more than just another trainer. The mighty Dragon Pokemon that await you are mere moments away, but the anxiety you feel from the impending match is more than enough to quench your desire for battle. Should you succeed in overcoming me in battle, you will receive the Guardian Knight Badge, which shows your mighty mightiness in protecting those you care for with your might.

The arena will be in the shape of giant circle. It is composed of two inner circles. The center of the arena is a large circle (40 feet in diameter) that is composed of grass with rocks and dirt underneath. The center is surrounded by thin layer of impenetrable steel, which protects the foundation from the second circle. The outer circle surrounds the first, and it is essentially a pool of very hot water (think very hot, hot springs) which surrounds the grass portion. This water will be extremely uncomfortable to any Ice type Pokemon, causing minor damage for every second that the Ice Pokemon is in the water. It extends 20 feet deep and 20 feet out to the edge of the arena. The edge of the arena is a 20 feet high wall of steel, adorned with beautiful etchings of the great Dragon Pokemon of the Gym Leader. The first circle is 2 feet higher than the second circle.

The arena itself is always considered to be under bright sunlight, with the effects of a Sunny Day permanently in play. Arena effects, such as Rain Dance, Sandstorm, Hail or more Sunny Days will have no effect in this environment.

The Little Circle Gym: A fairly simple gym for a not-so-simple leader, the Little Circle Gym is a large, 100 foot circle stadium, modelled after the Pika Cup Arena from Pokemon Stadium (i.e. a large, round arena with a somewhat low domed ceiling and exposed to the free air by large arches). However, the walls and ceiling are painted in a much more pastel scheme, with the large egg statues at the four cardinal directions. Two rings are painted, just like the video game equivalent, a classic Pokeball style one in the middle and one about fifteen feet (radius) from there. The arena itself is littered with toys (e.g. balls, toy trucks, Pokedolls, plushies), though they're dispersed enough and concentrated outside of the larger ring of the arena so that they don't interfere with the battlers unless they want to utilize them. Just outside the large circle is a few indestructible tubes that can be used as hiding spaces by battlers, and are large enough for the average 'mon to go into or hide behind. Close to the edge of the arena, as an homage to the Plushie Palooza Gym, a set of identical (gigantic and indestructible, though these are functionless) plush depictions of the 8 major players in the gym sit at cardinal directions (Cleffa at the north, Igglybuff at the south, Togepi at the west, Happiny at the east, Elekid at the north-west, Magby at the north-east, Smoochum at the south-west, and Riolu at the south-east). They're all about 10 feet tall and proportionately wide, and can be used as cover if need be. The whole arena is suspended in the air a little as to distance it from the ground, and the clay floor is both impenetrable and inadvisable to dig through or attempt to summon rocks from. In order to prevent the babies from falling out of the arena, the whole of it is protected by a force field that keeps Pokemon from falling out and will simply stop their momentum if they're thrown against it, delivering them to the floor softly.

Dual Wing Sky: This arena is really about as simple as it gets; it's a cloud in the sky. Roughly 50' in diameter, this big-arse cloud will be the home to all battles in this Gym. The weather itself is hot (85-90 F), sunny and very dry (more or less an auto-Sunny Day); to keep the heat from becoming uncomfortable, a light wind with the occasional breeze blows at all times. As with a regular Sunny Day, electric attacks become less accurate from longer distances, as do Ice attacks. Weather attacks (except Sandstorm from Pokemon that can generate sand themselves, like Tyranitar) will not have much effect this high up. Additionally, the cloudy ground will keep attacks that require rocks in the arena, such as Rock Slide and Rock Tomb, from working.

Should a Pokemon fall off the cloud and have no means of getting back up, a team of Noctowl, Pidgeot, and Swellow will be able to save it. They're quite skilled at what they do and can save even the biggest, heaviest Pokemon with no real problem, which is certainly preferable to your Pokemon falling to its death. There will be no penalty for falling off the cloud or forcing a 'mon off the cloud, though refs may give you sharp reprimands for fightin' dirty. And no, you can't attack them. Save your typespam for my Pokemon, please.

Siberia, Russia: This arena is cold. Extremely cold. Often called the Cold North Pole, for a very good reason. Pokemon battles here take place on a snow filled wonderland. The arena is flat, and snow can be seen in every direction. The only exception to this is a custom lake in the middle. The Kuno family estate paid top dollar to artificially build it, and imported salt water just for it. Because of this, it is only partially frozen. The lake is fairly large with a diameter of 10 yards, and it goes down much deeper than that. The frozen parts of the lake consist of one large ice block, capable of sustaining most Pokemon up to 150 lbs, and many other smaller ice blocks all over the lake. It is not recommended staying on the smaller ice blocks as their stability is questionable. The rest of the arena is just snow, with the actual ground being many yards under the snow. The snow is solid enough to support 150 lbs of weight, while heavier, non Ice types might have difficulty moving and dodging. They won't sink indefinitely, as the snow starts to get much heavier and compact at around 5 feet. The weather is usually light snowfall, however blizzards can appear. They appear every 10 rounds, and last for 1-3 rounds. These blizzards do no damage, but they lower visibility a bit and speed up frostbite. It will also get rid of any sunny day effect and bring it back to normal (after the blizzard ends). Pokemon that battle here that are not used to staying in cold weather will be uncomfortable battling for long periods of time. Frostbite and freezing is a serious concern, and might occur if Pokemon uncomfortable battle for more than 10 rounds pass, less in blizzard.

Red Centre Gym: Should a trainer be unaware of its existence before setting eyes upon it, it would be quite possible to miss the Red Centre Gym entirely. Set in the middle of a scorching desert that seems to go on forever in all directions, the gym has no clearly defined boundaries. The terrain is remarkably flat and the only major obstacles on the landscape are large eucalypts which are scattered sparsely throughout the area. The most noticeable feature of the area, however, is not visual – it is the intense heat. The Red Centre Gym is, at a minimum, approximately 40 degrees Celsius (104 degrees Fahrenheit), though it is not uncommon for the temperature to rise above this. There is very little humidity, meaning that Water types and other very “moist” Pokémon will be extremely uncomfortable in these surroundings. The climate also means that Rain Dance will only be able to negate the effects of a Sunny Day, as rain does not fall on these barren plains. The earth here is a vivid red and comprised largely of thick, impenetrable clay, so moves such as Rock Slide will not prove to be very effective. All battles take place in the heat of the day and the dry air, in combination with the dust, can irritate the respiratory system and eyes of Pokémon who are not used to being in the desert environment.

Cascadium: An indoor arena with no windows, standard arena dimensions - as high as it is wide. Filled half to the top with water. Artificial lighting. Occupying the centre, about a third the length and width of the total arena, is a mesa made of clay and stone - mostly clay towards the outside, getting more and more rocky as you go deeper into it. The flat top is about six inches below the surface of the water. High up on the walls at each end of the arena is a box for the trainer to stand and survey the battlefield - the wall beneath the leaders box is adorned with a mural of the Blaine sprite from RBY, whilst the challenger has the Youngster sprite from RBY in the same place.

The Golden Valley: A large, majestic, mountainous valley. The valley floor is an arid plain, resembling an African savannah. Long grass covers the ground in sparse patches, dusty soil laid bare in other places, a few thin trees and solitary rocks scattered very sparsely here and there. The ground is supple, easily moulded by moves like Earth Power, but there are too few rocks and boulders to allow the use of summoning moves in this part of the arena. The terrain is sandy, easily stirred by Sandstorm and the like. An unnatural air of despair and malice is woven through the dusty soil, negating the buff that Fairy types might usually expect to receive.

A shallow, slow and meandering stream traverses the valley floor, flowing from a cave to the North West, at its deepest no more than six feet in depth and barely that in width. The stream flows to a shallow lake in the South of the arena, its floor a dull gravel. Near the mouth of the stream, the gutted remains of a lake town lie charred and ruined upon rotten stilts. Wooden, the platforms and houses lie burnt out and decrepit, giving nearby Fairy types the spooks owing to the unnatural and urban atmosphere. The timber is mysteriously dry, rendering it flammable and easily destroyed. The valley's water is clear, limiting its use as a hiding place. However, it is polluted by the dark forces residing deep within the cave, meaning that pokémon will swiftly become fatigued and sluggish if they remain within it for more than a few rounds.

The banks of the valley are rocky and jagged, rising at first slowly but then steeply up to a great height, the higher reaches sporting several large troughs where pokémon may stop and rest and boulders which may provide cover for a harried champion. Attacks which require the presence of boulders can more easily be used at this part of the arena. Brambles and sharp stones add to the foreboding nature of the slopes.

Battles are fought at midday and the arena is hot and arid. Temperatures are in excess of 40 degrees Celsius/100 Fahrenheit and Sunny Day begins in effect under the baking sun, which means that Water and Ice pokémon are likely to be uncomfortable and moves of those types reduced in power, particularly at long range. Any uses of Rain Dance or Hail will lower the temperature slightly but will not cause rain or hail in this setting. The water is a little cooler but its shallow reserves may only comfort pokémon who are directly atop or within the waters and will provide little help to most pokémon. Thermals rise from the hot floor, acting as currents and allowing pokémon with flight and other aerial prowess an easier time in taking wing. The effect is much like Tailwind but in an upwards direction.

Challengers begin at the East of the arena, while the Gym Leader begins in the West. Pokémon are released on or above the valley floor.

Tensai Gym: A very simple arena for a not so simple gym, this gym is set up much like Giovanni's gym in that the trainers stand on a high perch while their Pokemon battle below. The ground itself is a simple clay, although it has been hardened somewhat to handle the fine mist that permeates the arena. Pokemon can see through this mist fairly well, but not perfectly, sometimes having to settle for a shadow image of their opponent. The battle area is normal size, with the roof being 150ft high and made of a concrete/steel support. There are also 6 Pokemon statues lining the sides of the battle area which can and will come into play. They are 110lb (50kg) each and are made of granite, representing the strength and longevity of the Gym Leader. The 6 statues represent the top Pokemon from his squads over the years: Umbreon, Gengar, Dragonair, Charizard, Cacturne and Tyranitar. There are two other statues that are located on the Gym Leader's side, they are bolted down and cannot be removed. They are each 12 ft tall granite sculptures of Gardevoir and Alakazam.

Silver Reaper Arena: Welcome to Hell. Okay, not really. This arena represents the nature of the shadows; darkness permeates around every nook and cranny. Nice atmosphere, eh? The battlefield is 125 ft x 75 ft with a ceiling of 50 ft, so there's a lot of room to fight it out. The entire arena is composed of dark energy fused with titanium alloy, which makes the arena completely indestructible; not even a Self-Destruct will leave any marks on the field. With this concentration of dark energy, all Dark Attacks are powered up, having a 115% base effectiveness. Since the ceiling is indestructible, the moves Sunny Day and Rain Dance are completely useless, as well as any form of Sandstorm that requires using the arena’s sand and dirt, as there isn’t a grain of sand or dirt on the field. At each upper corner of the field sits a light post. This serves as the lighting for the arena, dim as they might be. Destroying them is not advised as the entire arena will be plunged into total darkness and since they are so high, destroying them might be hard to do in the first place.

Plushie Palooza Gym Arena: While Plushie Palooza is a basic looking arena, with a simple yellow green colored clay arena outlined with the usual arena outlines of a Pokéball center and a line showing the arena’s limits, its much more than your boring old clay field situated inside a building with a skylight. Around the perimeter of the arena, nine gigantic plushies, each in the form of a member of the Abnormally Normal Gym Squad, sit. These are, ironically, no normal plushies, as each can activate a special effect. As previously stated, there are nine plushies representing each member, Kecleon, Spinda, Clefable, Wigglytuff, Blissey, Lickitung, Miltank, Zangoose and Togetic. With the exception of Kecleon, each plushie casts a special effect over the field when they are hit by an attack of Ice Beam power or higher.

The first plushie, Kecleon, holds up the trainer box on the leader’s side of the field. This plushie, unlike the others, requires no activation, and is always active. At the end of every other round, the Kecleon plushie changes color, each color corresponding with one of the 17 types. The color it becomes is totally random and is determined by a random number generator. The Kecleon plushie grants a 10% increase in attack power of that element to all Normals Pokémon and a 15% boost to all Non-Normal Pokémon as long as it is the color of the attack type being used.

The second plushie, Spinda, stands across from the Kecleon plushie, holding the trainer box on the challenger’s side. When activated, this plushie inflicts both opponents with a random status effect, consisting of light confusion, light temporary poison lasting for 3 rounds, light full body paralysis, a light burn lasting for 3 rounds, or a thin layer of localized ice on the torso (or similar part) of both Pokémon, causing a slight drop in maneuverability. However, the plushie can only be activated twice a battle, and will not function for the rest of the match afterwards.

The third plushie, Clefable, sits to the left of the Kecleon. When hit with any attack, regardless of the strength, the skylight above opens up and will stay open for 5 rounds. If it is hit with an attack of Ice Beam strength or greater, it magically stops time within the Gym while the world outside continues to turn. When time starts to tick again, the battle has now been plunged into the dark of night. During this, some light will be provided from can lights in the ceiling, creating a dim lighting, and reducing visibility for those without night vision. If the plushie is hit again, the same thing will occur, but night will turn back into day.

The fourth plushie, Wigglytuff, sits to the right of the Kecelon, and makes both Pokémon drowsy when active by playing a soothing song. This drowsiness is akin to the effects of Yawn, and while it won’t necessarily put Pokémon to sleep, it will calm them and anger them less, making rage based moves less effective. Also, it also may interfere with orders and the like.

The fifth plushie, Blissey, sits to Clefable’s left. When activated, the egg in its pouch glows and heals each Pokémon that of half an Ice Beam and gives them the energy of a little under an Ice Beam. Also, light status effects are lifted, and heavier statuses are lessened. This may only be activated twice a battle.

The sixth plushie, Lickitung, sits to the right of Wigglytuff, forces both Pokémon to use one move the next round. If the next round is a one-mover round, the round afterwards will also be a one-mover.

The seventh plushie, a shiny Miltank, sits to the right of the Spinda plushie and to the left of Blissey. When activated, both Pokémon are sprayed with a rainbow colored milk which raises a random stat (excluding Speed) akin to that of a Growth.

The eight plushie, a Zangoose, sits to the left of the Spinda and the right of the Lickitung. This plushie gives both Pokémon a speed boost akin to that of a long-term Agility and the effects associated with it.

The ninth and final plushie, Togetic, hangs in the air 20 feet off the ground. When hit, it causes a flurry of Normal energy to rain from the heavens. Each ball of Normal energy does the damage of a Bullet Seed to the Pokémon, and about 20 rain down in all, but only 2 or 3 hit one spot.

The Combeenation Gym Arena: The Arena of the Gym has three layers to it and is situated inside the building of the Gym, no natural light can come through the roof but there is artificial lightning to create a daytime like effect on the arena. Though, the lights can be turned off for a more night-time like effect.

The first (and top) floor of the Gym is a giant spider web that spreads right across from one side of the gym to the other which is situated above the second floor. This spider web is created by a team of Ariados who live within the Gym and are hired by the Gym Leader to reinforce the web outside of battles, these Ariados are: Trina, Belinda, Carlos and Dave. The web is specially made so Bug Type Pokémon can move across it normally (or even better for Pokémon like Ariados), while non-Bug Types are slowed and struggle to move at their normal speeds due to the silk and stickiness of the web. Since the web is so reinforced (since being made by four Ariados) it cannot be effectively destroyed through physical means and can even hold quite heavy Pokémon. The most effective way to destroy the web is with the use of Fire. Despite being reinforced, when part of the web is destroyed the rest of it would struggle to stay together and it can fall part making the Pokémon fall down to the second floor of the gym (trapped Pokémon would be freed due to the breaking web).

When the Pokémon fall they land onto the second part of the arena. The fall is quite large, though it does not cause all that much damage to the Pokémon due to the floor being grassy and it can effectively break their fall. The second part of the arena is a mix of the grass and forest arenas. In the middle of the arena there is a clearing of just grass which his about the size of the grass field. On all sides of the clearing there is a forest in all directions which stretches out for another Grass field in all directions (so basically the arena is three grass fields in each direction if you think about it…I think xd). The forest is very dense and difficult to navigate for non-Bug Type Pokémon. When Pokémon fall from the web they could land in a tree, which would obviously hurt some.

There is also a third underground part to the arena, which is found when the clearing in the middle of the forest (which is the size of a grass field as previously pointed out) is broken or damaged. There is minimal support given to hold the clearing so when it is dug into, slammed upon hardly, used to cause an earthquake or some such it will break and all the Pokémon currently standing upon clearing will fall into the underground part of the gym (also as there is no solid ground under the clearing attacks such as Rock Tomb have no effect as there are no rocks beneath the grass). The grass and dirt of the stuff is quickly moved away by filters in the underground section as not to ruin the battle. The underground part is quite large, lengthwise it is the entire length of the gym arena as when the clearing breaks apart the Pokémon fall through a tunnel the size of the clearing until it widens out into the entire underground section (which as previously mentioned is the size of the entire gym, so very large stuff). The fall hurts similar to that of the breaking of the web between the first and second sections. The underground section itself is made of rocks and clay, rocks cannot be pulled out of the ground for attacks such as rock tomb because they are part of the very foundation that holds the underground section together. There are also dimly lit lights hidden in the walls of the underground section to give Pokémon some visibility.

There is no way to get from the web to the second floor without destroying the web and if the web is intact Pokémon are send out onto the web. But if the web is destroyed the trainer’s Pokémon are released onto the clearing of the grass. The Challenger, Gym Leader and Referee are all in separate tree houses in trees around the clearing which are made to blend in with the other trees so no Pokémon can tell which tree houses belong to the people. The gap between the forest and the web is small enough to see, release and order Pokémon by looking upwards but not close enough to jump, climb or anything of that nature (as the trees do not reach up high enough to achieve this). Similar to the first and second part of the gym the gap between the third part and the second part is too large to jump to. The tree houses are hooked up with a microphone, speaker system (speakers are placed all around the gym walls) and also a video monitor which displays the battle footage from cameras on the roof and in the trees across the arena) so the referee can keep a close eye on the Pokémon when out of vision and the trainers can order effectively. In the underground part there are cameras speakers so the referee and trainers can order their Pokémon. The trees in the arena cannot be destroyed easily as the Bug Pokémon in the Gym (both the Leaders and ones that decide to live there) as well as some Grass Pokémon have strengthened them against pretty much anything, it would take something bloody strong or amazing to destroy them. Also due to their strengthening from the Grass Pokémon they cannot catch on fire, the fire can burn them and char the bark but a fire will not be started when hitting the trees. When a Pokémon is knocked out a new one is always sent out into the section currently being used, for example if the web is broken they are sent into the clearing or if the clearing has collapsed then they are sent into the underground part.

Mazoku Gym: Situated in an abandoned church near Cambridge, MA, the Mazoku Gym gives off an eerie, almost mystical aura. The stained glass windows are all dirty and most of them are at least somewhat shattered, but one can still make out images of saints and other biblical figures adorning the walls. The pews are still pretty much intact, but as they are made of wood, they are easily destructible. There are about two dozen rows, with a main aisle running down the center. At the front of the gym is a raised area, with an altar. The battles will start in the main aisle, close to the front of the church.

There are a few candles scattered around the church are lit up by the move Will 'o Wisp, and if anyone touches them, they have the chance to get burned. Some of the floor boards have holes in them, some are broken away completely. Same with the pews, most are in good condition, but some are broken.

All battles will take place at night, and as there are no working light sources in the church,the challenging Pokemon, and trainers and referees will have a fairly difficult time seeing.

Arx Militi: The main location for combat shall be a large, semi-ovoid cave, with a floor diameter of approximately 60 feet and a ceiling height of 25 feet. The sole defining features of this cave are that it is composed of unusually hard soil, to the extent that all non-ground types will expand significantly more energy when attempting to use terraforming moves, and that numerous stalactites and stalagmites grow throughout. The cave is lit from an entrance in the northern side, approximately 7 feet tall and just as wide, although little light comes in, as outside there is a thunderstorm, the clouds blocking out most of the sun and moon's light. Should the battle spill outside the cave, the arena will be a basic field.

Ryu Island: A secluded island which rises from the ocean, Ryu Island is the home to the rarest of all Pokemon, dragons. At the center of the island is a large circular cavern. The ceiling is roughly 50 feet high, with the base of the cavern circular with a 50 foot diameter. Stalagmites and stalactites grow from their respective directions, though the center of the field is completely cleared of any rock formations, being flat and solid rock. 4 torches burning with blue dragon flame, spaced at even intervals along the sides, provide the cavern with enough light to see. The flames are fueled by a special powder, which causes them to be unable to be put out by any attack or otherwise, and the torches themselves are completely indestructable, created by bonding the most powerful alloys into an unbreakable mixture. A Pokemon that touches the flame will take dragon type damage equivalent to a Dragonbreath attack. Pokemon may not leave the cavern during the battle by any means, including Teleportation, or using Rock Smash repetitively at a wall, etc. The temperature of the cavern is approximately 73 degrees F.

The Subspace Arena: The Gym Leader, Handymankg2, has picked an estranged location indeed for his Psychic Gym. A twenty by twenty meter island in the middle of nothingness, the Subspace Arena's origin is unknown. Invisible borders surround the arena roughly five meters away from the base of the island upwards. These borders are indestructible, and any attack sent into the border will simply be absorbed. Pokemon that fly directly at the border will simply curve round. Should a Pokemon be knocked into the border, they won't take any direct damage from the collision (though will still gain any damage from the attack) and simply will stay where they hit the border, not falling through. A fine, purple mist hangs lightly within the battleground, restricting sight very slightly. The Island itself is fairly simple in design. Brown pillars surround the outside of the arena, with a statue of an eye almost glancing down into the arena from each of the statues. Light flows through the eyes onto the arena, causing the permanent effect of Miracle Eye, preventing any trainers who wish to overcome the leader through resistance. The terrain of the island is relatively flat, made of old, tattered brick, preventing digging through the arena. Rocks lay scattered around the island, though are not summonable from underneath the arena. It is impossible to go underneath the island. Weather effects can work in the bubble, though only after using an attack such as Sunny Day will morning sun or synthesis work.

Fish Bowl Arena: Battles taking place in DaveTheFishGuy's Fish Gym will be joined within the Fish Bowl Arena, which is what it sounds like - a huge Fish Bowl. A giant sphere 50 metres (160 feet) in diameter sits in the middle of nowhere... or does it? Maybe it's on a huge desk? Totally filled with water, it is the perfect battling ground for piscine Pokémon. There is a surface, but there is only about 1 metre (3 feet) between it and the lid of the bowl. There is also a bottom, which is a circular area at the base of the bowl, 20 metres (65 feet) in diameter.
The water within is heavily oxygenated by intense aeration, meaning that all Pokémon are able to 'breathe' the water - this means that all battles may take place within the water without the combatants needing to surface to breathe. Due to the excessive oxygen, Pokémon that can naturally breathe water (particularly those with gills) will feel less fatigued than usual after expending more energy. They will eventually feel tired, but not as soon as in other environments, allowing them to go without a break for longer than non-aquatic Pokémon.
Within the water are 'current' systems produced by the motion of water from the filters. These snake through the tank, allowing Pokémon to utilise them. Getting into a current counts as a move, and has the effect that a Tailwind would in a normal arena. Pokémon with hydrodynamic body forms are able to move easily, and thanks to the speed boost they gain have a higher chance of dodging attacks.
The base of the arena is multicoloured gravel, thus making any Rocks summoned multicoloured instead of grey or brown. There is also a large castle on the bottom, which may be utilised for hiding purposes, and several strands of huge, plastic plants, each twisting from their bases in the gravel as they rise toward the surface. All battles start on the floor of the bowl, though the combatants may well move around to utilise the rest of the space, especially if they get in the current systems.
Due to being underwater, Electric attacks used by Pokémon other than Chinchou, Tynamo and Stunfisk lines will deal an extra 15% recoil in addition to normal recoil to the user. Ranged Electric attacks will dissipate in the water, growing weaker over distance, and with there being no natural lighting the move Solarbeam is unusable. Due to the high oxygen levels, Fire attacks will work normally underwater.

The Queens Head: The Queen's Head is a typical English pub, set in beautiful rural Suffolk. Pint glasses are full, people laugh and joke about the footie and the latest Doctor Who episode, someone shouts “eyyyy” as the saucy wench of a barmaid drops a tray. Out back is the beer garden, where battle takes place.

The arena takes the form of a circle, 100 feet in diameter, which is set slightly into the ground resulting in the appearance of a saucer. The arena's surface is composed of fine white pebbles, easily dug through by most pokémon. Attacks like Sandstorm, Earthquake and Earth Power easily utilised, though large rocks cannot be summoned from the arena floor. The weather is easily changed, always beginning temperately, with no boost to Water or Fire moves.

Floating six feet above the arena's main surface are four circular miniature arenas, composed of indestructible white pokémarble. These are interspersed a long the NE, NW, SE and SW points of the compass, with their centres located exactly above the outer edge of the main arena. They are twelve feet in diameter. Their anti grav devices are strong enough to withstand the weight of a Snorlax and more standing on them and they include built in gravity manipulators that allow Clefable sized and under pokémon to jump to them with ease, if starting from close by. Use of moves that affect gravity in battle have no effect on the platforms, though affect pokémon as normal. A fifth platform floats eleven feet feet above the centre of the arena floor and has the same properties as the platforms forming the first level, with the exception that it is sixteen feet in diameter. With the Gym Leader (challenger) starting at the Northern edge of the arena and the opponent (acceptor) at the southern, the layout of the gym is as such, with the trainers able to release pokémon on to the two platforms nearest them if desired:

North East: A miniature Lawn arena. Underneath the turf a specialised device emits moonlight constantly and thus, while standing on or flying directly above this platform, pokémon may use any Moonlight based attacks at full effect.

North West: A miniature Rock field, covered in medium sized boulders, with an inbuilt Hammerspace generator; attacks which involve the use of rocks summoned from the arena may be used freely and repeatedly on this platform as any rocks used are simply replaced immediately. If standing on this platform, pokémon may utilise Stealth Rock freely, which will strike at pokémon as normal.

South East: Essentially a floating Pool arena, this platform contains a Hammerspace generator that allows the use of Surf and other such moves repeatedly without draining the water from the pool. However, the water is only two feet deep at any one time, meaning that larger pokémon will be unable to effectively hide.

South West: A miniature Sand arena; this is similar to the South East arena but contains sand instead of water with a standard Hammerspace generator allowing the constant use of sand based attacks. Additionally, a fog machine is installed in this platform which generates a permanent screen of non toxic and non flammable smoke, providing a measure of cover for pokémon standing on it. While this smoke may be dispersed by the use of wind and other attacks, the fog machine will replace what smoke has been lost within a round resulting in a constant shroud.

Central platform: A plain platform with a surface made of white tiles, this platform contains a more powerful gravity emitter that allows pokémon to jump from the first level of platforms to it with ease and increases the momentum of pokémon travelling from it to other levels and in such a way that they do not take additional recoil damage from landing harshly.

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 Colosseum 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. Pokémon 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 Pokémon 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 Pokémon 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 Solar Beam 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 Pokémon 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.

Route 1: Route 1 is a serene meadow of tall grass. The area is mostly open, with a few trees dotted around. A well-beaten dirt path stretches from one side to the other, with grass getting longer with distance away from the pathway. Small flowers grow around the edge of the road as well, which waft a scent that makes those not used to it slightly more vulnerable to status. The hopes and dreams of new trainers makes the ground more fertile, and moves that transfer energy through the earth or the plantlife are more potent. No rocks exist in this fertile soil, making summoning of solid rocks impossible, and the naturally barren Rock and Steel types will be made slightly uncomfortable. The arena's temperature is fairly moderate, a sun shining but not particularly brightly, making it more easily swayed by weather moves. While more susceptible than normal to small changes in the terrain (such as with Rock Climb or Earth Power), the will of the trainers who have passed through the area prevents any major changes from happening to their beloved Route (such as Gravity and Wonder Room).

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 inscribed with odd symbols that glow an eerie 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.

The Triad Gym: The Triad Gym is the arena where challengers will test their steel against Kairne, the Starter Gym Leader. The arena of battle is inside a reinforced stone building. The floor is soft, loamy clay about 5 metres down, and solid reinforced steel beneath. A small pool about 2 metres deep and 4 metres across rests in the centre of the large arena. A fair few marble columns stick out of the clay floor in irregular intervals, the largest of which are a metre high. These can easily be perched upon by a Pokémon, provided it is not too large. Some moderately-sized glowing crystals levitate near the ceiling, a half-dozen of them making the arena a somewhat low-lit place where shadows stretch further due this odd light. This may cause those unused to the low level of light more easily frightened or otherwise perturbed, due to the eerie environment. The light given off by these floating crystals has odd properties, imitating solar light, and thus allowing use of moves such as SolarBeam and Synthesis.

Last edited by Connor; 11-03-2016 at 06:39 PM.
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