Arenas

Yes, I'm aware that the rules below can be rather long winded and confusing. So you'll all be glad to know this then, won't you. With the exception of Gym Matches and special matches such as ones for the League Championship, these rules don't have to be used. In other words, you can wing it and play by ear. It's encouraged that you do so in fact. However, in all cases, try and use the below as a guideline if nothing else. If you're like me, you'll probably use these rules every chance you get. If you happen to think up something that might be a good idea for a new rule, or which requires a new rule (Such as a signature move that makes a change on the terrain.), please post it in the Suggestions Box.

Any arena seen in the Anime can be used, as well as many that aren't. Simply pick an arena from the following list (Besides Special Arenas, which can only be used if certain conditions are met. Check the description of each arena for any special conditions.), apply any of the Optional Special Rules you want, and bingo, you've got an arena.

If a Special Rule is not yet detailed for any reason (this will only be Optional Special Rules. Ones that have to be used will be detailed), then you can't use it.

If a specific Arena that you want isn't on the list, post it in the Suggestions Box. Usually however, you can create any Arena that has been seen in the Anime through Legal combinations of Special Rules.

Arenas and Special Rules for them currently being created are for battling inside a Ship, inside an Airplane, inside a multi story building and..... well you get the idea. Please, feel free to wing these sorts of arenas (and any other outrageous arena you can think of. Be creative) and try them out BEFORE the official rules for them are created, as it will make it easier for me to gauge what these rules should be. Specific rules for all the arenas seen in the Anime (Gyms, etc) are on the way slowly, but it will be more than a while before they are all done. We're waiting 'till we've both seen then, and 'till people reach the proper levels.

Standard and Custom Arenas are formatted in the same way.

Arena Name (Location. Type): Arena Description.
Special Rules: Names of Special Rules that will always be in effect in this arena
Optional Special Rules: Names of Special Rules that are optional above and beyond the standard Optional Special Rules (See Below) and any restrictions on the rules.

Special Arenas are structured in a different way.

Arena Name (Origin):
Special Conditions for use: Self explanatory.
Arena Special Rules: Special Rules that will always be in effect in all areas of this arena
Overall arena description.
Arena 1: Description of Arena 1 based on the standard or custom arena it is modeled after. Includes all Special Rules and restrictions for this area.
Arena 2: etc.

A lot of the rules are allowed at pretty much all arenas (or all Outdoor or all Indoor arenas). For the sake of our sanity, they aren't all listed, and we leave it to your common sense. If there's a dispute over what should or shouldn't be allowed, ask.

Unless otherwise specified, all battles are assumed to be held during the day. The attacks Morning Sun and Moonlight are reduced effectiveness, while Synthesis will be enhanced in effectiveness. Obviously, no more than one of the special rules that effects the time of day to change these may be used at once.

Attacks based on the Sun or Moon (Including Solar beam) may not be used indoors unless there are windows or other outlets to the outside to let the light of the Sun and Moon in.

Oh, and one final note. Yes, I know the Gym Leaders Arenas skew the rules heavily in the Gym Leaders favour. This is intentional. Gym Leaders aren't intended to be easy beats here, and considering the rewards you get for gaining their Gym Badge, I think you can understand why we need to make it difficult for you to get them too quickly.

Standard Arenas

Battlebots Arena (Indoor. Advanced Arena for Indoor Battles): This arena, nicknamed "the Battlebox," is where the robots on Battlebots tangle. The walls of the Battlebox are made up of lexan (also known as bulletproof glass). There are several hazards scattered along the floor. Among the more noticeable ones are the saws and spikes, but there are also places in the middle where the arena can suddenly rise up (called hellraisers) and knock a Pokémon off balance. Also placed around the arena are fast-spinning circular areas, which can throw a smaller Pokémon's balance off. Finally, to top it off, there are hammers, one in each corner. The hazards will typically go off if a Pokémon is over a hazard too long. It's also fairly hot in the Battlebox, due to poor ventilation.
Special rules: Deadly, Onlookers, Stadium, Announcer, Artificial Lighting (spotlights hanging from the ceiling), Confined, Building Edge (standard indoors concrete arena w/ special rules Onlookers and Stadium). No other special rules allowed.

Cave (Indoor. Advanced Arena for Indoor Battles): An advanced level arena, not recommended for novice referees or trainers. A cavern underground or within a mountain. If battles become particularly fierce and the cavern is not particularly strong, there is a possibility of a cave in, which could prove deadly to both trainers Pokémon.
Special Rules: Night Fight
Optional Special Rules: Confined, Deadly, Easily Destroyed, Wild Pokémon (Underground). No other Optional Special Rules Allowed.

City (Outdoor. Advanced Arena for Outdoor Battles): An advanced level arena, not recommended for novice referees or trainers. An promenade/arcade/mall with no roof (Australians, think of the Queen Street Mall in Brisbane and you know what I'm talking about). Shops to either side, with at least one large shopping center, usually more. Trainers will suffer penalties (in losses of Service Points and/or Trainer Points) for inflicting damage to the surroundings and to any onlookers.
Special Rules: Onlookers, Ridiculously Easily Destroyed.

Clay (Outdoor. Standard Arena for Outdoor Battles): A basic, standard terrain. Nothing special. The arena used for the 5th round of the Indigo Pokémon League in the anime is a prime example of a Clay Arena.

Concrete (Indoor/Outdoor. Standard Arena for Indoor Battles): A basic, standard terrain. Nothing special. The arena used in Lt. Surges Gym in the Anime is a prime example of a Concrete Arena.

DBZ Desert (Outdoor. Advanced Arena for Outdoor Battles): Basically, the Pokémon battle in the usual arena characters in DBZ always seem to fight in: a desert-like environment with large rocky plateaus and mountainous rock formations jutting out of the sand. The Pokémon start out on one of the many rocky plateaus or part of the mountainous formations. The plateaus are situated about 25 to 50 feet above the sands and it would be very deadly for a Pokémon to fall off and kill his or herself. Sandstorms kick up from time to time, lasting as long as the usual Sandstorm attack and just a bit weaker. Some Onix, Geodude, Graveler, Golem, and Machops live in the surrounding mountain formations and may attack if provoked. Ground and Rock-type Pokémon get a power boost and boulders can be lifted by Pokémon with enough strength to lift and use them.
Special Rules: Wild Pokémon, Terrain Edge, Easily Destroyed, Sandy, Deadly.

Dojo (Indoor. Advanced Arena for Indoor Battles): An advanced level arena, not recommended for novice referees or trainers. A small wooden building, with about half the space of a normal arena. Subject to the effects of outside weather, and in particular nasty situations could be ripped apart by that weather.
Special Rules: Confined, Exposed to outside, Ridiculously Easily Destroyed.
Optional Special Rules: Onlookers, Weather (Any). May not have an Announcer, Artificial Lighting (Any), Battle Platforms, Fire Sprinklers, Grandstand, or a Stadium.

Football Field (Outdoor): This is basically, well, a football field. It has goal posts at either end, and is surrounded by a stadium. There are young, female human and Pokémon cheerleaders on the sidelines. The resident announcer tends to point out the obvious and make bad puns.
Special Rules: Stadium, Onlookers, Announcer, Cheerleaders.
Optional Special Rules: Weather (any), Twilight, Night Fight, Artificial Lighting, and Battle Platforms. No other optional special rules may be used.

Forest (Outdoor. Advanced Arena for Outdoor Battles): An advanced level arena, not recommended for novice referees or trainers. A densely wooded forest. Most attacks will have to center around using the arena to your advantage, as there is very little room to move between the trees. Fire based attacks could prove deadly to both sides, for with so many trees the fire will probably spread quickly.
Optional Special Rules: Bamboo Forest. Rainforest. (May have one or the other or neither, but not both.) May not have Announcer, Artificial Lighting (Any), Battle Platforms, Grandstand, Onlookers, Stadium.

Frozen Lake (Outdoor. Advanced Ice Arena): An advanced level arena, not recommended for novice referees or trainers. Ice sheet covering a large body of water. Ice can be melted, in which case the arena becomes like a Lake/Sea (Specifically Lake of course) Arena with the exception that Pontoon (Ice) rules come into effect.
Special Rules: Ice Field, Water under Ice.
Optional Special Rules: Waterfall, Thin Ice.

Frozen Pool (Indoor/Outdoor. Standard Ice Arena): Ice sheet covering freezing water. Ice can be melted, in which case the arena becomes like a Pool Arena with the Pontoon (Ice) rules come into effect.
Special Rules: Ice Field, Water under Ice.
Optional Special Rules: Thin Ice.

Frozen River (Outdoor. Advanced Ice Arena): An advanced level arena, not recommended for novice referees or trainers. Ice sheet covering a flowing river. Ice can be melted, in which case the arena becomes like a River Arena with the exception that Pontoon (Ice) rules come into effect.
Special Rules: Ice Field, Snow Cover, Terrain Edge (One of Clay, Forest, Lawn or Rock), Water under Ice.
Optional Special Rules: Thin Ice, Waterfall.

Greenhouse (Indoor. Advanced Arena for Indoor Battles): An advanced level arena, not recommended for novice referees or trainers. A large glass & metal structure (Usually either a dome or a box shape), covering a sort of indoor forest or rainforest.
Optional Special Rules: Easily Destroyed, Fire Sprinklers, Weather (Heat Wave or Storm only), Wild Pokémon (Forest or Tropical, as applicable). May not have a Stadium. If Fire Sprinklers is to be used, Fire Sprinkler Supply Pump is recommended also.

Lake/Sea (Outdoor. Advanced Water Arena): An advanced level arena, not recommended for novice referees or trainers. A large body of water, with nowhere for Pokémon or their Trainers to stand. All Pokémon must either be able to swim or fly.
Special Rules: Waterfall (Allowable only if a Lake), Wild Pokémon (Deep Water).

Lawn (Outdoor. Standard Arena for Outdoor Battles): A basic, standard terrain. Nothing special. The "Grass Field" arena from the Indigo Pokémon League in the anime is a prime example of a Lawn Arena.
Special Rules: None

Pool (Indoor/Outdoor. Standard Water Arena): A Pool of Water, just like an Olympic Swimming Pool. Nothing Special.
Optional Special Rules: Diving Platform, Heated Pool, Pontoons (Any).

River (Outdoor. Advanced Water Arena): An advanced level arena, not recommended for novice referees or trainers. A wide river, with the Pokémon battling in, above and on the banks of it. Pokémon which cannot swim or fly will be at a disadvantage. The river flows fast, and Pokémon will have to be careful not to get swept away.
Special Rule: Terrain Edge (One of Clay, Forest, Lawn or Rock)
Optional Special Rules: Waterfall, Wild Pokémon (Fresh Water), Wild Pokémon (Any appropriate for the terrain on the edge of the River)

Rock (Outdoor): The arena is covered by boulders of varying shapes and sizes. Exactly what is there is up to everyone's imagination. If someone says a rock is there (or isn't there), it's there as long as it doesn't contradict something someone has already said.
Special Rule: Boulders

Sand (Outdoor): This arena has a ground completely composed of soft sand, down to a hard rock bed far far beneath the surface.
Special Rule: Sandy
Optional Special Rules: Weather (Frigid (Remember, Deserts are shockingly cold at night !) and Heat Wave only)

Sea (Outdoor): See the entry for Lake/Sea.

Ships Deck (Outdoor): The battle takes place on a cruise ship out on the ocean. On the ship specifically, the battle starts off on the ship's front deck. It is quite probably that the battle can spill out into the ocean or into the inside of the ship.
Special Rules: Easily destroyed, Onlookers, Terrain Edge (Sea w/ Wild Pokémon [sea] as an special rule), Building Edge (Concrete/Indoor with special rules Onlookers and Confined in effect)
Optional Rules: Artificial Lighting, Terrain Edge (Pool/Outdoor [basically, a pool on the front deck] with special rule diving platform in effect), Terrain Edge (Beach, replaces Sea [aka ship is docked in harbor])

Swamp (Outdoor): A thick bog with very sticky mud, wilted trees and very dense fog. It is hard to see and most Pokémon will not be able to see a metre in front of them.
Special Rules: Fog, Wild Pokémon (Tropical)

Techno Field (Indoor): The battlefield surface is solid steel, the thickness of standard battleship armor (~3 feet/0.9 meter). For the purposes of Pokémon battles, it is completely indestructible. There are several electrodes (not Electrodes) sticking up out of the surface, emitting electrical sparks. These could be dangerous to any Pokémon that gets too near.
Special Rules: Artificial Lighting (unusually bright), Battle Platforms.
Optional Special Rules: Grandstand, Sprinklers.

Volcano Bowels (Indoor. Advanced Arena for Indoor Battles): An advanced level arena, not recommended for novice referees or trainers. The referee must have the permission of both of the trainers to use this arena unless the referee is a League Official. The crater of a Volcano, deep down in the ground, with the exit to the sky an almost unreachable distance above and Boiling Lava in the pit beneath. Very dangerous for both Trainers & their Pokémon if they are not careful. There must be a platform for the Pokémon to battle on or failing that a number of pillars, unless all Pokémon competing in the battle are flying types.
Special Rules: Deadly, Stone Pillars, Suspended Platform (One of Stone Pillars or Suspended Platform required if match is not all flying types), Weather (Heat Wave) (Due to the extreme Heat from the Lava)
Optional Special Rules: May not use Battle Platforms, Fire Sprinklers, Grandstand, Stadium, Terrain Edge (Any). If the referee wishes to have the arena exposed to outside, simply use the Volcano Peak arena instead.

Volcano Peak (Outdoor. Advanced Arena for Outdoor Battles): An advanced level arena, not recommended for novice referees or trainers. The referee must have the permission of both of the trainers to use this arena unless the referee is a League Official. The crater of a Volcano, with the sky above and Boiling Lava down at the bottom of the long (or not so long) drop to the pit beneath. Very dangerous for both Trainers & their Pokémon if they are not careful. There must be a platform for the Pokémon to battle on or failing that a number of pillars, unless all Pokémon competing in the battle are flying types.
Special Rule: Deadly, Stone Pillars, Suspended Platform (One of Stone Pillars or Suspended Platform required if match is not all flying types), Weather (Heat Wave) (Due to the extreme Heat from the Lava)
Optional Special Rules: May not use Artificial Lighting (Any), Battle Platforms, Building Edge (Any), Fog, Grandstand, Snow Cover, Stadium, Terrain Edge (Any). Wild Pokémon are not recommended for use, however as long as they are suitable to the arena, they may be.

Zero-Gravity chamber (Indoor. Advanced Arena for Indoor Battles): If you've ever read Ender's Game, then you'll probably have a good idea of what this arena looks like. It's a large transparent sphere floating in space (or a recreation, like X-Rok's Bolse Defense Satellite arena), with a diameter of the length of a football field (so in other words, about a few hundred feet/hundred meters). There is no gravity in the arena, so Newton's Third Law ("For every action there is an equal and opposite reaction") becomes very obvious over the course of the battle. Moving throughout the arena without gravity will make it slow going for most Pokémon, since moving for most will consist of flailing their limbs. To add to the fun, at the ref's discretion, there may be a number of Snorlax-sized asteroids in the arena, which Pokémon can use for defense or propulsion.
Special Rules: Zero gravity, Artificial Lighting
Optional Special Rules: Boulders (aka meteors), Night Fight. No other optional special rules allowed.

Custom Arenas

Here will be just a few examples of exactly what you can create with these arena rules if you use the right combination of rules. They're arenas you've been asking about, so be happy I (Archaic) decided to put them up.

Amusement Park (Outdoor Custom Arena): An amusement park with several rides and concession stands about. The concession stands provide good hiding places, and rides such as roller coasters can provide a quick escape. Onlookers are scattered everywhere. Some of the rides could be a roller coaster, Ferris wheel, funhouses, river rides, etc. Be creative! Falling from one of the rides could very well prove deadly, and is very rarely escaped with less than some broken bones.
Special Rules: Onlookers, Easily Destroyed (concession stands & some rides), Deadly (falling from very high and/or fast-moving rides), Terrain Edge (lawn-exit of park), artificial lighting (from rides, etc. only if night fight is used)
Optional Special Rules: Ridiculously Easily Destroyed, Break of Dawn (1/2 as many onlookers), Twilight, Night Fight (twice as many onlookers), Weather (any).
(N.B. An enlarged and VERY detailed version of this arena exists in the Grand Melee Rules page, and was used for the inaugural Grand Melee in 2001.) 

Beach (Outdoor Custom Arena): Basic Sand arena with the following special rules. Building Edge (Surf Lifesaving Command Centre), Grandstand (Left over from the last beach volleyball competition probably) Onlookers, Sandy, Terrain Edge (City), Terrain Edge (Sea), Weather (Heat Wave), Wild Pokémon (Shallow Water & Beach). Other optional special rules may be used if they do not conflict with these.

Cliff Hanger (Outdoor Custom Arena): This battle is held on a steep cliff. It has a waterfall going over it, and a fast flowing river with rapids. The banks are muddy and sticky. The Special Rules River, Muddy River Edge, Waterfall, Cliff and Terrain Edge (Forest). The Special Rule Terrain Edge (Cave) may be used, in which case the cave is halfway down the cliff. The only other special rules allowed are Nightfight, Twilight, Break of Dawn, Daytime, and Weather (Any).

Coal Mine (Indoor Custom Arena): This battle would take place in an abandoned coal mine. This arena would be open to battle in if both contestants were at or above Cascade level, or if the ref is at Thunder level. There are lights at intervals along the mine shaft, so it isn't totally dark, however it is rather hard to see for most Pokémon. Any fire attacks would have a 5% chance of exploding and destroying the mine, incinerating anything within (the explosions would be caused by natural gas leaking into the mine). Any attacks like earthquake or magnitude have a 25% chance of collapsing the mine. Refs can think of the game Descent, without the robots.
Special Rules: Deadly, Twilight, Enclosed, Confined

Cyberspace Arena ("Outdoor" Custom Arena): Imagine if you will, placing the desktop of your computer flat on the ground, enlarging it to about 200x200 or 400x400 feet (ref’s choice), and having Pokémon battle there. The Pokémon, while battling, will be bombarded by flying letters, text, and icons (icons only attack the Pokémon while they are on the desktop itself), which do some damage if they make contact. Windows open and close once in a while, when one opens, the Pokémon find themselves between the one they are battling on and the one that just opened. When one closes, any Pokémon standing on it will plummet to the window or desktop below. No window will ever take up the entire screen, this means that if a Pokémon is on top of a window, it can fall or be pushed over onto the one below. The battle starts on the desktop, with a few windows opening in the next few turns. The trainers watch the battle over specialized computer monitors, and give orders via microphones connected to the huge central supercomputer CPU where the battle takes place. Obviously, inorganic Pokémon such as Porygon, Magnemite, and Magneton will gain a small temporary stat boost from fighting in their native environment. No special rules can be used in this battle for rather obvious reasons, though if the ref wants to be particularly nasty, they could enable the deadly rule and have the Hard Disk currently undergoing a full format/scandisk/defrag/virus scan.

Eagle's Nest 1 (Outdoor Custom Arena): This arena is a recreation of the moon base Eagle's Nest 1 from Battlezone (the new version, not the green wire tank version). The gravity in this arena has been turned down to simulate the moon. There are several barracks and a command building. in the area. There is also a hangar and supply depot buildings, which aren't much value to a Pokémon but are worth mention anyway. In addition, there are stationary gun towers situated in each corner of the base (NW,NE,SW,SE), each linked to its own power source. A few Grizzly hovertanks are parked throughout the arena, which an intelligent Pokémon could conceivably fly (assuming they're human-sized or smaller: a Snorlax is not going to be able to fit in these things), but the odds of that are low.
Special Rules: Onlookers, Building edge (barracks [standard concrete indoor arena] with special rules Onlookers and Confined in effect), Building Edge (supply depot [standard concrete indoor arena] with special rules Confined and Deadly [ie, the ammo blows up] in effect), Building edge (command center [standard concrete indoor arena] with special rule onlookers in effect), Gun Towers (4), Power Source (4, solar), Mobile Turrets (1-5)
Optional Special Rules: Break of Dawn, Night Fight. No other special rules allowed.

Forest Clearing (Outdoor Custom Arena): Basic Lawn arena with the following special rules. Terrain Edge (Forest), Wild Pokémon (Forest). May not have Announcer, Artificial Lighting (Any), Battle Platforms, Grandstand, Onlookers, Stadium. Other optional special rules may be used if they do not conflict with these restrictions and the required special rules.

NASA Battle (Outdoor Custom Arena): This battle can be held on the metal machines that lift the astronauts into the shuttle, on top or in the shuttle, on the launch pad itself, on the parking lot, or in the gigantic lake, which is about the size of Rhode Island. If a Pokémon is under a shuttle or rocket when it lifts off (which must happen once or more every five turns), the fire from the lift off will have a 80% chance of killing the Pokémon, except for fire, which has a 40% chance of killing it. The rockets can blow up, and if a Pokémon is standing and or holding on to a flying rocket while it blows up, there's an 100% chance of it dying, despite its type. And, on the metal platforms, they might and or will fall, and could hit a Pokémon, and could easily kill it, and if a Pokémon gets stuck in the shuttle that's lifting off, it can go into outer space, and may never come back to it's trainer. Trainers must both agree on using this arena before battling in it. With a powerful attack, a Pokémon could destroy and blow up a shuttle or rocket, and some big Pokémon could destroy the metal by just hitting it, and an earthquake or something strong like that could, also the cars in the Parking lot are easily destroyed. Some News Reporters may come to show the rockets or shuttles go off. Likewise, there may be Bystanders that want to watch the shuttle or rocket go off, not to mention Ships that may be floating out on the ocean, that the battle could spill onto. The Special Rules Deadly and Easily Destroyed are always used, and the rules Bystanders, TV Reporters & Ships may also be used. Other optional special rules may be used if they do not conflict with the required special rules.

Parking Lot (Outdoor Custom Arena): Basic Concrete (Outdoor) arena with the special rule Easily Destroyed (The Cars) in effect. The following rules are recommended, but not required. Twilight, Night fight (Both have Ľ the normal amount of cars), Break of Dawn (˝ the amount of cars), Ridiculously Easily Destroyed (The Cars. Replaces Easily Destroyed), Onlookers (some in cars), Weather (any). May not have Announcer, Battle Platforms, Grandstand, Onlookers, Stadium. Other optional special rules may be used if they do not conflict with these restrictions and the required special rules.

Playground (Outdoor Custom Arena): This arena is a school playground, complete with a swing set, sandy ground, monkey bars, jungle gym, and a standard playground structure with several slides protruding from it. Since the battle is taking place during recess, children and their Pokémon will be watching the battle. The Special Rules Pokémon Level Restriction (3), Onlookers (children watching from the sidelines), Wild Pokémon (starter and common Pokémon, owned by the children), Sandy, Terrain edge (concrete), Building Edge (Kanto elementary school) are used. If the battle spills over into the Kanto elementary school, the rules Onlookers (children and teachers), Confined, Exposed To Outside (windows), and Easily Destroyed come into effect.

Train Arena (Outdoor Custom Arena): This arena takes place on top of the cars of a moving train. The trainers watch the battle and order their Pokémon from the tops of the cars at the ends of the train. Attacking a trainer directly or indirectly is cause for disqualification. If the battle gets too fierce, Pokémon could easily fall off the edge of the train car, and potentially fall underneath the train to their demise. If they are lucky they will escape with mere broken bones. (For trainers who would prefer a non-deadly arena, railings could be placed around the top of the cars to prevent falling off, or the train can simply not be moving.) If both Pokémon fall off and survive, the battle continues on the ground, in whatever arena the train was passing at that moment. Powerful attacks, Earthquake for example, could derail the car, posing a life-threatening situation for both Pokémon. The rail cars are not the most structurally sound things in the world. Large Pokémon (Snorlax, Onix, etc.) could easily break through the roof of the cars by weight alone. Attacks could also break the roofs in, spilling the battle into the inside of the cars. The different cars could be passenger car, coal car, dining car, or the engine. The caboose is the only car that is reinforced and has safety features to prevent the trainers from getting killed. The Special Rules Terrain Edge (Deadly), Easily Destroyed and (Unique) Derailment are used, while the rules (Unique) Bridge and (Unique) Tunnel are optional. Other optional special rules may be used if they do not conflict with the required special rules and are not ridiculous in this situation.

Kuno's Room (Indoor Custom Arena): Welcome to my room. It is 10 times the size of a normal room, so it has enough room for the larger Pokemon. The ground has tiles on it, which can be slippery. To the North, there are some drawers and shelves. Try not to shake the shelvs, because pokeballs are on top, and if they fall it can land on someone and cause injurys, or a Pokemon may come out and cause damage. To the East, there is a computer atop a wood table with a Giant television near it. The computer emits a low hum, and it if was to be destroyed, the battle would end due to lack of arena and server. To the South there is a wall. To the West there is a giant bed with a wood frame. But in the middle there is a big enough battling field the size of 50 feet by 50 feet. The entire room is 90 feet by 100. There are 2 windows that bring in some light.

Sleepy Park (Outdoor Custom Arena): Sleepy Park is a simple playground that has lacked human activity for quite some time. Its area is fairly large, quite lengthy with a moderate width. The park is paved with a gravel surface and lying on the outskirts is a grassy terrain leading to a wooded area. A pair of swings sit close to the outskirts of the park. Four pairs of swings hang down from it's wooden exterior. Nearby lies a tilted merry-go-round. This metallic disk consisting of a cross hatching of sturdy handles still stands fairly strong, but it's obvious time has done its toll to the aged structure. Upon the left stretch of this park lies a set of swings designed for the younger children. Only two pairs hang freely from the suspended metal bar. The right side of this park possesses some markings within the grass and dust which indicate previous structures which has once stood there, no removed from the premises. Around the bottom of Sleepy park lies its entrance along with an aged sign warning citizens to play at their own risk, but to have a good time. A power line runs extended from one side of the park to the other.

Soggy Shore Beach (Outdoor Custom Arena): A Beach filled with sands of white. The shore stretches far into the distance, proving this beach's massive size. The waters rush to the shore only to be pulled back by the clear, sparkling waters of the ocean. Moving upwards palm trees are scattered about, some within groups, others alone. To the very left of the beach, within its waters, stretches a wall of stone into its depths. Gazing down the beach's shore, and arcing shape may be noticed. Although there isn't much to this location, it makes for an ample battleground. Many battles have been fought here in the past, their scars washed away by the mending waves of the ocean.

Silver Star Mountain: Brewer's Pond (Outdoor Custom Arena): A Frozen Pond at the Silver Star Mountain Resort in Vernon BC. The pond is a slightly deformed Doughnut, with an island in the middle. The entire pond has a diameter of roughly 150 feet. The island is about 10-15 feet tall, complete with evergreen trees and about 3 feet of snow. Around the trees, there are shallow ditches like in real life, and pokemon could be injured if they fall into them. The island is roughly 75 feet in diameter, which means between the edge of the pond and the island, the pond is about 30-45 feet wide, depending on where you are in the pond. There is no snow on the ice, however, as it has been cleaned off. The ice is about 3 feet thick, with 4 feet of water below it. It is thinner near the island and edges of the pond however, at only 1.5 feet, and is easily broken in this area. To the West side, There is a small Wooden Hut, where fire wood is kept, and there is a fire pit next to it. To the south, is "Tube Town", which will probably be explained in another arena, so you don't really have to worry about that too much. This Picture Shows the bottom of Tube Town, and To the Right, you can see part of the pond and Island.
Special Rules: Water under Ice, Thin Ice, Wild Pokemon
Water under ice: explained in the arena description, 4 feet under in the middle of the pond, and 5.5 feet around the edges. Changing weather conditions: The weather could change suddenly, at any moment, ranging from a full force blizzard, to hail, to light snow.
Thin Ice: Around the edge of the pond, and edge of the island, the ice is only 1.5 feet thick, and can be broken easily.
Wild Pokemon: Mountain and Water Mountain Pokemon can appear from time to time, and some Small Fish Pokemon Live in the Pond Underneath the Ice.
Tips:  Movement around the Island And Pond is Encouraged, and can be very Helpful as The Island can provide good hiding places, and act as a shield from attacks. Standing Underneath Trees is Not encouraged however, as the ditches can be hazardous, as well as snow falling from trees can act as a trap.

Shopping Mall: The battle takes place in, around, or on top of a large indoor shopping mall (Californians, think the Galleria in Roseville). Amongst the various A/C and filtration systems on the rooftop, there are also some glass skylights (including a Hugh Jass one in the middle of the roof), which, if broken, open up a way into the mall, which is like a standard concrete indoor arena with 2 levels (with the second level being walkways along the wall: thus, a Pokemon can see the second level from the first level, and vice versa), a bunch of onlookers, and lots of property to destroy. There's also some parking lots and the occasional outdoor promenade on the outside of the mall. Finally, since there are some larger retailers here (Sears, JC Penny, The Blonde Mecca (C)) parts of the rooftop are about a couple stories higher than the others. Battles can start anywhere in the arena, be it on the roof, or around or inside the mall itself.
Special Rules: Artificial Lighting (inside mall and parking lot), Building Edge (inside mall/mall roof), Terrain Edge (parking lot), Onlookers, Easily Destroyed, Fire Sprinklers (inside mall only), Roof Level (mall roof only),
Optional Special Rules: Weather (any), Break of Dawn, Night Fight

Toy World (Indoor Custom Arena): An arena of extremely large toys and other objects. Most Pokemon will be at most one half of the size of most toys. The arena consists of about a 50-foot wide arrangement of at least Snorlax-sized toys. On the westernmost side of the arena is a 10-foot long fuzzy pencil grip, along with a 5-foot tall Pikachu toy, and a wall consisting of 3 10-foot wide and 15 feet tall boxes of paper clips. East of these items is an old Pokeball half (think of the ones that Burger King recalled) acting as a building. The ceiling is at an almost unreachable level - 100 feet into the air. The ball-half's diameter is about 40 feet long. The ball-half is recommended as the starting point for all battles. Its entrance is about 10 feet tall and 10 feet wide. The ball-half also has isolated normal-sized Pokeballs. East of the giant ball-half is a 50 foot wide set of watercolors, with several Snorlax-sized toys and assorted objects, such as a dart, a straw, another fuzzy pencil grip, a kneaded eraser, and even an open binder. Despite their size, these objects can be manipulated easily by an energetic Pokemon with lots of strength, such as Machamp, Snorlax, or Feraligatr. These objects can be lifted up, but can easily drain a Pokemon's energy. Hitting a Pokemon with an object can often cause massive damage or even an instant KO, and in some cases under Realistic rules, cause an injury, making this arena VERY dangerous, and only experienced trainers should use this arena. Though this arena can be deadly, onlookers and an announcer will always attend. The toys are fragile, despite their size and weight, and attacks like Earthquake can still destroy the arena.
Special Rules: Announcer, Artificial Lighting, Deadly, Grandstand, Battle Platforms, Easily Destroyed, Onlookers, Pokeballs

Cloudkeep: This arena is situated high in the air above the praying eyes of the common folk; a secret arena if you will. The stadium, though incredibly sturdy, is very light, and floats on the warm air currents and thermals at that altitude. The stadium is enormous; with a white marble floor depicting several known and unique symbols, ancient Roman/Greek columns and tiles, and seventeen stain glass windows, representing all the elements of pokemon: Fire, Ice, Dragon, Grass, Poison, Bug, Ghost, Psychic, Dark, Steel, Dragon, Normal, Flying, Fighting, Water, Rock, and Electric. Each window has its own pokemon that best represents the element: IE: Lugia for Flying, Alakazam for Psychic, Zapdos for Electric, Articuno for Ice, Ho-oh for fire, Skarmory for steel, Dragonite for Dragon, Chansey for normal, Pidgeot for flying, Machamp for fighting, Gyarados for Water, Onix for Rock, Gengar for Ghost, Scyther for Bug, and Arbok for poison. Shattering the stain glass window will release an attack of that type purely by random: Affecting both pokemon, if not any. Otherwise, there are no normal hazards, except for being knocked out of the stadium to the ground miles below. However, there are special clouds that can be stepped on, and a pokemon may maneuver its way back onto solid ground by jumping; or continue to fight out in the open.
The stadium is a semi-circle design with several layers extending from the bottom floor in an open-ended fashion. There are two sets of stairs the encircle the first layer of the stadium, then a second set, and then to the lowest level-the battlefied. It is a pure marble floor
Slapstick battles on this stadium take place ONLY during the day and in good weather; Realistic rules may have it at night, during a storm, hurricane, etc. This is because a pokemon can be knocked outside of the stadium during rough weather, and may miss the dozens of jumpable clouds.
Imagine a stadium, with no doors. You can just walk in. Its a half dome, but it is divided into three sections: The highest, the middle, and the lowest level platforms. On the highest level are the stain glass windows that are replaced after every battle. In between each stain glass window is an opening, with a column there keeping it up. There is a colorful assortment of tiles in the domed roof, and at the bottom of the dome, platform 1, there is the symbol of Baal. Its a precious stone arena, and is fairly easy to battle on. Smashing a stain glass gives a random effect-an attack randomly selected from the window's type that it represents. The clouds outside can be jumped on, at least, the ones level with the floating cathedral-themed stadium. It floats all over the world and is never in the same place twice. It is floats about a mile or more above the ground, that is, sea level. The stadium is magically enchanted, but enough destruction can cause it to fall.

The Snowball Battle Complex: Through the miracle of climate control technology and the sick, insane mind of me, we have The Snowball Battle Complex. Each area is representative of the usual weather in my home state of Wisconsin. The complex itself is made of up of several areas: the Dome, the Rink, the Forest, and the Slide. The Slide and the Forest are outdoor arenas, but have climate controls to keep the weather of a wintry bent.
The Dome:  Basically a standard pokemon battle dome, with a VERY high ceiling. The ceiling won't provide flying types too much of a problem, provided they don't hit the lights or get bashed around by the wind. Average temperature in the dome is between 25 above zero to -15 below. Wind speed varies from 3 to 12 mph. The higher the wind speed, the more snow will blow and obscure vision, not to mention make it feel colder than it really is.... aah Wind chill... The main feature/obstacle of the Dome is the snow, lots and LOTS of snow. Conditions are set before a battle and cannot be changed, unless somehow the control box is destroyed... easy to do, hard to find, however....
Special Arena Rules: EXTREME cold, High Winds, Snowblind (treat as constant sandstorm), Deep Snow, Ceiling (high but can be a factor)
The Rink:  Basically a frozen swimming pool. Ice can be trod upon, and is thick enough to hold a Snorlax. The ice can be destroyed by attacking making the field change to a COLD water field, with ice floes. Surrounding the rink is a standard concrete floor about 12 feet around on all side before it hits the walls. Pokemon that fall into the water run an even greater risk of getting frostbite (see end of post).
Special Arena Rules:  Breakable Ice, Terrain Edge (only if ice is broken), Slippery Surface
The Forest:  Basically, your normal evergreen forest, but with a touch of snow and cold. Weather control is not as fine here like the Dome, but it gets pretty cold and windy on it's own. Standard forest rules apply, plus the new ones at the end of the post. Ursaring, Pilloswine, Teddiursa, and Swinubs live in the forest, most hibernating, wake them at your own risk.
Special Arena Rules: Cold Weather (treat as Extreme Cold if fighting at night), Windy, Native Pokemon, Obstacles (trees)
Avalanche Slopes:  A snowy cliff that doubles as a snowboarding/sledding hill. The terrain edge is a factor, but those that fall off simply slide to the bottom. Avalanches can occur if the slope is attacked or certain other attacks are used, so be careful. Weather control is like the forest, imprecise, but it's still cold and snowy. Pokemon forced off the edge will slide to the bottom and lose one attack the following turn. Pursuing pokemon must do the same.
Special Arena Rules: Terrain Edge, Cold (Extreme Cold at night), Windy (variable), Avalanche Risk
Special rules for all Arenas: Emergency Pokemon Rescue Squad, Frostbite
Emergency Pokemon Rescue Squad:  This is NOT an option. The complex has a team of Chansey and Blissey on hand to rescue injured pokemon. They will automatically do so when a pokemon is KO'd. They will administer first aid on the injured pokemon, consequently, their stays in the pokemon centers are reduced by one battle. The chances of scarring and permanent damage are reduced also. Pokemon are returned to their trainers after the battle, unless they need to go to the pokemon center for further treatment. This rule is not optional and will come in handy if realistic rules are in play. Even with slapstick, most pokemon will appreciate a warm blanket and hot soup after freezing their butts off battling.
Frostbite:  The longer a pokemon stays in the cold, the harder it will be to attack, move, etc thanks to the effects of frostbite. Pokemon afflicted with frostbite will generally me moving around more to keep warm and physical attacks take a bit more energy to use. Frostbite will not permanently damage a pokemon but it can cause it to lose health in battle. After the battle, the EPRS will treat the pokemon for frostbite and they'll be good as new. Ice, Rock, and Steel types are immune to frostbite, Flying, Grass, and Water can be affected by it more so than normal. Fire types are not immune completely, but have more of a resistance to it. Everyone else can get it and it will make battling more difficult.
Miscellaneous Rules:  Ice attacks are 25% more powerful, the lower the temperature (ref's discretion, as he sets the temperature).  Fire attacks are 25% less effective the lower the temperature (ref's discretion, as he sets the temperature).  Water attacks like Whirlpool, Waterfall, and Surf WILL NOT WORK on snow. They can be used in The Rink, however.....
As stated in the Frostbite entry, the longer a battle drags on, the harder it is for pokemon to battle, due to the wear on their bodies from the cold. Use your best judgment.  Like water, snow has a physical form and can be deflected, or built into barriers.

The Graveyard (Outdoor Custom Arena): The Graveyard is a pokemon graveyard, home to all the pokemon ever slain in battle here at ASBL. There is no wind, and temperatures can go below zero at times. The Graveyard can only be fought in the dead of night, midnight to be exact. There is always an eerie Fog that is covering the field, the spreads to the feet of the tower and to the edge of the forest. It barely reaches the fields.  This is roughly a 1.5 km field across and 1 km lengthwise. Toward the upper and middle part of the battlefield is the graveyard, which takes up a good chunk of the field. Surrounding the graveyard, Tower, forest and field are light grasses.
The Tower:  Directly west of the graveyard is the Tower, very similar to the pokemon tower in its own respects. However, this one is smaller and has very few artifacts within. There are four floors (including the attic) and one basement. There are scattered furniture around each level, and little, if any light. The battleground there is fairly level, although the rotting planks and such may not hold up. The ghost pokemon fear the tower as the graveyard and do not stick to it much, although occasionally you may see the shadow of a Gengar or the mist of a Misdreavus somewhere in the tower. Note: The tower is somewhat raised and overlooks the graveyard on a sort of hill. It is approximately 50 meters from the graveyard to the base of this "hill." The hill extends to the western boundary off the field.
The Graveyard:  A terrifying and difficult terrain. Although four pokemon have been slain in ASBL, there are plenty of tombstones of pokemon killed throughout history. The terrain is incredibly foggy and hard to navigate: The tombstones are placed somewhat randomly in the field, and tripping over one is very common. The ground here is not level, with different levels of dirt poking out. One row of stones may have a higher level than another, and so on. There is very very light grass here. Although the Moon is very clear here, you cannot see it well through the fog. One thing that all pokemon, no matter how brave have to deal with in this graveyard is fear. They fear the unknown, as well as the other aspects of the cemetery. Each time a turn is taken, there is a 30% chance of flinching an attack, and a 10% chance of fleeing the graveyard in terror and heading either to the fields, the tower, or the forest. The most terrifying aspect are the ghost. Rarely, the ghost of dead pokemon will appear and attack the battlers. These attacks are indeed rare, and quite deadly as ghost almost always have the element of surprise on their side. Their attacks are "Ghostly" that bypass resistance, Immunity and such dealing normal damage as the attack would in life.
An example scenario:  A Bulbasaur and Gastly are battling in the Graveyard. All of a sudden, the disembodied head of a Ghost Charizard appears and uses "Ghostly Fireblast" on both pokemon. The Gastly, no matter what state, will be harmed unlesss it avoids the attack: The Bulbasaur will receive X2 damage if it does not move aside or run.
Ghosts only appear in the graveyard, and if successfully hit a pokemon increases the chance of fear and running X2. (60% then 20%)
The Forest:  The forest directly to the east of the graveyard is separated by about 100 meters of grass. (Part of the "Field Aspect) The forest is inhabited by tons of Ghost Pokemon who take full advantage of the trees and fool all who enter. Their illusions are very good so you'd best be careful. There is no grass within the forest, as in the graveyard or in the tower. However, the trees here are old, gnarled and dying; and many of the old pathways in it loop into circles and dead ends. Near the northwestern part off the forest is an enormous tree that has branches that extend over the rest of the forest and looms overhead, blocking out the moon. It is the home of many a ghost pokemon. The forest extends to the eastern boundary of the field and ends within reach of the southern.
The Fields:  In the southwestern portion of the battle field are the fields: A fairly small area of grass that touches the Tower, Graveyard, and Forest areas. It is a fairly clear arena is is solid ground for the battling.

Cliff Face Arena (Non-basic, dangerous, Outdoors Custom Arena): This is composed of a gash in the Earth, with two rocky cliff faces facing each other. They are approximately 150 feet high, and the pokemon start on two ledges about 10 feet from the top, and on opposite sides of the cliff. The cliffs are spaced about 10-15 feet apart, which is a small enough gap for a pokemon to jump from one side to the other, however falls may occur if not executed properly. also, if a pokemon is to jump from one side to the other, they will fall downwards slightly, and if they wish to be at the same altitude they were before, they must climb up a bit. The walls are rocky, and may collapse if there is too much shaking them, or an avalanche of rock could occur. The sides are also "SLIPPERY WHEN WET", but there are multiple ledges all the way down, for pokemon to stand on. This arena is a bit more difficult to use for the larger Pokemon, as ledges easily collapse, however Pokemon like Onix can burrow through walls of the cliff for better holds. Flying Pokemon are allowed to fly between the cliffs, and do not have to battle from the ledges if they do not wish to. There is also a group of Abra down the bottom who will jump up, grab, and teleport any falling pokemon back to the top, but if any fall too far, they are considered KO'ed. (i.e. If a Pokemon falls Ten feet to the bottom, they are teleported back to the top with minor damage, and are not KO'ed. A Pokemon would be KO'ed by falling unequipped for landing (I.e. slip off wall) from a height of at least 20 feet. If the two pokemon, during battling, reach the bottom. they will be teleported to a random ledge on the cliff by the Abra. They may be teleported to different ledges, in fact, this is the most common occurrence under those circumstances. If a pokemon is to fall from the cliff, there is a percentage chance of them being seriously injured* or even dying (Realistic Only). These percentages are listed below.
HEIGHT------Serious Injury%----Death%
20 feet------------05----------------0
30 feet------------10----------------0.5
40 feet------------15----------------5
50 feet------------20----------------8
60 feet------------30----------------10
70 feet------------45----------------15
80 feet------------55----------------20
90 feet------------65----------------25
100 feet----------75----------------30
110 feet----------88----------------40
120 feet----------95----------------50
130 feet----------97----------------62
140 feet +-------99----------------70
This is a risky but exhilarating arena to use with Realistic rulings.
Lighter, more agile Pokemon tend to have the advantage, all though the chances of larger Pokemon surviving a landslide are much higher than frail, small Pokemon.
Special Rules: Wild Pokemon, Night, No Spectators, Relatively Easily Destroyed, Service Point Expenditure
Wild Pokemon - If both trainers agree, than there can be the added rule of Wild Pokemon appearing when there are disturbances. these Wild Pokemon will include any burrowing pokemon currently in the cliff face, most commonly Diglett and Dugtrio, although there may be the occasional Onix.
Night - If it is at night, there is a constant 5% chance Pokemon without light or sonar or night vision to misstep their jumps or slip out of their hand/footholds. Then the percentages above will occur unless the Pokemon manages to grab a foothold as it goes down (This obviously depends on height, from 20 feet it's near impossible).
Relatively easily destroyed - cliff faces crumble etc.
Service point expenditure - If the extreme trainers wish, they may agree with their opponent that they must expend ).5 service points to have their Pokemon Teleported back topside by the Abra.

Gigantic Bridge (Outdoor Custom Arena): The basic form of the structure is a long bridge from one end of the land to the other. Giant beams of metal (Steel) slant together above, making sort of a tunnel.( Imagine the bridge as the floor and the beams that bend over to cover the bridge as the ceiling.)  Think of the Sydney Harbor Bridge and the bridge from the movie Spider-Man but on a much larger scale.
Underneath the 'floor' lies a basement. It is not used much but can be battled in. It is old and musty and some equipment such as levers and hammers are found.  Below lies freezing waters.  On the bridge itself, thousands of cars race toward wherever they are going. Occasionally the bridge lifts to let ships passing underneath to pass.  There are paths running parallel to both sides of the bridge, where people and pokemon can walk.  For example:
=:paths
[:The bridge road.
{:beams
~: Water
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The battle participants begin above the cars, on the paths, which are ======. (A word of reminder. The paths are stuck into the beams. So wherever the beams go, the paths go.)  Pokemon may climb the beams to find themselves above the bridge, precariously standing on thin metal rods. The only choice of battling hands to hands here is jumping to one beam to another.  May you fall, you will plummet to splat on the ground or be splatted on some poor unfortunate fellows windscreen.  You are not allowed to injure or harm the innocent people in any way.  Cars however can be used to advantage. You may battle on top of them, rip a piece of metal off, anything but hurting the civilians.  
The day of the time can be either night or day. Night is much harder, as beams are not seen well. If for some reason the pokemon manage to get in the water, it is highly recommended that you get out as hypothermia applies. Gyarados is reported to live in there as well.Water pokemon can stay in there for periods of time.
Ships may pass so stay alert or water pokemon may find themselves squished under a boat.

Poké Floats (Outdoor Custom Arena): Several giant, animatronic Pokemon float around in this arena. Battles will most likely start on the arms and head of a Squirtle. Above the 50-foot tall Squirtle is an enormous Onix float. A Psyduck float is west of the Onix, while a Chikorita floats about 40 feet above Psyduck's bill. A Weezing float lurks below the Psyduck's bill, and a Slowpoke floats around west of the Weezing float. Further west of the Slowpoke is a 100-foot tall Sudowoodo float. A small Wooper float drifts around the Sudowoodo, and also above a Snorlax below the Sudowoodo. The Wooper eventually floats above a Venusaur float, and after that about a Seel float. The Wooper disappears after that, and a Wobbuffet appears east of the Seel. Between the Seel and the Wobbuffet is a Goldeen float. Once it "flops" 3 times, several Unown float around above the three floats, along with a Chansey popping up on occasion. West of all this, a Geodude float appears, with the Squirtle float west of it, and so on. These floats do not attack, are immune to Psychic attacks due to their size and weight, and can be destroyed, but not by much. About 30 feet below the Poke Floats is a snow-capped mountain, a Rock Mountain if the Special Rule "Weather (Heat Wave)" is in effect.
Special Rules: Deadly (falling from a height), Weather (Any)

Sewers (Advanced Indoor Arena): This battle takes place in the sewers of a large metropolis area. Like almost all sewers, there's hardly any light at all, save what's coming through the manholes above. A sewer corridor consists a stream of water/waste 25 feet wide (and 4-10 feet deep, ref's judgement), with 4 foot walkways on either side. The water is obviously something you don't want to drink, and Pokemon who accidentally ingest it or get it in their system may become poisoned. Like most sewer systems, there's an intricate system of passageways and pipes in place, meaning battles can go almost everywhere. However, the ceiling compared with the surface level is rather low, and area-effect attacks like Earthquake can cause some major problems, to say the least. Around the arena are some toxic Pokemon (like Grimer and Koffing) as well as Rattata and Raticate. If a Pokemon somehow goes above (ex. gets out through the manhole), they come out into a standard city arena.
Special Rules: Terrain Edge (city), Wild Pokemon (Rattata, Raticate, and toxic Pokemon), Poisoned Water. No other special rules allowed.
Poisoned Water: The water is poisonous. Any Pokemon that ingests it, gets it in their system or gets it in a sensitive area risks irritation or poisoning.

Flame Room (Moderate Arena ): The flame room is a rather small battlefield, barely extending over 10 Meters.(About 12 meters long) There is an iron floor, a iron grate, that is, that extends over boiling lava. The grate is extremely hot. It takes up 8 meters of the arena. On either side of the grate are cold stone, which is about 2 meters wide. The arena is very humid in addition to heat, and either side is painted with bright colors such as red, yellow, and orange. The most interesting feature, however, is a glowing red bauble that floats around the room. The bauble is holographically added, and, when hit, will release a fire blast underneath the opponent! However, there are some limitations. This fireblast is 3/4 as strong as the true thing, and is roughly as accurate as Shadowball. It can be dodged, and ONLY appears through the grate. In other words, from the lava itself. (there is a flame gun down there that shoots it) It CAN hit the pokemon that hit the bauble, however, that's only if the pokemon moves. This sphere appears every three rounds and lasts for only one round, so hit it when you can! (that counts as an attack, so its best if you use an attack that goes through the sphere)
Despite the iron grate seeming weak, the arena is pretty sturdy. An earthquake, however, would no doubt crack it and it would be submerged under lava.

The Abyss (Advanced Indoor Arena): The Abyss is a 30 meter wide hole in the ground, secluded deep within a military base for secrecy and safety of the public. Unlike such abysses that are traps, this pit is magically enchated for pokemon battling. The pokemon freefall down the abyss and attempt to fight each other in addition to the tremendous gravity. The speed at which you fall it is determined by the heaviest pokemon.(In addition to the gravity) A Snorlax will fall faster than a Pidgey, but they will be magically set to fall at the speed of Snorlax. The walls are made of a type of powerful stone that resists all kinds of attacks yet is still very breakable. Wings do not allow the pokemon to fly here; the gravity is too intense. However, they can be used to steer and maneuver to a greater extent than a pokemon that cannot. Keep in mind wings can break off in realistic battles. Several types of attacks that involve the arena will not work, such as Earthquake and Fissure. The Abyss is entirely indestructible. Another feature is the blackness. The Abyss is dark and completely void of light, making the battle even more difficult. Keep in mind the Abyss is bottomless; well, not quite. You would have to fall for several thousand light-years to reach the bottom, which is a special and hidden arena: If you survive the fall, which probably won't happen. In order for pokemon with feet to attack, they must propel themselves off the walls at the opponent. When a pokemon is knocked out, they are teleported back to the top of the Abyss, no matter where they are. As I mentioned earlier, this arena is rather magical, and the spectators, battlers, and referees can see in their minds (kind of a psychic power) what is going on. ESP, sixth sense, call it what you will; the action can be seen.
Features: Very Little Light, Freefall, Attacks that involve an actual floor, such as Earthquake and Fissure are unusable, No Flight, Gravity

Area 51 (Advanced Outdoor Arena): The place is about 1 kilometer long in both directions and the trainers will be teleported to the battle. There are about 30 hangars and buildings where they build UFOs, researching and such. In two of these buildings there are real aliens and if that building would be destroyed and the alien would escape then both trainers should expect a third opponent. The battle will be performed nighttime and there are military there but not many because they are trying to control the alien, that wont matter because the battlers are not invisible and can't be seen of the military. The pokemon can't be outside the fence that surrounds the arena because then a alarm will go off and that pokemon will be automatically KO'ed and returned by the trainer.
Special rules: wild pokemon: sandshrew, sandslash, clefairy, clefable. If the alien escapes and attacks the battlers, it's attacks will be psychic, reflect, flamethrower and double team. When something is destroyed guards can come forward and shoot wild around them. If a bullet would hit a pokemon, it will feel like a Skull Bash attack.

Pirate Ship: A large pirate ship, with what do we do with the drunken sailor blaring out from somewhere... The deck is large, and wooden. A cabin is on either side, and the deck is also above them, reached by ladders.. The steering wheel is on top of the right cabin. The cabins can be opened, but are empty, and smell of furnisher polish. A large mast is in the middle of the boat, and the sail bears the legendary skull and crossbones. Breaking through the top of the ship into the hull would be very feasible, and it is up to the ref's imagination to decide what is down there. The battle may continue onto the sea, which is salt water. The trainers sit in a ferry that follows the boat.
Special rules: Announcer (the captain of the ferry, an old sea dog), Ridiculously Easily Destroyed, Weather (rain), Terrain Edge (Sea w/ Wild Pokémon), Fog
Optional special rules: Break of Dawn, Night Fight, Twilight

Cargo Ship: A giant ship carrying many giant crates all around. The battle takes place on the back of the ship where all the cargo is. There is a crane holding up a giant crate. The battle starts in an open area but from there can be moved all over even taking place in the ocean. Keep in mind that the ship can be moving. Not for amateur trainers or refs.
Special Rules: Terrain Edge (Wild Pokemon/Ocean/Ref chooses what part of what ocean)
Optional: Time of fight, Amount of Cargo, Ship moving (if it is beware of the propellers)

Hana Family Lair (Outdoor Custom Arena): The home of the Hana family of nothing but Hoppips, Skiplooms, and Jumpluffs. A population of about 20 Hoppips, 10 Skiplooms, and 5 Jumpluffs live here. The lair is extremely large and out on an open field. However, the ceiling, consisting of branches, leaves and vines from the rainforest nearby, is about 10 feet high and not that sturdy. The room where most battles should start is the Hoppip Playroom, about 20 feet in circumference. Here, about 15 of the Hana family Hoppips play here, with several light objects that aren't much of a threat and won't do any damage, unless provoked. There is a hallway connecting this and the main room. The Main Room is 60 feet in circumference. It doesn't contain much - just a spiffy leaf rug and four hallways, connecting to the Hoppip Playroom, the Skiploom Kitchen, the Caretaker's room, and the dining room. These hallways are 20 feet long and 5 feet wide, with a Hoppip and a Skiploom often patrolling the hallway, and sometimes dusting. The Skiploom kitchen is 20 feet in circumference contains a rock oven and two Skiplooms - Hanahi, whom is trained to use Fire type attacks, along with Hanatsubomi, whom cooks and puts out the fire. The food often heals a small portion of a Pokemon's health if eaten, and Hanahi and Hanatsubomi are glad to make food for a Pokemon - cooking is what they live for. The Caretaker's Room is about 50 feet in circumference, and it contains a bookshelf and about 40 comfy beds. There's often up to 3 Jumpluffs here, looking for peace and quiet from the madness. The main caretaker, Hanasou, is always here, unless the Hanas are dining, when he's in the dining room. When the Hanas are sleeping, every one of the Hanas are there. The dining room is 40 feet in circumference, and it contains all but the Skiplooms in the Skiploom kitchen when the Hana family is dining. Disturb, annoy, or frighten any Hanas, or worse, the Jumpluff caretakers, and they will attack, often for quite some damage, heavy at best. Examples of attacks that startle or annoy the Hanas for example are Flash, any Fire-type attacks, attacks that destroy the arena, and attacks that hurt even one Hana. If the entire lair is destroyed, every Hoppip, Skiploom, and Jumpluff will attack for very high damage, often equal to Sky Attack, and the arena will be a basic Grass arena, but with leaves and other objects scattered across the arena.
Special Rules: Wild Pokemon (Hana Family Members), Ridiculously Easily Destroyed, Confined

Kuno's Secret Passage (Indoor Custom Arena): This is NOT for novice trainers or refs. The main part of the arena takes place in a giant room, with is 10 feet long and 5 feet wide. Its very musky as there is little light, and moss is growing on the walls. The walls in this room are made out of a rusty metal. The main room is 15 feet high. There are many pipes pouring small amounts of water in and out of the arena, which can fit a 3-foot tall pokemon with no trouble. There are 9 pipes in the room, and they all lead to different parts of the arena. Below is a list of the Pipes that connect to this room, as there is 1 smaller room to battle in. Room 2 is a small room, 6 feet long by 6 feet wide, and 3 feet high. It is lighter in here, with less water. This room only has 3 pipes.
Room 1
Pipe 1: There is one pipe in the center of the arena, on the ground, that is made out of metal where the water rushes. It continues straight down for 15 feet, where one can find lots of moss on the walls, and tiny holes and cracks on the ground, where most of the water leaks away. On the bottom, water fills the pipe, but as the pipe continues east, while slightly raising elevation, air can be seen as the water level lowers. After about 8 feet of this, the pipe then goes up. There is a ladder that allows a pokemon to climb up. It goes up for 5 feet, where an exit can be seen. This pipe exits where the location of Pipe 9 of this arena is.
Pipe 2: This pipe is made out of rock. It is to the northwest corner of the arena, and is easy for small pokemon to reach. Once inside this pipe, it starts to go upwards. It is easy to climb due to its spiral like shape, and an abundance of rocks to climb on. After 5 feet of climbing, it exits where the location of Pipe 4 of this arena is.
Pipe 3: To the south, center of the arena, also is easy to reach for small pokemon, this pipe is made out of metal. A small amount of water can be seen trickling down, as this pipe slowly declines, and curves to the east. This exits to Pipe 1 of Room 2.
Pipe 4: This pipe is located in the northwest corner of the arena, and is 15 feet high. It is rather difficult for a non-flying pokemon to enter this way. It connects to Pipe 2.
Pipe 5: This pipe is in the east, near the south, and is made out of rock. It continues along on the same elevation for 4 feet. This pipe then starts to shrink, as it dead-ends 8 feet away from the start of the pipe.
Pipe 6: This pipe is to the north. It is around 7 feet from the floor, with water pouring out. It is made out of metal, and slants upwards. After around 5 feet of the Pipe, it starts to rise upwards for 10 feet. There is a ladder to allow climbing, however water is coming down and it makes the ladder bars wet and mossy. After reaching the top, it reverses directions and goes south, on a fairly even elevation. This goes for 20 feet, and is fairly dark and damp. It then drops down with no ladder, and exits to Pipe 2 of Room 2.
Pipe 7: This metal pipe is in the center of the arena, all the way at the top. This is where the water is from, and has a lot of light. However only a flying pokemon can reach this, and there is nothing much here since it only goes 5 feet up.
Pipe 8: This pipe is also high up, and inaccessible. It is in the southwest, about 9 feet up. It goes upwards for 4 feet, and then curves west, allowing a sort of safe haven for those that can reach it. Its only downfall is that a lot of water flows here, forming a sort of waterfall.
Pipe 9: This pipe is in the center, high up in the west. It connects to Pipe 1.
Room 2
Pipe 1: This pipe connects to Pipe 3 of Room 1. It is in the south of this room, and low to the ground.
Pipe 2: This pipe connects to Pipe 6 of Room 2. It is in the center of the arena, all the way at the top of the room. They cannot reach it unless they can fly.
Pipe 3: This is to the north, and low to the ground. It is made out of rock, and is dry. After doing north for 3 feet, 2 options come up, to go east or west. Both passes slowly curve in that direction while going north, and meet each other after 5 feet, making the circle 10 feet long in total.

Padded Cell Arena: This arena is a box shaped room resembling a cube that's about 6 meters on a side. The walls are fully padded with 10-inch thick foam, filled with springs. Behind the foam is just hard concrete, and pokemon could get hurt if they hit it hard. Pokemon can bounce into the foam, and be rebounded. A single light bulb hangs from the ceiling.
Special Rules: Confined, Pokémon Level Restriction (1), Artificial Lighting

Dreamland Lakeshore (Dreamland, Beginner's Arena, Outdoor Arena):  Dreamland Lakeshore Map
Special Conditions for Use: On Lake, must be able to swim or Fly. No Fire or Ground/Rock type in lake. Shore standard arena. Must be a "forest dwelling" Pokemon to fight in forest.
Overall Description: A calm shoreline, between a lake and a forest. Puffy clouds dot the sky. It is ALWAYS daytime here. One may see the odd bird fly by. Not really all that special.
Area 1: Lake. Pokemon must be able to swim or Fly. It is possible for small fish to surface every so often. Trainers will be provided with native fish to stay afloat. Attacks may NOT be directed at either trainer or fish, but it is possible for an area attack (Surf) to hit both trainers.
Special rules: Weather
Optional Special rules: Fog, Ice Field, Water under Ice, Wild Pokemon, Pontoons (Ridiculously Easily Destroyed, and only Pokemon lighter than 40 kilograms may use. If they get destroyed, too bad.), Terrain Edge (Forest, Shoreline)
Area 2: Shoreline. Any Pokemon may battle here. It is a standard arena in a secluded area.
Special Rules: Weather
Optional Special Rules: Battle Platforms, All Out, Fog, Muddy River (Lake) Edge, Snow Cover, Terrain Edge (Forest/Lake), Wild Pokemon.
Area 3: Forest. Any Pokemon that battles here must be "forest dwelling". Lush trees are all over.
Special Rules: Wild Pokemon (Tropical if Rainforest is on), Weather
Optional Special Rules: Terrain Edge (Shoreline/Lake), All Out, Rain Forest (If Rain Dance is used)

Mr. Game and Watch 3D Arena (Indoor Custom Arena for Advanced Trainers):
100x100 meters
Description: There are 7 platforms hanging in mid-air that measure 3 square meters each hanging 3 meters high. Two of these are only available for trainers to stand on and direct their Pokémon in battle. Naturally, they are both positioned on the east and west side of the field. There will be a platform directly between the trainer platforms (center). There are 4 other platforms that rotate around the center by a radius of 25 meters.
Special Rules: Artificial Lighting
Random Block Pop-ups: These blocks are 3 cubic feet. A random number of 5-15 blocks and different blocks will appear and disappear every 30 seconds. There should be blocks on the field at all times so the fiend changes. These blocks can be destroyed by direct attacks and once broken, lightning will never strike in the same place twice or they will never come back. Pokémon may use this for shelter and a platform as well, but trainers will pay the price if the block disappears unexpectedly.
Optional Rules: Mr. Game and Watch can randomly run around the arena and drop things, spill oil, and sometimes light fires, sprays water to put out fires. This can be taken advantage of by trainers. Pokémon can be harmed.

Pacman Arena (Indoor Custom Arena for Advance Trainers): 100x100 meters
This is a plain standard clay arena, but in a square. This works just like Pacman. There are 4 Super Silphscopes in each corner of the arena and can only be used once. There is a 10x10 meter outlined square (where ghosts are born) in the cente rof the arena.
Special Effects: Artificial Lighting
Gastly: There will be 4 Gastly. At the beginning of the match, they are split into two teams that chase after the Pokémon, 3 on each team. However, these Gastly are poorly trained and slow so it takes a while to catch up with a Trainers' Pokémon. These ghosts can distract but not harm the trainers' Pokémon. If the Ghost is attacked, it will immediately begin chasing after the other opponent. The Pokémon however can eat these Gastly whenever a Super Silphscope is used. The Pokémon gets temporary power-ups for eating them. These power-ups wear off as soon as the Pokémon makes any attack whether it is towards a Gastly or the opponent. Eating Gastly does count toward a three-move combo so its best just to try and stay away from the Gastly.
Wall Passing: Yes the Pokémon can pass through walls and so can attacks. They will appear exactly on the opposite side of the arena just like a Pacman game.

The Disco Hall: Should trainers wish, they might battle in the disco hall. A large hall, much the same size as a school gym. The floor is covered in alternating colored flashing tiles. There is a lot of mist, from the smoke machines fitted into the walls at meter intervals, about a meter from the floor. All around the walls are tables, with goodies and treats on them, like crisps, and biscuits. Near the north of the arena is a mixing deck, controlled by a man with a large afro. Multicolored beams of light protrude from the mixing decks cupboards. Think of the lights on the 20th century FOX logo. Pokemon are released in the center of the room.
Special rules: Artificial Lighting, Fire Sprinklers, Fog, Onlookers

Final Destination (Indoor Custom Arena): An extremely large platform, nearly 250 feet in diameter, hanging somewhere in the air. The platform appears to travel across the entire world, which it doesn't. It is actually inside a large, nearly indestructible sphere. Pokemon falling from the platform will fall onto the edge of the bubble and take serious damage, with a 10% chance of getting KO'ed. There are several environments the platform can simulate - a mountain range, outer space, and just the sky itself - however, these are only mirages. The only actual lighting in this arena is an extremely large bubble of Psychic and Electric energy under the platform. Pokemon that get near it by flying or some other means will take quite some damage, often equivalent to a Spark attack. The platform can be destroyed, and if it is, the arena will be a sphere version of the Massive Pain Room arena, nearing 700 feet in circumference, with the massive ball of Electric/Psychic energy still in the middle.
Special Rules: Artificial Lighting

Room of Darkness (Indoor Custom Arena): A small room with little lighting whatsoever. It is about 70 feet in circumference, and it has several small blue flames isolated inside the room. Many Gastly and Misdreavus lurk around in this room, often attacking unsuspecting Pokemon - even other ghosts. There are invisible walls guarding the entire arena, and they have been specially made to be indestructible.
Special Rules: Wild Pokemon (Gastly and Misdreavus), Pokemon Level Restriction (4), Night Fight (because of the darkness)

Shifting Stadium (Outdoor Custom Arena): A large stadium similar to Pummelo Stadium that shifts environments on a regular basis. It can simulate many more environments than Pummelo Stadium, however. The stadium shifts once every 4 or 5 rounds, to a random environment. The environments are:
Normal Stadium (10% chance): Not really an environment, but a normal stadium with the same rules as a Clay Arena. All battles must start with this environment.
Grass Field (10% chance): A grass field almost exactly like the Grass Field from the Indigo League in the Anime. In other words, all grass and nothing else.
Rock Field (10% chance): A Rock Field almost exactly like the Rock Field from the Indigo League. There are several Snorlax-sized boulders in this arena.
Water Field (10% chance): A Water Field almost exactly like the Water Field from the Indigo League. In other words, there are two Snorlax-sized platforms floating on the surface of the water, across from each other.
Ice Field (10% chance): An Ice Field similar to the Ice Field from the Indigo League, with a few very small glaciers around the arena.
Forest Fire (10% chance): A Forest Arena, except the forest is on fire, and the fire does spread quickly.
Beach (10% chance): A Beach Arena, but without all the volleyball nets and other things you might find at a beach, other than... well, the actual beach.
Snow-Capped Mountain (10% chance): A few enormous snow-capped mountains. They aren't very hard to climb for a Pokemon with sharp claws or Pokemon that can grip the ice, but other Pokemon will have some problems.
Swamp (10% chance): A Swamp Arena, with simulated fog. There is a fog machine somewhere in the arena, and the fog will become much less dense if the fog machine is destroyed.
Desert (10% chance): A vast desert, full of cacti. However, in most cases, it will be a desert without the extremely high temperatures.
One arena can be picked up to three times in a row, but an unlimited amount of times for the entire match.
Special Rules: Fog (Swamp only), Boulders (Rock Field only), Ice Field (Ice Field only), Water under Ice (Ice Field only), Pontoons (Water Field only), Sandy (Desert only), Snow Cover (Snow-Capped Mountain only), Thin Ice (Ice Field only), Stadium, Onlookers, Artificial Lighting, Announcer

Robot Wars Arena: This arena is a collection/hodgepodge of sections of the arena from Robot Wars. It is about the same dimensions as the Battlebots arena. However, the lexan (bulletproof glass) walls are separate from the edges of the main area, about 4 feet apart leaving a depression between the battle floor and lexan about 4 feet deep. On the battle part of the floor, there's a 3-foot guardrail going around the perimeter. Behind the walls, of course, are screaming fans. The entrances and participant boxes take up one wall, with Nick Foley (you know, that stupid guy that played Mankind in the WWF) in an open balcony-esque thing in the upper middle part of that side of the arena. The other 3 sides of the arena have saw-like grinders and two buttons. On the arena floor there are several hazards. The first are two pit hazards 4'x4'x4', which will open up if one of the aforementioned buttons is pressed. Each pit can only be opened by its particular button. There's nothing hazardous about falling into the pit, except possible issues for tripping and getting out for certain Pokemon. There are launchpad-esque areas, which, if a small Pokemon is sitting on long enough, will trigger, causing part of the floor to be raised quickly by pneumatics and send them flying. There are also a couple vents spewing a column of flame about 4 feet high. Finally, there is a target painted on the floor with a large heavy object suspended over it. Things range from safes to pianos to washing machines (ref, use your creativity on this one). A Pokemon on the target long enough risks having said heavy object dropped on top of them.
It wouldn't be Robot Wars without the house robots. Refbot is, you guessed it, the ref. Refbot carries a fire extinguisher, but will only use it if something other than a conscious Pokemon is on fire. In each corner and along the edge of the arena floor (about 1.5 yards out from the edge of the battle floor) are areas painted in yellow and black stripes. This is the Corner Patrol Zone (CPZ's), and if any Pokemon wanders into these painted areas, they're fair game for the house robots. There can be one to four house robots in the arena (ref's discretion).
Each house robot starts off in one of the corner of the arenas, which are clearly marked. Each robot can take a beating, but can be disabled or destroyed with a dedicated effort. None of the House Robots will attack your Pokemon unless they come into the Corner Patrol Zones; however, attacking Refbot intentionally will make your Pokemon fair game, wherever it/they are. There's no penalty for hitting Nick Foley: you would be doing humanity a favor anyway.
Finally, if somehow the Pokemon manage to break through the arena entrances (one under each trainer box), they'll end up in the pits, which consists of a big concrete warehouse with lots of pit tables set up. Said pit tables have plenty of pointy implements and robots set up, though those working on the robots will probably become upset if you take the tools and parts of and/or their robots.
Special Rules: Stadium, Onlookers, House Robots, Artificial Lighting, Announcer, Battle Platforms, Building Edge (standard concrete indoor arena with Onlookers and tables of parts set up), Refbot
House Robots: this rule refers to the House Robots used in in the Robot Wars arena. Any arena that uses this rule must have at least one house robot (excluding Refbot) in the main battle arena at the start of the match. No more than 4 house robots can start off in an arena, no matter where they start. Refbot does not count as a House Robot for the purpose of the House Robots.
The available House Robots are:
-Shunt: think a mini-bulldozer. This robot can pull a Hummer from a dead stop. It has a scoop in front and a pickaxe that can strike anything directly in front of it. However, it is unable to right if it gets knocked over. Shunt is the "lightweight" of the housebots at 231-lbs./105 kg.
-Sgt. Bash: This robot is painted camo-green. It also carries a rotating flamethrower on top and a vertical grabber claw low on its front. However, it has a limited supply of fuel and the claw will have difficulty latching onto most Pokemon. The good Sgt. weighs 265-lbs./120 kg.
-Dead Metal: Think an ugly robotic bug. That's Dead Metal in a nutshell. It's armament is combo-oriented: a large pair of clamping pincers with a circular saw that can be projected forward. However, its deadliness depends on it actually grabbing its opponent, so if it can't, it has no offensive capability. Dead Metal weighs 247-lbs./112 kg.
-Matilda: this rhino-esque robot is definitely the toughest of the housebots, with a titanium shell and a rounded-shell design that causes most blows to glance off rather than hit. To add to that, a 60-pound flywheel at 3,000 RPM and pneumatic tusks in the front means that fighting with this robot is not recommended unless your Pokemon can take serious punishment. Like Shunt, her weakness is that she has no way to right herself if she gets knocked over. Matilda weighs 256 lbs./116 kg.
-Sir Killalot: the king of the house robots, Sir Killalot looks like a knight if you made them long and gave them tank treads. He carries a lance with a drill at the tip on his right arm and a vertical hydraulic claw ("Jaws of Life" technology) on his left arm, which can crush metal like it ain't no thing. However, there are some weaknesses: he's the slowest of the group, and almost any Pokemon can dance around him. But at 617 lbs./280 kg., he's freaking huge. Also, he's infamous for not playing by the rules, and it isn't surprising when he attacks someone or something unprovoked.
Refbot: Refers to the Refbot used in the Robot Wars arena. For whatever reason, a robotic ref is used in place of the actual ref's presence inside a battle arena. It carries a fire extinguisher in case of emergencies (though it will not put out conscious Pokemon). Refbot may be equipped differently, depending on what arena's it is used in (refs/arena creators, use your judgment). House robots (if present) will attack any Pokemon who intentionally attacks Refbot. For its part, Refbot will also chase off a House Robot if it steps out of line during a match.
More info on the house robots can be found here.

The Grand Glacier (Outdoor Custom Arena): It is a cold, cold arena.
It is made of a flat ice plateau, with icy cliff shapes on either side, and a glacial river slightly to the west, also North South. the icy walls run North-South, and the weather is always fine. The cliff edges have iceberg things that can collapse into the arena and are potentially unstable. The glacier/plateau also moves at the rate of 1 foot per hour, toward the north. If the battle rages for a while, pokemon may fall in. If any pokemon weak to ice falls in the water, they are instantly KO'ed. If any that are normal resistance to ice/water fall in the water, they are very cold and must get out, unless they be crushed by the huge pieces of glacial ice. Wild pokemon live around here and can enter the fight if both trainers agree for the wild pokemon. (Lapras, Jynx, etc.)
Blizzards may occur, acting similar to rain dance, only ice:
lasts 5 turns.
1st: Icy Wind damage, temperature - 10*C
2nd: 2 x Icy Wind damage, temp. - 20* C
3rd, climax: 2/3 Blizzard damage. Wind up to 250km/h. Temp - 50*C
4th: 1/3 Blizzard damage. Temp. -20
%th waning: As 1st turn.
effects: Ice attacks do x 2 damage
Fire and water do 1/2 damage
Weakens solar beam and thunder power
If the weather is artificially changed, things may happen:
Warming Up: Pokemon emerge from the sea. Ice begins to melt and floes form in river. Glacier moves 2 feet per hour.
Cooling down: Pokemon emerge from sea, Ice Freezes harder, and river becomes solid. Glacier moves 6" per hour.
Optional: Any pokemon who battles for more than 10 turns who is unequipped for low temperatures must be switched out. (This does not count as being KO'ed unless stated by the trainers)

Sho'Ken Battle Complex: The battle complex is home to the Sho'Ken Gym, and contains many electric pokemon. The complex contains 3 different arena's. In all of the arena's, except the Dam, Electric pokemon get a boost in stats.
Sho'Ken Battle Cube - An extremely large cube arena. The walls are all flowing with electricity. If pokemon non resistant to Electric attacks touch the wall, they are in for quite a shock. There is a switch to turn off the electricity hidden in an underground basement underneath the arena. This is one of the more easier of the arenas in the complex.
Sho'Ken Dam - The only part of the complex that is outside. The dam is a hydroelectric plant that is run by a river alongside the complex. The battle can take place in the river above the dam, on the dam, or below the dam where the water flows out. If the dam breaks and a non water/ice pokemon falls from the top it will automatically be KO'ed and if under Realistic rules, it will have a 25% chance that it will have to go to the pokemon center.
Special Rules: Terrain Edge (River) Terrain Edge (Dam) Night Fight (If power is shut off by a pokemon it becomes pitch black)
Electric Doom Room - Electricity shoots from the walls and bounces all around the arena. At anytime during the battle the gym leader may call upon the Storm Maker to start up. What the storm maker does is creates a violent lighting storm boosting all Electric attacks by double and Water attacks by 1.5x. A deep moat surrounds the whole arena.
Special Rules for all: Paralysis Ward- All pokemon zapped into extreme paralysis will be take to the special part of the complex that helps to heal paralyzed pokemon. This in turn will lower there visit to a pokemon center by 1 battle.

Nick's Backyard (Outdoor Custom Arena): There is a large wooden deck, about 25 feet square that takes up a quarter of the yard, there are 2 very large trees surrounded by shrubs in two of the other corners, a tall wooden fence surrounds the yard, so it's impossible to get out unless you break down the fence. On the challenged trainers side, there is a flower bed right by the porch with many blooms, if a pokemon eats one of these flowers, (pokemon don't know what a type of flower is!) one of 4 things will happen:
#1. Steroid Magnolias- This is what my stepfather used to get his biceps. When he mixes it into his Protein drinks, the effects are for the rest of the match- Attack Super charged!- Swords Dance effect
#2. Icky Violets- Defense lowered slightly
#3. Odd Bluebonnets- These are the berries my mom grows to help recover from workouts, they cause... health recovery! Yes, by eating a bluebonnet your pokemon will recover some health (not energy)
#4. Sleeping Daisies- My stepfather is an insomniac. This is what he uses to get to sleep. If a pokemon eats this, rather obviously, they will fall asleep.
Special rules: Wild Pokemon- If you knock into a tree, a pokemon that fall when you use Headbutt in G/S/C may fall...
Easily Destroyed (fences): For whatever reason, its easier to damage this arena than normal. Trainers should use this to their advantage if possible and are encouraged to do so.
Weather: There are many different types of weather, and the different types can be used in different combinations of each other. In fact, there's only a few types that won't work well together. The types are: Sunny, Cloudy, Heatwave, Cold, Rain, Snow, Sleet, Thunder Storm, Thick Cloud, Windy. No further explanation is really required here.
Also, there is a 1/10 chance that my evil stepfather will step out to water the plants, and if your pokemon messed up the flowers, he'll turn the hose on you, with the power of a Water Gun. There is a 1/20 chance that my stepfathers dog, Hudson, will run out and demand that a trainer throw the ball, which will mean one less attack than usual may be ordered that round for both trainers.

Asteroid (Outdoor Custom Arena): Pokemon battle on a titanic battlefield, that stretches miles, from end to end.
Most of the asteroid is flying apart, so permanent firm ground is not expected. Occasionally pieces of rock come flying down, some as small as a basketball, and some the size of a small house. The background view is fantastic, Earth fills the entire view. Great spires of rock spill out of the ground, and canyons and plains are common. The gravity is 1/2 the Moon's (1/12 of Earth), so you can jump very, very high before coming down. Since there is no air, I had to compromise with a air generator. Fire attacks are severely weakened, because of the lack of air, even though I have made a habitable atmosphere. If you want a clear picture of this, I suggest you watch the movie Armageddon. Occasionally, vents open and geysers open up with steam. if you do not want to be sent flying around, I suggest to be wary.

Zen Garden (Advanced Outdoor Custom Arena): This is a rather moderately sized arena, about 30 x 30 meters (90 x 90 feet). It consists of a small pond in the corner of the arena, along with a few large boulders buried in the soft sand beneath, which is raked neatly. The arena is surrounded by a stone wall about 7 feet high. The arena seems to permeate an almost calm aura, and Pokemon battling in this arena seem to get a boost to their stats, as well as being able to maintain concentration. However, the stat bonuses depends in what shape the arena is in. At the start, when the arena is well-kept, the Pokemon will get a better stat boost. However, as the battle wears on, or attacks are used that cause area effects that would effect the order of how things are arranged in the arena (Sandstorm, Earthquake, etc.) the bonus will decrease for all Pokemon in the battle as the arena's neatness is removed by the participants.
Special Rules: Sandy, Boulders

Highway (Advanced Outdoor Custom Arena): This arena takes place on an eight-lane highway (four lanes going in each direction), with traffic going through. Pokemon may battle all over the place, be it cars, the side of the road, or in the air. The traffic flow varies, but can all be summed up in 3 modes:
-Light: There is almost no traffic to speak of. It will vary from almost no cars at all to a few at one time. It is generally safe to be on the highway, and most Pokemon will be able to avoid the cars with little trouble.
-Moderate: There are large amounts of cars going through, but not enough to cause a slowdown. However, this make standing on the highway a dangerous proposition. It is safest on the cars, but it will definitely be a running battle as the cars continue onwards.
-Heavy: cars basically fill the entire highway for as far as can be seen. Traffic flow is usually slow or non-existent, meaning that it'd be difficult to find a piece of highway that ISN'T covered.
Traffic flow varies, also, depending on the time of day. During the daylight hours, traffic is most likely to be either Moderate or Heavy. During the night, traffic is most likely to be light. Also, since many cars will be going quickly, a Pokemon that gets hit will suffer heavy damage and (if they're small enough) possibly death. Also, falling onto the pavement from a moving vehicle can also do some damage.
Special Rules: Artificial Lighting (Highway light poles), Deadly, Terrain Edge (anything on the side of a highway, be it a city, a grass field, etc. Refs, use your judgment)
Optional Rules: Weather (any), Break of Dawn, Night Fight, Twilight, Fog

The White Room(Indoor Custom Arena): The white room is...well...white. How is unknown, and where the light in the room comes from is unknown. The white room is in another dimension, and it simulates emptiness. Unlimited space. You could walk for your entire life and never find the walls in this place. It is pretty much just a floor, but there are some limitations. It cannot be destroyed. By any means. Gravity is still that of our normal planet, but if a hole is opened, such as in Fissure, the pokemon will fall forever and thus will not be KO'ed. Because of this, and the possibilty of loosing the pokemon, Ground-destruction moves do not function, and I have built the ground to withstand anything. The Ground is extremely tough, like a marble, or a stone, so digging into it is nearly impossible. As I mentioned, there are no walls, but plenty of room to fly around. Weather affecting moves do not function here. The only way out is via a special portal, opened by the referee twice during a match: To enter and to leave. Sound echoes here. If my description of the White Room is too vague, you can see it featured in some parts of movies. These include Mission to Mars and The Matrix
Features: No walls, Ground affecting moves and weather affecting do not function, Unlimited Space, Can almost always see opponent(unless its invisible or something), Echoing

Ocean Floor! (Outdoor Custom Arena): A large arena set under the ocean sea. Battles will take place on the ocean floor, a muddy sandy place, covered in shells and water plants. This arena is split into four parts: The expanse, the chinchou boat, the goldeen express, and the caves. The expanse is just a 70 meter square plot of land, which leads onto the other areas. To the direct north of it is the chinchou boat, an old pirate ship populated by pokemon. The goldeen express is a large tunnel in the south, with rocks sticking out at any angle. Goldeen live in there. The caves are the darkest and gloomiest of the areas in this arena. A tunnel set into the middle of the expanse leads to them.
Breathing Apparatus - Not all pokémon can breathe under the sea, and most trainers won't have 6 pokémon for a squad that can. This is why a small apparatus is fitted to each pokémon who can't breath. It is a tube which forks into each nostril, or if the pokémon has no nose, mouth. On the other end is a bubble filled with oxygen. For the purposes of this arena, they are considered indestructible, and irremovable. Of course, if the pokémon has a tube in it's mouth, it can't use moves like bite, sing, and roar. Sound moves might sound a bit funny under the sea anyway!
The Trainers - The trainers are in egg shaped submarines, which are both indestructible and air tight! Trainer's give their orders through walkie-talkies, which are connected to hearing equipment stuck onto the pokémon. These are also indestructible. There sure is a lot of indestructible stuff in this arena! A small camera, indestructible, naturally, follows the battle for the trainers to see.
The MegaMagikarp - The MegaMagikarp is a giant Magikarp. He is 8 meters high, and extremely powerful, even if he is a Magikarp. MegaMagikarp will randomly tackles a trainer's pokémon, for damage the same strength as a Tauros's double edge. To decide which pokémon is attacked, flip a coin. If heads, MegaMagikarp will attack the challenging trainer's pokémon. If tails, the MegaMagikarp will attack the challenged trainer's pokémon. When MegaMagikarp has appeared, he will stick around untill the pokémon escape the cave, are Ko'ed, or is Ko'ed itself. The MegaMagikarp has about twice the health of a normal Magikarp.
Special All Out Rules - The trainers can't keep their pokémon with them, as they wouldn't be able to release them outside while they're inside the submarine. The pokémon wait on the side of the expanse, no matter where the battle goes, trying to keep out of the way of trouble. This means a pokémon will always start in the expanse.
Electric Attacks - Any electric attack done in this arena will give the user 80% of the damage the opponent took due to being in a large body of water.
Area 1: The Expanse - The middle, and main, part of the arena. The floor is rough and uneven, and is littered with sea shells and water plants. The sea here is bright, lit up by two underwater lamp posts of sorts. These are like the ones found in football stadiums, and the posts can be damaged, even though being very resistant to physical attacks. The lights themselves are covered in water resistant casing, which has about the power of a barrier and a light screen to physical and energy attacks. Wild pokémon are here, though not as much as some of the other areas. The pokémon inhabiting this area are generally fish pokémon such as Goldeens and Magikarp. Sometimes Staryus and Starmies might hide under the sand. These pokémon, as with most wild pokemon, will only attack if provoked, or in the case of the Star family, stood on. They will use one random offensive attack (decided by sleep talk in the PASBL app), and then swim away. Luckily however, most wild pokémon will keep away from the unnatural lights. Right in the center is a hole which leads to the caves, described underneath.
Special rules: Artificial Lighting, Sandy, All Out, Wild Pokémon (ocean)
Area 2: The Caves - Although the entrance is only about a meter long, the inside of the caves can be described as vast. A maze of forking tunnels, that once you're far into, is hard to find your way out again. In fact, there have been instances of radar being used to find trainer's pokémon. The cave walls are circular, and about 12 meters part. It is also extremely dark, and very, very little light gets into the caves. The main "attraction" of this area is the MegaMagikarp, which has a 10% chance of appearing every round. Information in General Information. When one of the pokemon is Ko'ed, the camera will attempt to lead it out of the caves. There is a 5% chance that the camera will get lost, and thus the pokemon as well. If this happens, the battle will be put on hold, and the trainer will have to pay 1sp to use the radar to find their pokemon. There are no wild pokémon in this area apart from the MegaMagikarp.
Special rules: Wild Pokémon (MegaMagikarp)
Area 3: The Goldeen Express - This is a tunnel that goes into a rock wall at the south of the expanse. It is a large U bend, populated by goldeens. They are always moving in flocks, obscuring vision in the tunnels if a pokémon sees them. There is always a 70% chance of seeing them in the tunnels. If even just one of the goldeens is attacked, the whole flock will turn on the offending pokémon, pecking furiously, leaving almost any pokémon in extreme pain. If left alone, they'll wonder off. Rocks stick out at curious angle, which pokémon can hide behind, or dislodge to use as weapons. Some of these rocks are luminescent, providing light in the tunnel.
Special rules: Wild Pokémon (Goldeen)
Area 4: The Chinchou Ship - An extremely large pirate ship, on the ocean, and in disrepair. The deck is large, and wooden. A cabin is on either side, and the deck is also above them. The steering wheel is on top of the right cabin. The cabins can be opened, but are empty, and smell of furniture polish. A large mast is in the middle of the boat, but the sail has been ripped off by the ocean waves. The hull is smashed open, and is the main part of this area. Inside are a family of 5 chinchou, permanent residents. There's daddy chinchou, chinchou sunkern, brother chinchou, sister chinchou, and baby chinchou. If attacked, all of the chinchou will flash and fill the ship's hold with white light for a full two rounds. Additionally, empty crates float through the hold which can be used for tactical advantage.
Special rules: Wild Pokémon (Sunkern)

Quilava's Volcano (Advanced Indoor/Outdoor Custom Arena): It is a large volcano with several platforms. Fire types are in their element here. Their attacks have a slight edge. Likewise, Water, Grass, Ice, and Steel types would be wise to avoid this arena, due to the intense heat. Slapstick rules are NOT allowed on this arena, as it would be unrealistic. Oddly, a large figurine of a Quilava is at the challenger's end...
Area 1: Platforms - These are tall pillars rising out of the lava, for Pokemon to stand on. There is boiling hot lava a hundred meters below. Any non fire or flying type that falls off is likely to get killed. There are four pillars. Attacks may be aimed at the pillars, but if an opposing Pokemon falls off due to the attack, the Pokemon who attacked is considered KO'ed.
Special Rules: Terrain Edge (Deadly, or to other areas), Wild Pokemon (Fire types and Rhyhorn/Rhydon only), Stone Pillars, Battle Platforms
Optional Special Rules: Exposed to outside (If a Rock Slide or other Rock/Ground attack hits the "roof")
Area 2: Standard Battle Arena - This is very similar to Blaine's Gym, except for the ever-present Quilava statue, which may be destroyed at your own risk. The person who tries to destroy the statue will have their Pokemon attack by angry Cyndaquil family line members until that Pokemon is KO'ed. There is lava many feet below, and falling in could be deadly.
Special Rules: Terrain Edge(Deadly, or other areas), Wild Pokemon (Cyndaquil, Charmander, and Rhyhorn lines), Easily Destroyed, Battle Platforms, Suspended Platforms
Optional Special Rules: Exposed to outside (if walls or roof are destroyed by strong attack)
Area 3: Hot Spring - Basically it is, well, a hot spring. A relaxing area...or not! The water is scalding from being too close to the volcano. Electric attack will do extra damage, and area attacks may cause disastrous results. Any Water attacks will have a 5% chance of burning the Pokemon, and any area Water attacks will have a 5% chance of burning both Pokemon.
Special Rules: Terrain Edge (other areas), Easily Destroyed, Wild Pokemon (Flareon, Corsola and Vaporeon), Outside, Heated Pool.
Optional Special Rules: Geysers
Area 4: Above/On top of the Volcano - The only area without the Quilava statue. Only flying types may battle here. Situated above a pit of lava, though there are pillars to land on. A wing-damaging attack may be fatal.
Special Rules: Terrain Edge (Deadly (lava or edge) or other areas), wild Pokemon (Ponyta and Charmander lines), Cliff. No other special rules may be used.

The Nightmare Graveyard (Extreme Danger, Expert Outdoor Custom Arena): The Nightmare Graveyard is the ultimate graveyard. A multi-terrain arena, it is very large and very deadly. The most perilous of all arenas, one should think wisely before descending into death itself.

Basic Overview and Global Rules
* The Nightmare Graveyard can only hold realistic battles.
* Sunny Day and Rain Dance have no effect here.
* The Nightmare Graveyard always has a night fight. Nothing can change the time of day.
* There is an eerie fog that extends over the graveyard section that extends to the church and edge of the forest of shadows.
* The temperature can go below freezing at times.
* Any pokemon asleep in this arena will result in a nightmare, as via the ghost attack Nightmare.
* This arena inspires terror. Every pokemon has a 30% chance of a flinch in this arena.
* There is a 5% chance in any arena that the pokemon will run in terror. That is, loose all descency and run like mad, getting as far away as possible.
* The Nightmare Graveyard is 2.2 KM across and 2 KM lengthwise.
* The northwestern portion of the arena has a church located there. Directly east is the graveyard, and further east the forest of shadows and finally the forest of ghosts. South of the forests is the bog of the reaper, and west of this bog and below the church and graveyard is the swamp of evil, which dominates the south. Underneath the church is a labyrinth.
* The Nightmare Graveyard can be destroyed, although with some difficulty.
* Pokemon killed in the UPN PASBL or SPP PASBL are sent here immediately.
* Ghosts appear in the Graveyard and Church. On rare occasion in the Labyrinth.
* There are two rare occurrences in the Nightmare Graveyard, each has a 1% chance of happening. Sometimes the graveyard craves death, and releases all of the ghosts it harbors to fulfill this dark prophecy. All ghosts slain will arise and attack the battlers, pursuing them until they are killed, or driven into the woods or swamps. This is called a Night Raid. Also, on rare occasions in the forest of ghosts, you may encounter a larger, darker Gengar with a jet-crown on his head will appear. This is the Gengar King, and he is a wild Ghost/Dark Gengar who does various things depending on his mood. He reacts just as a normal wild pokemon would.
* Trainers by default start off in the graveyard, however you may start off in any section of the Nightmare Graveyard arena.
* Ghost pokemon easily have the advantage in this arena. No pokemon should have such an edge, so whenever a ghost enters the arena black dark energy will crackle from the ground and engulf the ghost pokemon. This attack does damage equaling Thunderbolt in terms of dark energy to the ghost alone. This happens each time a ghost is released onto the field. The ghost cannot attack while the dark energy harms it, leaving a free attack for an opponent.

Special Ghost Rules
*Ghosts are pokemon. They are similar to ghost pokemon, except that they cannot attain solid form and instead fluctuate between ethereal, invisible, and gaseous.
*While invisible they are ethereal.
*Ghosts weight nothing and have no hit points.
* The only ghosts are ones killed in PASBL- although there are many tombstones, you may have to assume most are empty. There are no longer random ghosts.
*They normally fly, although some pokemon prefer to use the legs they once used.
* When they attack, they use a random attack as via the move Sleep Talk/
* Ghosts resemble the state of their bodies during the time of death. For example, if a pokemon was killed by being decapitated, the ghost would likewise have no head. All details, even scars and torn flesh are to be included. In the case of being sliced in half or blown apart, the most complete section is what is buried.
* Biographies carry on. Pokemon in life are individuals, and thus their ghosts feel the same way. This gives a referee the opportunity to work a previously-owned pokemon. For example, if Archaic's Heracross was slain and sent into the Nightmare Graveyard, it would still have its natural hatred of males. Thus, in death, it would attack male pokemon.
* Ghost attacks go through any resistance. That is, a ghostly Fireblast would be unaffected by Light Screen, although the defending pokemon may still have a resistance to that damage type.
* Ghosts retain Signature Moves they had in life.
* Ghosts CAN be harmed. They feel pain, and will be driven back by enough of it. However, they may return later on.
* Any number of ghosts can appear at any one time.
* Ghosts often reenact the battle that led to their death. That is, if both pokemon were killed at the same time. For example, Eternal Chaos' Mr. Mime and The Mozz's Sneasel are often seen (when they are seen) repeating the same movements they did when they died, up to when Mozz's Sneasel dived into the explosives in Nick Muyo's Deathmatch arena. Upon hitting where the bombs would be, Sneasel and Mr. Mime disappear, and repeat the entire process. The conducting of a battle could end this in a bad manner, having the ghosts turn their attention to the battlers instead.
* When fighting a pokemon of the type that killed it, all attacks do X4 damage. That is, if an opponent killed the pokemon. If it was an accident, say falling off a cliff, then this bonus is negated. For example, if Charmander was killed by Skarmory, any Skarmory after its death will receive X4 damage from any of Charmander's attacks.
* Ghosts are dead and cannot evolve, or feel emotion or remorse.
* There is a RARE case in which a trainer can speak out to a slain pokemon. For example, if The Mozz was battling in the Nightmare Graveyard and his Sneasel came forth, there is a slight chance that Sneasel will remember Mozz. In this case, The Mozz can control the ghost for one turn, having it do one attack or task before it disappears for the duration of the match.
* The Graveyard has a 40% chance of a ghost encounter. The Church has a 20%, and the Labyrinth a 10%.
* Ghosts act just like wild pokemon, with their biographies[if they have one] as a guide. They can wander off, do nothing, or fly around. Not necessarily attack the battlers; some just watch.
* Ghosts are gaseous when they use physical attacks.

Special Dark Feraligatr Rules
The Reaper’s Bog has spawned a new type of monster- the Dark Feraligatr. Dark/Water fully evolved level thirty Feraligatr that swim around waiting for a meal to come by. These Feraligatr are the most deadly aspect of the Nightmare Graveyard, even greater than ghosts. They are solitary, although the scent of blood will attract more. Unlike normal wild pokemon, they pursue one battler until they cannot possibly get it. They will tear pokemon apart, and their favorite means of attacking are sneak attacks. That includes leaping from behind and biting down on the shoulder. They are a darker hue of blue than regular Feraligatr, and are tinted with black malevolence. Dark Feraligatr know all the Dark-type attacks. They are more likely to kill a pokemon that a ghost is.

Special Trap Rules
These only occur in the Labyrinth. Traps are random things effects that happen in the Labyrinth when the trap is sprung. It is always a random attack, via the attack Metronome. Use your imagination to determine how the Labyrinth interprets an attack. For example, Guillotine would have duel blades slash from hallway to hallway, Body Slam would be the wall smashing an opponent, and Fissure would be a hole in the floor, caused by cracked tiles.

Special Maulutor Rules
The Maulutor is a minotaur that wanders about the labyrinth. He is very large, eight feet tall. He has gold manacles, and a gold nose-ring. He has a golden belt with a human skull as a buckle, and a large red-loin cloth to cover the space between his legs. He is brown and has larger, thicker hairs around his shins and hooves. The Maulutor will pursue anyone with the ferocity of a Dark Feraligatr, and although there is one, meeting him is fatal. He uses his hammer to crush any opponents nearby, and often charges those at a distance. In some cases, he uses the magic fire of his hammer in two manners.
Fireball - The Maultor swings his hammer in front of him as if trying to keep a monster at bay. Three large fireballs emerge from the swipe and fly through the corridor. Each deals damage equaling Flamethrower and immediately causes a burn. This attack detonates on impact, so ghost pokemon are relatively safe. However, they still suffer the burn if in ethereal form. The fireballs are of equal level to the Maulutor's chest, so ducking to avoid them is somewhat easy.
Magma Stream - The Maultor smashes his hammer to the ground, causing an earthquake like effect. From where the hammer struck, a stream of flame will erupt from the ground in a straight line, similar to the manner in which the Black Luster Soldier killed Harpie's Pet Dragon on Yu-Gi-Oh. The attack has no effect on pokemon that fly, and is fairly easy to dodge. However, touching it once causes 2X Fireblast, and staying to feel the entire stream could be fatal.
Killing the Maulutor is a very rewarding experience. He will somewhat explode, his insides and muscles 'melt' into a steaming pile. His hammer will collapse nearby. It is possible to wield the hammer, but not likely.

Arena Descriptions
Kyoukai[Church] - The church is a terrifying place. Rumor has it that the place is haunted, backed up by the fact that it is located within the terrifying Nightmare Graveyard arena. This church is obviously old; there is a small courtyard, and several stonewalls surrounding the church. To the west is a small brook, which opens up into the Swamp of Sugh deep in the south of the arena. The church is fairly large; when you enter this monastery, directly in front of you is the central aisle way. On each side of the aisle are eight rows of old rotting pews. There is another path leading around the pews, which end in front of the altar. The altar is black, barren, and decrepit. The actual stone table has a sarcophagus on top, one of the known entrances to the Labyrinth when opened up. There are three stain glass windows; one on the northernmost wall, and one on the western and eastern ones. They once depicted the legendary pokemon Articuno, Zapdos, and Moltres; no longer, you cannot see anything through them. When you look at the church from the graveyard, there is a strange sight. Red light pours through the fog where the church should be, however, once you are visually looking at it, nothing can be seen. The church has a steepled roof, giving much room amidst the rafters for an aerial battle. There is a secret roob leading to the bell tower, but no bell. Several people have commented that after battle, they hear a bell in the church. I must confirm that no such thing exists there.
The church was once a holy site, standing here long before the swamps filled and the forests infested. It was a church of great renown, devote to the minor pokemon god Ho-Oh. But one day, cloaked riders from beyond rode to the monastery and desecrated it. They slew all priests, destroyed the idols, and set the church aflame. Ever since that dark day, evil has gripped this fallen church, turning it into the most unholy sight around. It is said that the cloaked riders, upon finishing their onslaught, rode their black steeds into the fiery pits of Hell. Whatever the truth, this place is deadly.

Analysis
Navigation: Difficult
Arena Size: Above Average-Large
Danger Rating(10 Max): 8
Wild Pokemon: Misdreavus(Rare)

Hakasho [Graveyard] - The main part of the arena, the graveyard is by far the most intimidating and nerving arena of all. For a start, it is enormous; there is a mild fog that surrounds the entire section, making it fairly difficult to see. The ground is uneven in some places, so running can easily get a leg broken. Tombstones, statues, and all other kinds of markers and placed almost randomly, making it difficult to navigate successfully. The ground is made of dirt/slightly-wet mud, flecked with light grasses. The full moon is very clear here, although you can never see it through the fog. From here, the red light of the church is easy to see. The dark silhouette of the forest is also visible. The fog in the graveyard also has a strange aspect; it cannot be blown away. Whether the evil merely wants to hide in darkness, or it is too thick, Whirlwind and other aspects cannot blow it away. Another feature that can be recognized is the mausoleum. Somewhere in the south-westernmost portion of the arena is a small stone building, blocked with a large stone slab. The slab is very hard to move. Inside this stone 'shed' are four 'bunks' embedded into the sides. These 'bunks' each hold four sarcophagi, but the skeletons inside them have long sense become mostly dust. In the floor of the arena is a large hole, obviously chiseled by some tomb raider long ago. Entering this large crack is an opening in the ceiling of the Labyrinth. This is the burial site for the dead of PASBL. All the pokemon currently slain are:

Pokemon: Male Charmander
Owner: Celebipower
Level: 1
Death Type Accidental
Cause of Death: Charmander fell off a train and landed on a large spike. The spike pierced his chest, killing the pokemon instantly.
Biography: None
Ghost Description - Charmander looks like any normal Charmander, apart from being ghostly transparent. The most predominant feature is a large, bloodied hole in his chest that was caused by the spike it was thrust into. Charmander has legs, so it does not prefer to fly as much as ghosts without.

Pokemon: Male Sneasel[Doroboo]
Owner: The Mozz
Level: 3
Death Type Accidental
Cause of Death: Sneasel was blown apart in battle when he dived into an underground cache of large explosives. The entire arena was destroyed, and likewise Sneasel.
Biography - Sneasel is the black sheep of the Pokemon that I have. Not often used, this battler decided to make itself more of a force on the battlefield by increasing it's abilities. Watching matches, as well as training, has given him a new lease on life.
Special Technique: Tomeihane's Last Resort (Psychic)
While watching Tomeihane battle during a recent DFD match, Sneasel got an idea for a new signature move. Sneasel uses Psychic ability to get into the opponent's mind, and read their thoughts. The move lasts for 5 turns (starting next round), and while it's being used, Sneasel's evasion becomes considerably higher, as his mind will help him avoid attacks at a much higher rate. However, during these 5 turns, Sneasel may only use 2 2-attack rounds, as well as not able to use its 3-move combo during the 5 rounds. The move uses up some energy, but not a whole lot, as his moves are limited during this time.
Ghost Description - Sneasel is only half of what he once was. Now a floating torso, Sneasel is a terrifying sight to behold. Large chunks of flesh are missing from his arms and chest, and there are large gashes in his head. Sneasel is easily identified by having no lower body section; it was blown apart in the explosion which killed him. This mangled section drips ghostly blood, and Sneasel's spine extends to its full length like a ghostly tail. It twitches from time to time, and when close, drags along the ground. Sneasel flies in order to get from place to place.

Pokemon: Female Mr. Mime[Miriani]
Owner: Eternal Chaos
Level: 2
Death Type Accidental
Cause of Death: Mr. Mime was blown apart during a battle with the aforementioned Sneasel. When Sneasel dived into the explosives, Mr. Mime was killed in the ensuing detonation.
Biography:
Special Attack: Wall (Psychic)
Create a solid wall and throws it at the opponent, causing good damage on impact
Ghost Description - Mr. Mime is similar to Sneasel in damage. She lacks a lower body, although her spine was severed off shorter then Sneasels. She likewise has lost large portions on her torso, head, and arms, and she drips an eerie ghostly blood wherever she floats.

Analysis
Navigation: Advanced
Arena Size: Large
Danger Rating(10 Max): 10
Wild Pokemon: None

Kokueimori [Forest of Shadows] - East of the graveyard is the forest of shadows. It is a smaller section of the forest, and is easily distinguishable. It received its name from the countless shadows the moon projects against the trees. There are dirt pathways through the forests, and the trees are more spread apart. They are dark, but not as black and foreboding as the forest it connects too. Somewhat brown in appearance, these trees are gnarled and dying; and on occasion, the bark takes the form of a tormented face. The forest of shadows takes up only about 40% of the entire forest area. Around the southernmost area of the forest, still within the boundaries of it, is an enormous oak. This is the Shadow Oak, and it is the oldest of the trees in the forests. The Shadow Oak's roots in one spot open up, as if to welcome travelers into its bowels. This is another entrance to the labyrinth, sloping down into one of the many hallways. The forest of shadows can be set on fire and burned down easily, but it takes more power than setting a normal forest aflame.

Analysis
Navigation: Moderate
Arena Size: Medium
Danger Rating(10 Max): 3
Wild Pokemon: Noctowl(Rare)

Bakenomori [Forest of Ghosts] - To all those who enter this accursed place: Farewell.
The forest of ghosts is a terrifying place. Trees here are large, black, and tall; this unnatural growth was stimulated by the presence of ghost pokemon, their evil tainting the very forest in which they dwell. The dark forest trees cannot be climbed without resistance, and any fire attacks that touch them are neutralized. Vines sometimes hang from the trees, and other vegetation is very plentiful amidst the ground. The forest of ghosts has not true pathway; you have to navigate yourself through the spaces in the trees that forms some crude guideline. It is very eerie in here, as the moon is almost completely overshadowed. You see its white light through the enormous green leaves of the trees, giving a sort of twilight illumination. However, despite light you often get lost or meet dead ends. The forest of ghosts is best known for its ghost pokemon, who wander around here at random. Anyone who enters this forest is most certainly going to meet a ghost pokemon.

Analysis
Navigation: Near-Impossible
Arena Size: Large
Danger Rating(10 Max): 9
Wild Pokemon: Gastly(Common) Haunter(Common) Gengar(Common) Misdreavus(Common) Gengar King(Super-Rare)

Karite no Torunuma[Bog of the Reaper] - The Bog of the Reaper is yet another terrifying place. It was named for a flying skeletal ghost that used to slay all in the Nightmare Graveyard; a creature that wielded an enormous scythe. I must confirm that no such creature has existed, but if it did, it would only appear when a pokemon is near death to slay it. In more realistic terms, the bog of the reaper is an oddity. It combines some aspects of the swamp of evil and forest of ghosts, with some large, dying trees standing up amidst the murky water. These sometimes offer vines and vegetation, but otherwise the bog of the reaper is thicker flooded woodland. There is an unnaturally thick fog that lurks here, and the pools are deeper and thicker than the swamp of evil. Unlike its cousin, the bog of the reaper harbors few Will o' the Wisp, but many Dark Feraligatr. These large monsters possess all the strength and agility of an armored tank, and swim terrifyingly fast. Dark Feraligatr are more deadly that ghosts, if you want to believe it.

Analysis
Navigation: Moderately Easy
Arena Size: Small
Danger Rating(10 Max): 9
Wild Pokemon: Dark Feraligatr(Uncommon)

Gaiaku no Yachi [Swamp of Evil] - The swamp of evil is a much larger area than the bog of the reaper. It is a thick marsh with sticky mud and fairly dense fog. Despite the mud towards the banks of the swamp, it is easy to navigate. The trees here are much slimmer that previous ones, mainly because they are aquatic adapted plants. The boundary between this swamp and the bog is almost indistinguishable, and you gradually end up with less foreboding features. Will o' the Wisp, small ghostly balls, float around the swamp of evil. They try to avoid you, and offer a light damaging zap if you touch them. Ghost pokemon are known to, on occasion, appear here.

Analysis
Navigation: Easy
Arena Size: Large
Danger Rating(10 Max): 4
Wild Pokemon: Haunter(Uncommon) Gengar(Uncommon)

Meiru[Labyrinth] - The final aspect of the Nightmare Graveyard, the Labyrinth is a series of mazes deep underneath the church, graveyard, and part of the forest of shadows. The mazes were built underground out of stone; so trying to dig your way into them is near impossible. The hallways are as wide as an Onix and nine feet tall. It is much easier to find one of the three entrances and take that down, although each entrance opens up far apart from each other. The labyrinth is illuminated by torches lined down the hallways, making it the brightest arena of the Nightmare Graveyard. It is an Egyptian maze, and thus you will find the walls covered with hieroglyphics. The labyrinth has only one predominant feature; the center of the maze is an Egyptian pharaoh’s burial chamber. It is much larger and elongated than the confined hallways, and is very bright. Upon a raised dais is a large gold sarcophagus, depicting a sleeping pharaoh. Inside the coffin is the mummy of Cheops, the Egyptian pharaoh who ordered the construction of the great pyramid. Don't expect this mummy to rise and attack you; it won't. Another feature of the labyrinth is the Maulutor: An eight foot tall minotaur wielding a gigantic hammer. He wanders about the labyrinth searching for the battlers, and on the rare occasion he finds one, he will fight them until either he or they are destroyed. Navigating the labyrinth can be difficult, as you could get lost in its bowels forever. The labyrinth changes with each battle conducted in the Nightmare Graveyard. Wherever there are traps, it is the wrong way to your opponent.
Note: If you choose to start a battle in the labyrinth, you will automatically start in the center of the maze.

Analysis
Navigation: Extreme
Arena Size: Huge
Danger Rating(10 Max): 9
Wild Pokemon: Malutor(Super-Rare)

No souls were sold in the making of this arena.

Aipom's Nightclub (Indoor Custom Arena): The nightclub is around 80 meters square, dark, and misty. When battles take place the club will be emptied, apart from the resident DJ, DJ m4d h473. He is in a circular room set in the middle of the nightclub. The outside of this room is hard concrete, apart from a window showing inside and a door facing south. Inside the room is DJ m3d h473. If you kill him, you're instantly disqualified. He is playing his set of 'decks.' This creates the pulsing dance music that plays throughout the arena. The north wall of the arena is dedicated to a bar. Around the edge of the arena are sparklers. If a pokemon steps over these, the sparklers will be set off. The sparklers blow a high jet of water, which will lift up pokemon and inflict light damage. The mist in the arena is left over from cigarettes being smoked, and can be blown away with attacks such as tornado. Fire sprinklers are set into the ceiling, and so any fire attack used at a high height will set them off. Finally, there is a small chance of intoxication from the smell of vodka. On the very first round of the battle, there is a 10% chance of the pokemon becoming drunk. This counts as the state confused, and the pokemon will continue to be confused for another three rounds. NO BABY POKEMON MAY BE BROUGHT INTO THIS ARENA.
Special Rules: Artificial Lighting (Dim lights on ceiling), Fire Sprinklers, Fog (lighter than normal)
Optional Rules: Announcer (DJ m3d h473)

Forest Fire (Outdoor Custom Arena): The battle starts in a forest which when you start the forest caches on fire. Battle is in the middle of the forest. Wild pokemon may run across the field at any time. Since the trees are on fire there will be smoke that can possibly blind the pokemon and the fire has a 30% chance of getting burned. Fire Fighters and Medics will be on standby for emergency. The forest is roughly 50 by 50 meters and there is a circle the size of a pokemon field and there are fire pokemon keeping up the flame, water pokemon trying to put out the flames, and bug, grass, and pikachu running from the flame and if attacked will fight back. There is one big weeping willow in the circle that is flameproof. Also the weeping willow is covered by petrified wood so there will be light damage if thrown into the tree.
Special Rules:
Wild Pokémon: This arena contains wild Pokémon on the the grass and bug type and wild pikachu which may attack one or the other trainers Pokémon if somehow angered by them (Destroying their homes, attacking there family, attacking them, etc).
Weather: Sunny and a Heatwave.
TV News Reporters: Some News Reporters may come to cover the battle. If a Pokémon is shy, it will try to avoid the camera, or break it without permission from it's trainer. Attention seekers might be egged on to bigger and flashier displays.
Ridiculously Easily Destroyed: It is MUCH easier to damage this arena than normal, even more so than an arena using the Special Rule "Easily Destroyed". Trainers should use this to their advantage if possible and are encouraged to do so. Referees are encouraged to involve the arena in the battle as much as possible, and break as much of it as possible, especially on the combatants and only the weeping willow cannot be broken.
Onlookers: There are people watching the battle from somewhere within the arena. They are innocent bystanders and if harmed by a Pokémon intentionally in any way lose the battle for that Pokémon and his trainer on the spot. They may decide to spontaneously cheer on one or the other of the trainers (Usually favoring the current underdog), which gives that trainers Pokémon a boost of morale, allowing them to battle one round longer after they would usually be knocked out. If they knock out their opponent during this extra time, they are knocked out that round as well. (That condition may not seem that important, but when you put it together with Grandstand or Stadium, it becomes important.)
Exposed to outside: Through an open skylight or windows, holes in walls or whatever, this arena is exposed to the outside. Extremely intense battles may spill out there, and unless the outside is detailed otherwise, treat it like a basic Lawn arena with no special rules. This also has the effect of allowing outside weather conditions to have an effect on the battle, so all weather conditions may be used, not just the normal ones allowed.
Battle Platforms: This refers not to the area the Pokémon battle in, but where the trainers stand. The trainers stand on raised platforms overlooking the arena. This allows trainers to get a better idea of what is going on and the ref should adjust their descriptions accordingly. Pokémon may be thrown into the platforms to hurt them, but they will take a significant battering before they brake. Optionally, the platforms may be fitted as in the episode "Battle of the Badge" and may Electrocute trainers as their Pokémon are hurt. if this is the case, instead of helping the trainers get better ideas of what's happening, they should have a worse idea. (But only if their Pokémon is being hurt.)
All Out: During this battle, all of a trainer's conscious Pokémon must be out of their Pokéballs, although only one will be in battle at a time, the others will be on the sidelines. By being out of their Pokéballs, Pokémon are vulnerable to area-effect attacks (such as Sandstorm). Also, Pokémon actively in the battle may attack Pokémon on the sidelines. Pokémon on the sidelines are permitted to try to dodge or block attacks if they come their way, but they may not launch attacks against the opponent (such as Flamethrower), redirect any opponent's attacks (ex. a Kadabra on the sidelines cannot use Psychic to make a Psybeam miss a friendly Pokémon in the battle, for instance), or otherwise interfere in the match (ex. a Mr. Mime cannot erect a Light Screen in front of a friendly Pokémon currently battling). A Pokémon KO'd on the sidelines does not count towards the maximum number of a Pokémon a trainer is allowed to use (unless Return does not count as a KO and the Pokémon has been in battle already, in which case it does count). This may not seem like an important rule, but if a trainer cannot replace a Pokémon, they lose (ex. Say by some strange twist of fate, a trainer is on his first Pokémon in a 3/side match, and all his Pokémon on the sidelines are KO'd. If the Pokémon in the battle is knocked out, he automatically loses, because he cannot replace it with a conscious Pokémon). Pokémon on the sidelines slowly recover health and energy as the match goes on. If you wish to order a Pokémon on the sidelines to do something, it counts as one move (or two, depending on the move used). Attacks that restore health/status/energy, etc. can NOT be ordered to Pokémon on the sidelines.

Psy Stadium (Outdoor Custom Arena): The battle starts in what seams to be a standard arena but, there are four edges and the center pokeball circle. Each does something different. The upper left hand corner is an anti gravity area meaning pokemon can float around and attacks can have a different effect than usual. The upper right hand corner is an area with twice the earth's natural gravity so it will be harder to move, attacks will be different and psychic pokemon will have a harder time concentrating. The center area prevents psychic attacks from being used in the center and raises dark and ghost attacks by 10%. The lower left hand corner is an entrance to a cave with long tunnels and bear pokemon hibernating so don't wake them or they will attack. And the lower right hand corner is a Mansion with some Ghost pokemon and Dark pokemon inside the Mansion and inside the mansion is like the entrance and second floor accessible from the foyer with trap doors. This is the roof of the new Sliph Co. building.
Announcer: This arena has a resident announcer who mayor may not be visible to the trainers & Pokémon depending on the arena. (In Stadiums or Indoor arenas he will probably be in a commentary box somewhere.) The referee must play the part of the announcer in all their posts after they've said what's happened, with the announcer making comments on what they look like, if a trainer has made a strange move or choice, etc. In gym arenas, the announcer will always favor the gym leader with their comments.
Battle Platforms: This refers not to the area the Pokémon battle in, but where the trainers stand. The trainers stand on raised platforms overlooking the arena. This allows trainers to get a better idea of what is going on and the ref should adjust their descriptions accordingly. Pokémon may be thrown into the platforms to hurt them, but they will take a significant battering before they brake. Optionally, the platforms may be fitted as in the episode "Battle of the Badge" and may Electrocute trainers as their Pokémon are hurt. if this is the case, instead of helping the trainers get better ideas of what's happening, they should have a worse idea. (But only if their Pokémon is being hurt.)
Exposed to outside: Through an open skylight or windows, holes in walls or whatever, this arena is exposed to the outside. Extremely intense battles may spill out there, and unless the outside is detailed otherwise, treat it like a basic Lawn arena with no special rules. This also has the effect of allowing outside weather conditions to have an effect on the battle, so all weather conditions may be used, not just the normal ones allowed.
Fog: A thick fog has descended on the arena. There is a chance the fog can be cleared away by strong wind based attacks or simply dissipating if a battle lasts a particularly long time. While the fog remains, all Pokémon and Trainers (Remember to obscure things from Trainers if you're using this rule refs) can see only about a meter (Just a bit more than 3 feet) in front of them. This will of course reduce Accuracy of attacks, and the ability of Pokémon to evade attacks if they have to rely on seeing them coming (Those who use Psychic defenses or some other sense besides sight to avoid attacks will not be affected in their Evade.)
Grandstand: There is a grandstand overlooking part of the arena. If the Special Rule Onlookers is being used, there will be some seated in this grandstand and the effects of Onlookers will be doubled. Pokémon may use the Grandstand as part of the normal arena, and may therefore try to use it to their advantage if possible.
Night Fight: This battle is held at night. Pokémon may be disadvantaged if they cannot see well in the dark unless there is some sort of light source (Artificial Lighting, etc). Flash attacks light up the arena for 5 turns. Solar Beam & Sunny Day may not be used at all. Morning Sun and Synthesis work with reduced effectiveness. Moonlight is enhanced in effectiveness.
Onlookers: There are people watching the battle from somewhere within the arena. They are innocent bystanders and if harmed by a Pokémon intentionally in any way lose the battle for that Pokémon and his trainer on the spot. They may decide to spontaneously cheer on one or the other of the trainers (Usually favoring the current underdog), which gives that trainers Pokémon a boost of morale, allowing them to battle one round longer after they would usually be knocked out. If they knock out their opponent during this extra time, they are knocked out that round as well. (That condition may not seem that important, but when you put it together with Grandstand or Stadium, it becomes important.)
Roof Level: The arena is at the roof level of a tall building. Falling from the top is going to be quite painful and will always cause permanent damage, with a 1% chance of actually killing the Pokémon.
TV News Reporters: Some News Reporters may come to cover the battle. If a Pokémon is shy, it will try to avoid the camera, or break it without permission from it's trainer. Attention seekers might be egged on to bigger and flashier displays.
Wild Pokémon: This arena contains wild Pokémon on the Dark and Ghost type plus bear pokemon in the cave which may attack one or the other trainers Pokémon if somehow angered by them (Destroying their homes, Attacking there family, Attacking them, etc).

Butterfree Orchard (Outdoor Custom Arena): Conditions for use: An interesting type of battle. Only Bug,Grass,and small Water and Flying types are allowed. Special Rules: All Out, Wild Pokemon (Butterfree,Caterpie,and possibly Bulbasaur), Easily Destroyed, Break of Dawn. No other special rules may be used in any part of the arena. Area 1: Fruit Trees. Apples, cherries, and some strange pink fruit. Many Butterfree pollinate the plentiful flowers. Occasionally a Bulbasaur may wander by. Fruit may be thrown to cause minor damage. If any wild Pokemon are hit by an attack, they will attack the offender. If a Butterfree is hurt, a swarm of Butterfree will Sleep Powder the offender, the sleep lasting for two rounds. Area 2: Strange Fruit. The fruits here are different. Some almost glow. Only the odd Butterfree ventures here. Eating the fruit may cause strange things to happen: 40%: Nothing 15%: The Pokemon that ate the fruit will fall asleep 10%: The Pokemon that ate the fruit will be poisoned 10%: The Pokemon that ate the fruit will float for one turn 10%: The Pokemon that ate the fruit will become confused 5%: The Pokemon that ate the fruit will glow, and a flock of Butterfree will send the opponent to sleep for two rounds 5%: Some energy will be restored to the Pokemon that ate the fruit. 5%: Some health will be restored to the Pokemon that ate the fruit. The trainer may order their Pokemon to eat the fruits at any time, but only one fruit per Pokemon.

Death Match Arena (Advanced Indoor Custom Arena, not recommended for Novice Referees) The Death Match Arena must be agreed on by consent of both trainers, and the referee. The Death Match arena is a wrestling ring, approximately 18 feet by 18 feet. The ring is built like a Wrestling ring, where any falls are slightly cushioned, however, this is where the similarities end. It has no ring ropes, in it's place, Barbed wire is strung, each strand is spaced out by about 1 foot. Underneath the ring, are 4 explosive charges, one in each corner. After 10 rounds have passed, the ring itself will explode, dealing twice the damage of an Explosion to each pokemon, and can cause death if a pokemon is right over one of the explosives. Outside of the ring, there is another 10x10 area that is pure concrete floor. In each corner, near where each pokemon is released, there is a long, flat board with a bit of C4 Explosive on each side and a bit in the middle. Should a pokemon fall or be thrown into one of these boards, they are hit with damage equal to an Explosion, and will doubtlessly suffer severe burns. Outside the ring, there is a 5' by 2' bed of nails, a pokemon who falls or is thrown onto the bed of nails will suffer various puncture wounds, and suffer damage at the referees decision of how hard the fall is. Alongside the bed of nails is a heavy metal Chain, any pokemon with arms may wrap the chain around their fist (or foot) for an attack bonus when using moves involving these limbs, or may use it to attempt a more painful form of Submission, by choking the opponent with the chain. These are the basic weapons, more can include a baseball bat wrapped in barbed wire (useable by any pokemon with the means to lift it), Thumbtacks (similar to the nails, but are in a large sack with effects similar to Spikes), many steel chairs, a ring bell, and a towel which may be wrapped around any weapon... not very interesting except the fact that the towel is wrapped in kerosene and there are several lighters handy Special Rules: Stadium, Onlookers, Deadly, Indoors, Artificial Lighting.

Psychic Fun Room (Indoor Custom Arena): The room is 15 feet long by 20 feet long. There is a while path from one end of the room, to the other (the long way). The entire room is silver, as the walls are made out a metal material, not allowing it to break, or for anyone to escape. The room is filled with a strange gas. While the gas is healthy, it slows movement by pokemon. To the side of the path, there are some chains sitting on the floor. There are also some other oversized toys that are fairly light. Such toys include a Rocking Horse, a few Beach Balls, any many colored Building Blocks. This arena is recommended for Psychic Pokemon, as they will use it to its fullest abilities.

The Roman Coliseum (Advanced Outdoor Arena): This battle takes place inside the ancient Roman Coliseum, a large, circular arena with the dirt ground. However, there are some tricks. There are hidden slots in the ground from where wild Pokemon will be released and attack all competitors. The odds of what kind of Pokemon are as follows: 50%: tiger-striped Persian 10%: Typhlosion 10%: Charizard 10%: Feraligatr 10%: Rhydon 10%: Kangaskhan Each of these Pokemon are chained, and will not be able to travel farther than 30 feet from where they appear. In addition, these slots will not open unless a Pokemon comes within 10 feet of one. There are also gates in each cardinal direction. If opened, (10% every round, or 75% if none of the competitors are doing much that round), one of the following 4 Pokemon will come out: -Gyarados -Machamp -Nidoking -Snorlax Each gate holds one of these Pokemon, so if Gyarados comes out of one gate, another Gyarados will not appear out of another gate. All of the "wild" Pokemon in this arena have been heavily mistreated, and will attack anything without provocation. They will only cease to attack when KO'd. Finally, the crowd has a great sense of bloodlust. They will cheer on any Pokemon that spills blood, and will heckle the weak. Special Rules: Wild Pokemon, Stadium, Onlookers, Battle Platforms Optional Special Rules: Weather (any). Battles may not take place at night.

Ice Flow (Outdoor Custom Arena, not for Novice Trainers or Referees): There are three large pieces of Ice. The first one is 25 feet wide by 25 feet long (7.5 meters by 7.5 meters) it is a perfect square, something quite odd for a block of ice. The second one is more circular, with a circumference of 40 feet (12 meters). The final one is a triangular shape, one leg is 10 feet long (3 meters), the other leg is 12 feet long (3.5) meters and the hypotenuse (longest side) is 17 feet long (5 meters). The challenging trainer releases his/her pokémon on the square ice block, the trainer who accepted the challenge releases his pokémon on the triangular piece of ice. Now, these pieces of ice aren't just sitting still, the water under these pieces of ice aren't quite frozen, and the current is taking the ice downstream towards a waterfall. Any pokémon falling into the water, unless of Ice or Water type, will be instantly KO'ed because of the extreme temperatures surrounding them. (Under realistic rules, this means death) this Ice attacks will be powered up by 25%. Fire attacks will be lowered by 25%. Grass attacks will be lowered by 25% All Water based attacks will now be considered ice, as the water released from the pokémon will freeze after leaving the pokémon's mouth, and will therefore be powered up. Ice pokémon will feel right at home in this arena, while all other types will somehow be effected by the cold weather. Movement will be slowed, attacks won't be as fast, and sometimes commands won't even be followed. Any Non-Ice type pokémon out in the arena for five rounds or more must be returned to their pokéball and a new pokémon will be sent out. Therefore this arena cannot be used if Switch = KO. If one trainer is down to their last pokémon, and the five rounds are up, ignore this rule, but attacks will take almost triple energy to get over hypothermia. The temperature on the ice blocks is -20 Degrees F (-29 Degrees C) and the temperature in the water is -40 Degrees F (-40 Degrees C as well o.o; ). Each round a Non-Ice Pokémon is out, their attacks will take longer to execute, their movements will be slowed and the temperature will take its toll on them. Now, for pokémon weak to Ice, they must be switched out after 3 rounds, and each round they are out, they become worse then the last, the first round 1,2, or 3 move combo's may be ordered. The second round, only 1 or 2 move combos may be ordered. The third round, only a 1-move combo may be ordered. They take damage equal to tackle (From an Eevee) each round just by being out there. Types who are resistant to Ice may be out for 8 rounds, and then must be switched out. These pokémon aren't effected by the cold, and may be give 1, 2 or 3 move combos every round they are out, expect for round 7 where only a 1 or 2 move combo may be made, and round 8 when only a 1 move combo may be made. Ice Pokémon may stay out as long as their trainer desires and each round gain back health equal to tackle (From an Eevee). The Ice Blocks may be destroyed if a trainer wants them to be destroyed. The three Ice Blocks will never naturally touch each other, and the order they float down streamed is the order they were mentioned at the top. (Square, Circle, Triangle). After 25 rounds, if the battle is still going on, the Ice Blocks will make it to the waterfall. The drop down is only 50 feet; still, if a pokémon falls off a ice block during a fall, it will result in instant KO (Even Ice Types). Any pokémon on an ice block will be shaken up when it lands, but will otherwise all right. After landing, the ice blocks will continue down their path for another 25 rounds, where they will reach another waterfall, and the whole process repeats until the battle ends. Special Rules: Ice Blocks are Easily Destroyed, Ice Field, Water Under Ice.

Shadow World (Advanced Indoor Custom Arena): The entire arena is an infinite plane. No beginning, no end. It is entirely flat, going on forever in each direction. The battle between the pokémon is like any other one, but as they inflict damage to each other, the trainer takes damage as well. Also, as the pokémon use energy, energy is taken away from the trainers as well. The Arena favors Dark pokémon. Every move done in this arena requires 1.3 times more energy, unless it is a Dark Type Move, or any move done by a Dark Type Pokémon. When a pokémon is KO'ed, it's trainer feels the pokémons pain as well. If at anytime, the pain is too much for the trainer, they may stop the match, forfeiting it. Also, in this arena, the Hidden Squad rule is ALWAYS in effect. As the match continues, the drain becomes heavier and heavier on the trainers, after twenty rounds, trainers can only order one or two move combos after that point. Anything can happen in this arena too, it is totally up to the ref, things like, beam attacks can just dematerialize and disappear into nothing, or pokés can grow many times their normal size, anything at all can happen, the more creative, the better. The use of this map must follow the trainer gets hurt rules, because that makes it more fun, that's the reason to fight here. I mean, if your eevee just takes a hyper beam, you are definitely going to feel that! That makes this Arena into a fight, and a mini-RP at the same time.

Poképoké Arena (Indoor Custom Arena): An 30m cubed square arena, with black walls, floor, and ceiling. Very dim lighting, from the "pads". Behind every wall is a league-trained pokemon. The walls have dimly shining white squares, or "pads" on them. The pads are thought to be indestructible, so the lights will never go out. When anything touches a pad, the pokemon behind is told to unleash a move through a slider. The pokemon and their attacks are as follows. North wall: Charizard, flamethrower. East wall: Vaporeon, water gun. South wall: Chansey, egg bomb. West wall: Raichu, thunderbolt. The ref may decide to use different pokemon/attacks. However, there will always be a pad on the ceiling of the arena. This contains a Dragonite, and if touched, the Dragonite will fire out a Hyper Beam directly underneath the pad. Special Rules: Artificial Lighting. Optional Special Rules: Announcer.

Bourbon Bridge (Outdoor Custom Arena): The home of Spongelax! This is a bridge stretching over a rapid river of bourbon. The bridge is made of sturdy wood, but it can be broken if attacked enough. It's about 5 meters wide, stretches for about 20 meters over the river, and is about 3 meters above the water. Either side of the bridge is long grass. The river itself is a violent fast flowing one, filled with bourbon. Any pokémon who falls in it will be swept off if they are not a strong swimmer, and even if they can survive, there is a 40% chance of them becoming confused from all the ALCOHOL if they have a mouth. Special Rules: Rapids, River. Optional Special Rules: Break of Dawn,Twilight, Night Fight, Easily Destroyed.

Toon World (Advanced Outdoor Custom Arena): Toon World itself, is a giant book. And I mean giant! The book itself is Two Square Miles (5 meters). The book is opened half way, creating an angle of 10% on the sides. Now, the middle of the book, where the two pages meet is where most of the fighting will take place is a town. Well, the entire place is a medieval type town: houses, peasants, animals, everything. Think medieval England or France or something like that. Where the fighting takes place will be the center of town. Now, the people living there won't fight, even if you attack them, because they know they have no chance at winning. So, they will leave you alone. The animals are tame too, but then again, most of them are in cages waiting to be sold. The battle commences like normal, but, one very important thing. ANYTHING and I mean ANYTHING at all can happen in Toon World. Different Pokés can be sent out and attack the battlers randomly, attacks can go haywire and attack people, attacks can randomly stop, the two Pokés might stop battling and have a cup of tea, anything. The more creative the ref is, the better.

Oh yeah, remember those people that you can kill? After two are killed, Toons will start coming. First, just a Toon Alligator, but he will attack both Pokés, throwing his Axe at them, for the damage equivalent of Bonemerang, one hit on each Poké before it returns to him. He will then stay there for one round, if no more peasants are killed, he will leave. If more peasants are killed, he will attack again. Once five peasants are killed, a Toon Cannon Solider will appear, and fire his Laser Cannons at the two Pokés, for damage equivalent of Ice Beam. He too will stay for one more round, firing again if more people are killed, and then leaves. Once ten people are killed, either the Toon Gemini Elves or the Toon Goblin Strike Force will come. If the Strike Force comes, two of the Goblins will split up, each will then use their Club to Bash the Pokés over the head, with the power equivalency of Dynamic Punch. If the Gemini Elves come out, they will split up, and go to each Poké, and give them a Dynamic Punch itself. Stay for a round, then leave. 15 people killed, the Toon Summoned Skull will come out! He will then use his Light Strike attack, with the power equivalency of Hyper Beam; however, it is of the electric type. He will stay not for just one round, but he will stay for two rounds! Once 20 people are killed, all hell breaks loose, and the mighty Blue Eyes Toon Dragon himself will make an appearance! King of Toon World, he doesn't like to see his people being slaughtered. He will unleash his White Lightning attack, with the power of Self-Destruct on the Pokés. He will stay until the fight ends, but only attack when 10 more people are killed. Then another 10, and another 10, etc. Now, while the Toons are there, you can try to attack them, but, Toons are wily, and slick. Smooth and cool. Did Road Runner ever get hurt? Nope, and neither will these Toons. Direct attacks will never hit them, but Wide Spread attacks will. How ever, once a Poké attacks them, successful or not, they will strike back with their attack. If a strong enough attack hits them, they will be KO'ed. Once a toon is KO'ed, then next Toon will immediately come out, and use their attack twice. The Blue Eyes Toon Dragon cannot be KO'ed, because no matter what the attack is, he will dodge it. You will need Felicia Riot's permission to use this map.

California Arena (Outdoor Custom Arena): It's a flat, open field, but there's more to it than meets the eye. It starts off with just plain weather, but at any time, the weather conditions can change to anything amongst the following: Sunny, Heatwave, Rainy, Subzero (I'm not sure if this is already a weather condition), Blizzard, Thunderstorm, Windy, Earthquake (I guess you wouldn't call this a weather condition, but it can happen in this arena), Foggy or Tornado. Special affects of Weather alters: Sunny is the same as a Sunny Day attack. Heatwave is already a weather condition, so just look it up wherever you look at weather conditions. Rainy is the same as Rain Dance, except there is twice as much rain and it can cause flooding. Subzero is where the temperatures are below zero; it has a 50% chance of freezing Water moves. It also strengthens Ice moves. Blizzard is like a Blizzard attack, but half the strength. Thunderstorm is like a real thunderstorm, with rain and wind and thunder, which has a 10% chance of scaring little pokemon (as in the condition, and lightning that can strike pokemon and it has the same strength and Paralysis chances as Zap Cannon. Windy, of course, makes the arena very windy, like a weak Whirlwind attack. Whirlwind, Gust, Icy Wind and Razor Wind are stronger and gives a little more strength to future sight (since it affects wind), like Rain Dance does for Water moves and Sunny Day does for Fire moves. If the wind is blowing towards a pokemon that uses a spore/powder move, it will blow the spore/powder back into the opponent. Earthquake is like the Earthquake attack, but 1/2 the strength. Foggy covers the arena in a thick fog, which will either slightly lower both pokemon's accuracy or greatly lower it. If the weather shifts to windy or if any of the attacks that Windy weather strengthens are used, the wind blows away the Fog. Tornado is just what it says, a tornado, which can do good damage to either Pokemon and can pick up loose objects or anything a Twister can pick up--and makes Twister and Gust more powerful. Powders/spores don't work while there's a tornado in the field. Length of weather alters: Sunny Weather conditions last 5 turns, Heatwave 2-4 turns, Rainy 5, Subzero 2-3, Blizzard 3-5, Thunderstorm 2-5, Windy 3-6, Earthquake 1-2, Fog 3-6, Tornado 1-2. The name "California Arena" is because of all the floods, Tornados, Earthquake, etc., I always here about California getting. I hope this is good.

Band Room, 2nd Period (Indoor Custom Arena): A large band room, with cabinets filled with instruments and cases on one side, drums on one wall, and three offices to the side, one with props. A piano sits near the conductor's stand. Three rows of chairs face towards the stand. This IS during Band class, and consequently there will be many students with their instruments. Luckily, they will clear out after the first round. The walls are filled with sandbags, and the battle can spill out into the campus, where the lower school is located. Intentionally hurting any child is an automatic disqualification. Special Effects: Spectators, artificial lighting, VERY EASILY DESTROYED, many hard metal instruments, CAN BE INJURED BADLY BY INSTRUMENTS. However, a death is uncommon, but deafness is more common. Smaller Pokemon may be suffocated by large brass instruments. Recorders can be used as handy clubs. Weather moves are not effective unless a hole is blown out to the outdoors. The Quadrangle, just outside, is perfect for an outdoor battle in the grass, while the Turner Center has a stage and rows of seats. The school is fairly destructible, and past the Quadrangle is a parking lot with plenty of cars. After the fifth round, parents will rush to pick up their kids, and cars will be packed, plus TV crews will be there. PUNCHING OUT CAMERA EQUIPMENT IS PERMITTED!!!!!!!!!!!!!

Death Bowl (Outdoor Custom Arena): Basically a crater about 1/5 a mile wide with a 200 meter square pool of water in the bottom that can contain Gyarados that will constantly use Dragon Rage if any Pokémon comes within 50m of them the crater is made of rock and has a extremely large amount of rocks underground so Rockslides are much more powerful. Since there is a Grandstand around the arena their are a squad of 50 Dragonite to protect the civilians but will not effect the battle in any way except if provoked a lot. Special Rules: Pontoons-Ice, Onlookers, Grandstand, Boulders, Weather, Terrain edge-Desert, Dragonite Protection Squad (D.P.S.) Optional Special Rules: Deadly-Contains up to 20 Gyarados, Weather-Any Kind, Wild Pokémon-Diglett, Dugtrio, Onix, and Steelix, All Out, Night Fight, Artificial Lighting.

Poké-Race (Outdoor Custom Arena): In the middle of a Pokémon race. The track is half sprint like in Olympic stadiums and half a obstacle course like the one seen in "The Flame Pokémon-athon" the obstacles are: A Pool with stepping stones which can support a Snorlax but not much more, a dark tunnel that can be treated like a cave, a climb up a mountain, and a slide back down. The riders are completely innocent and you get disqualified for attacking them, the trainers must also ride their Pokémon and cannot battle in this arena if they do not have a Pokémon suitable for riding (usually a large quadruped). The Pokémon battle behind the race and those with low speed can be left behind but may spend a service point to have them use Agility to catch up without it counting as a attack. The Pokémon being ridden cannot participate in the battle but can just do Protect when their Trainer is threatened. The trainers can command what they are riding in movement alone and if they do not the default is follow the course. Special Rules: Ride a Pokémon, Onlookers, Grandstand, Weather (Ones which would not cause a race to be called off), Wild Pokémon (The eight being ridden are specified by the Referee at the start) Optional Special Rules: Night Fight, Artificial Lighting

Multi-Tier Arenas

Crystal Mansion ("The Unown Tower") (Anime Movie Multi-Tier Arena)
This arena is the crystal mansion from Pokémon 3: The Movie - "Spell of the Unown" ("Lord of the Unknown Tower"). There are 5 arenas.
Special Rules: Night Fight
Optional Special Rules: Snow Cover
Arena 1: The lake leading up to the mansion. The lake is shallow, only about knee high, and has a completely vertical waterfall further upstream , about 25 feet high. There are crystal stems linking up to each other above, making many arches.
Special Rules: Waterfall (Above lake), Exposed to Outside (Between arches)
Optional Special Rules: Twilight
Arena 2: The biggest, highest, darkest and most dangerous crystal arches. They stick out everywhere and are set out much like the branches of a tree, except it seems like they never end. The exact position of them is up to the referee, but each arch should be about 3 feet across. This is where TR landed when they blasted off near the beginning of the film. It is pitched black below and the same above, as these battles are always held at night. It is so dangerous that it is likely that any Pokémon falling will DIE, and they will land in the shallow lake from arena 1. If this happens then their body may possibly never be found. Ground attacks involving the arena such as Earthquake and Magnitude will destroy the arch being stood on.
Special Rules: Suspended Platform, Deadly, Water under Ice (the water is the lake from arena 1, and is very far beneath this arena), Exposed to Outside (Threw the arches, up only)
Optional Special Rules: Ice Field (Pokémon may NOT toboggan and it is the arches which are slippery)
Arena 3: In Molly’s bedroom. Has the crystal master bed, the crystal Pokémon toys and the flower shaped crystal ladder going downstairs. Downstairs is Arena 5. Has a large, translucent, red hole in the wall, shaped like a cave entrance, which leads to Arena 4. After that there is a very small ledge, which is very easy to slip on. As this is indoor, Snow Cover is disabled for this particular arena. Near the end of the battle, huge, crystal spikes about 6 feet tall (average) may grow out of the ground, which Pokémon will have to dodge unless they wish to be impaled or seriously hurt. They may block off certain parts of this arena, possibly disabling Terrain Edge or making Confined able.
Special Rules: Terrain Edge (One to Arena 4 [ledge] and the other to Arena 5 [ladder].), Exposed to Outside (Terrain Edge to Arena 4 and windows), Artificial Lighting (Dim, through crystal).
Optional Special Rules: Confined
Arena 4: Just outside Arena 3. The ground is covered with 15 feet high crystal spikes which any Pokémon falling on top of will be seriously injured or DIE, as they are razor sharp and can easily impale most Pokémon. The towers of The Crystal Mansion are across one edge of this arena, and are approximately 110 feet off of the ground. It is possible for most non-flying Pokémon to stand on the dome roof of these towers, and if they are big enough they may jump from one tower to the other, but there are only 2–3 towers, and it is highly un-advisable to use a Pokémon which cannot fly with great control and speed, as there would be only about 2 square feet for other Pokémon to move on. However, if non-flying Pokémon are legendary, then they can swiftly jump from tower to tower with ease, and can make giant spikes appear where they’re going to land so it is easy for them to move around. They can make the spikes as long as they want. The trainers stand in Arena 3, unless their Pokémon can fly and is big enough to carry them, in which case they ride around on their Pokémon’s backs, and they may also get hit by attacks. Pokémon used in this arena must be strong and swift, and usually large.
Special Rules: Terrain Edge (To Arena 3 [ledge]), Roof Level (for non-flying Pokémon. Has 20% chance of killing Pokémon instead of 1. On the roofs only), Exposed to Outside (IS the outside), Deadly, Confined (on the roof level only), Building Edge (Bottom only)
Optional Special Rules: Onlookers (On ledge – Maximum of 6), Battle Platforms (Appear wherever a legendary Pokémon is going to land - spikes)
Arena 5: Is on the floor below Arena 3. Has a ladder leading up to it. Is a rather small ledge with nothing past it, except an invisible barrier protecting the hundreds of Unown flying around there. This barrier also prevents Pokémon falling off ledge. They may create random illusions or make crystal spikes appear at any point of the match and could even change the arena if they wanted to. When they change something this is created by using Hidden Power (not used as an attack, just makes a huge glowing ball appear in the centre of their barrier). Some crystal spikes are already on the ledge. Snow Cover is disabled in this arena as it is indoor.
Special Rules: Wild Pokémon (Unown only which are protected by a barrier), Terrain Edge (Ladder to Arena 3 and drop if barrier is destroyed to Arena 2 and Unown ‘fortress’), Confined (unless barrier is broken), Deadly (If barrier is broken).
Optional Special Rules: Onlookers (Max. of 6).

Mountain Temple (Indoor/Outdoor Custom Multi-Tier Arena): The Mountain Temple consists of two seperate arenas.
Arena 1 (Inside the Temple): Inside the temple is basically what you could expect to see in most Chinese kung fu movies. A large stone room with stone pillars holding up the roof. Vast empty space with the only source of light coming from candles. A large statue of Budda (Or some other religious figure at the referees discretion) sits at the far end. Trainers duke it out in the center in a 25 by 25 metre square lined by pillars around its edge. The rules Artificial Lighting (Candles) and Onlookers (The Temple Monks) are used, and other special rules may only be used if they would not interfere with the traditional image of such a temple.
Arena 2 (On the mountain): This arena is on the mountainside outside the temple. It may be any where from on the stairs to the temple to right down the bottom on the other side. The stairs are Normal stone stairs roughly 10 metres across with rock slopes on either side. If allowed Pokémon may enter the temple while fighting but will have to wait for their eyes to adjust to the dim lighting. The only special rule that is always used is Terrain Edge (Temple), and others may only be used if they would not interfere with the traditional image of such a place.

Special Arenas

League Gym Arenas can be found in the Gym Queue thread. "Grand" arenas can be found on the Grand Melee rules page.

Professor Oak's Lab (Green/Red/Blue/Yellow + Gold/Silver/Crystal GB Games Advanced Arena) 
Special Conditions for use: None.
Professor Oaks Lab: None
An enclosed lab, with Pokéballs and beakers of assorted potions, etc. Pokéballs can be knocked off wall releasing Pokémon that are like wild Pokémon and interfere. Potions can be knocked off too, who knows what they'll do. The special rules Wild Pokémon, confined, Pokéballs, and Potions are used, and no others are allowed except for those that would not interfere with the basic appearance and function of his lab as seen in both the Green/Red/Blue/Yellow versions and in the Gold/Silver/Crystal Versions

Pokémon Tower (Green/Red/Blue/Yellow GB Games Advanced Arena):
Special Conditions for use: None.
Pokémon Tower Special Rules: None
The Pokémon Tower is considered to be a standard Concrete (Indoor) arena. The Optional Special Rules Boulders (i.e. The Tombstones) and Wild Pokémon (Supernatural) are used, and none others are allowed with the following exceptions. If the referee decides the battle is not conducted at night (or part of the battle is not conducted at night), then the Ghost type wild Pokémon as per the Wild Pokémon (Supernatural) rule will not be present, however Cubones & Marowaks still may be. If the walls of the arena are somehow broken through, then a Pokémon falling out will suffer as if the Roof Level special rule was in effect.

Viridian Forest (Anime Advanced Arena):
Special Conditions for use: Both Trainers must be at Rookie Level, or the Referee must be at Rookie Level, or Special Permission from the League Officials must be gained.
Viridian Forest Special Rules: None
The Viridian Forest is considered to have 2 seperate arenas. The referee decides which one of these is to be used.
Arena 1: Corresponds exactly to a Forest arena. The Optional Special Rule Wild Pokémon (Forest) is used, and the only other special rules allowed are Break of Dawn, Night Fight, Twilight & Weather (All).
Arena 2: Corresponds exactly to the Forest Clearing Custom Arena. Besides the Special Rules already mentioned as standard in the description for a Forest Clearing, the Optional Special Rules Break of Dawn, Night Fight, Twilight and Weather (Any) may be used, however no others are allowed.

The Pewter City Gym (Anime Gym):
Special Conditions for use: Both Trainers must be at Boulder Level, or the Referee must be at Boulder Level, or Special Permission from the League Officials must be gained.
Pewter City Gym Special Rules: None
The Pewter City Gym is considered to be the same as a standard Rock arena, just inside. The Optional Special Rules Artificial Lighting (Lights), Confined, Fire Sprinklers and Onlookers (Specifically, Brock's Father & Siblings) are used, and the only other Optional Special Rule allowed is Weather (Frigid & Heat Wave only).

The Miken Island Gym (Anime Gym):
Special Conditions for use: Both trainers must be at Boulder Level, or the referee must be at Boulder Level, or Special Permission from the League Officials must be gained.
Miken Island Gym Special Rules: None
The Violet City Gym is considered to have three seperate arenas. The referee decides which one of these is to be used. The Optional Special Rule Onlookers (Specifically Cissy and her annoying little brother) is used in all of the arenas, and the only other Optional Special Rules allowed are Weather (All).
Arena 1: Corresponds exactly to a Standard Concrete (Indoor) arena. No special rules other than the ones mentioned above are used, however if Weather is used, it must be something that can effect an indoor arena (Such as Frigid or Heat Wave).
Arena 2: Corresponds exactly to a Standard Pool (Indoor) arena. No special rules other than the ones mentioned above are used, however if Weather is used, it must be something that can effect an indoor arena (Such as Frigid or Heat Wave).
Arena 3: Corresponds to the Beach Custom Arena with the following changes. Building Edge (Miken Gym) is used instead of Building Edge (Surf Lifesaving Command Centre). There is no Grandstand. The Onlookers are those mentioned above, and no others. Terrain Edge (City) is not used. The weather may be any weather, not just Heat Wave. There will be no Wild Pokémon. No other special rules are allowed except for Break of Dawn, Night Fight and Twilight

The Violet City Gym (Anime Gym):
Special Conditions for use: Both trainers must be at Boulder Level, or the referee must be at Boulder Level, or Special Permission from the League Officials must be gained.
Violet City Gym Special Rules: Roof Level
The Violet City Gym is considered to be the same as a Standard Concrete (Outdoor) arena, excepting that as it is a tower, throwing the opponent out of the arena could be quite deadly. The Optional Special Rule Onlookers (Specifically Falkner, the Violet City Gym Leader, and his resident cheer squad) is used, and the only other Optional Special Rules allowed are Break of Dawn, Night Fight, Twilight and Weather (Any).

The Cerulean City Gym (Anime/Manga Gym):
Special Conditions for use: Both Trainers must be at Cascade Level, or the Referee must be at Cascade Level, or Special Permission from the League Officials must be gained.
Cerulean City Gym Special Rules: None
The Cerulean City Gym is considered to be the same as a Standard Pool (Indoor) arena. The Optional Special Rules Diving Platform and Onlookers (Specifically, the Sensational Sisters Lilly, Daisy & Violet (And perhaps even the "runt" Misty) are used, and the only other Optional Special Rules allowed are Heated Pool, Pontoons (Rubber or Ice) and Weather (Frigid & Heat Wave only). If the Battle is not entirely between Water types, the Pontoons (Rubber) rule must be used.

The Vermillion City Gym (Anime Gym):
Special Conditions for use: Both trainers must be at Thunder Level, or the Referee must be at Thunder Level, or Special Permission from the League Officials must be gained.
Vermillion City Gym Special Rules: None
The Vermillion City Gym is considered to be the same as a Standard Concrete (Indoor) Arena. The Special Rules Announcer, Artificial Lighting (Floodlights) and Onlookers (Specifically Lt. Surge & his hangers on) are used, and no others are allowed.

The Celadon City Gym (Anime Gym):
Special Conditions for use: Both trainers must be at Rainbow Level, or the Referee must be at Rainbow Level, or Special Permission from the League Officials must be gained.
Celadon City Gym Special Rules: None
The Celadon City Gym is considered to be the same as a Standard Greenhouse (Indoor) Arena. The Special Rules Artificial Lighting (Lights), Easily Destroyed, Fire Sprinklers, Grandstand and Onlookers (Specifically Erika & her hangers on) are used, and no others are allowed.

The Indigo Stadium (Anime Stadium):
Special Conditions for use: The battle must be part of a tournament or a league championship match, or both trainers must be at League Level, or the Referee must be at League Level, or Special Permission from the League Officials must be gained.
Indigo Stadium Special Rules: None
The Indigo Stadium is considered to be a standard Clay arena, with the following special rules in effect. Announcer, Artificial Lighting (Floodlights/Towers), Battle Platforms, Onlookers, Stadium. The only other special rules allowed are those which effect a change in the weather or time of day.

Special Rules

All Out: During this battle, all of a trainer's conscious Pokémon must be out of their Pokéballs, although only one will be in battle at a time, the others will be on the sidelines. By being out of their Pokéballs, Pokémon are vulnerable to area-effect attacks (such as Sandstorm). Also, Pokémon actively in the battle may attack Pokémon on the sidelines. Pokémon on the sidelines are permitted to try to dodge or block attacks if they come their way, but they may not launch attacks against the opponent (such as Flamethrower), redirect any opponent's attacks (ex. a Kadabra on the sidelines cannot use Psychic to make a Psybeam miss a friendly Pokémon in the battle, for instance), or otherwise interfere in the match (ex. a Mr. Mime cannot erect a Light Screen in front of a friendly Pokémon currently battling). A Pokémon KO'd on the sidelines does not count towards the maximum number of a Pokémon a trainer is allowed to use (unless Return does not count as a KO and the Pokémon has been in battle already, in which case it does count). This may not seem like an important rule, but if a trainer cannot replace a Pokémon, they lose (ex. Say by some strange twist of fate, a trainer is on his first Pokémon in a 3/side match, and all his Pokémon on the sidelines are KO'd. If the Pokémon in the battle is knocked out, he automatically loses, because he cannot replace it with a conscious Pokémon). Pokémon on the sidelines slowly recover health and energy as the match goes on. If you wish to order a Pokémon on the sidelines to do something, it counts as one move (or two, depending on the move used). Attacks that restore health/status/energy, etc. can NOT be ordered to Pokémon on the sidelines.

Announcer: This arena has a resident announcer who mayor may not be visible to the trainers & Pokémon depending on the arena. (In Stadiums or Indoor arenas he will probably be in a commentary box somewhere.) The referee must play the part of the announcer in all their posts after they've said what's happened, with the announcer making comments on what they look like, if a trainer has made a strange move or choice, etc. In gym arenas, the announcer will always favour the gym leader with their comments.

Artificial Lighting: The arena uses an Artificial Lighting system. The type of lighting used is described in each arena, but these are only for descriptive purposes and have no effect on the rules. Having Artificial Lighting decreases the effectiveness of moves which change the lighting conditions in the arena, may in some cases serve to increase or reduce the effectiveness of Electric moves (Depending on how the move is done. They can serve as sort of "Lightning Rods" in some cases), and if they fall on a Pokémon, are certainly going to give it quite a bump, not to mention probably electrocute it.

Bamboo Forest: The first of our "crazy" special rules that we've included because people wanted and demanded it. If you want to use it, you must gain the approval of the League Referees first. This rule allows you to re-enact the battle scene in the bamboo forest from "Crouching Tiger, Hidden Dragon" with your Pokémon. (Yes, we ARE serious!) You're going to have to be both strong and agile to hold on, as falling to the ground is REALLY going to hurt. Bamboo is quite flame resistant remember, and will be at most scorched and weaken by all but the most powerful of flame attacks.

Battle Platforms: This refers not to the area the Pokémon battle in, but where the trainers stand. The trainers stand on raised platforms overlooking the arena. This allows trainers to get a better idea of what is going on and the ref should adjust their descriptions accordingly. Pokémon may be thrown into the platforms to hurt them, but they will take a significant battering before they brake. Optionally, the platforms may be fitted as in the episode "Battle of the Badge" and may Electrocute trainers as their Pokémon are hurt. if this is the case, instead of helping the trainers get better ideas of what's happening, they should have a worse idea. (But only if their Pokémon is being hurt.)

Bending the Rules: The Gym Leader assigned for this arena is known to "Bend the rules". Depending on the Gym, certain changes are made to the rules.
(Gossemer Gym) Archaic may use ANY BUG Pokémon from his squad, effectively allowing him to bring in a team of 12 Pokémon to any match, though the amount he may use remains the same. He also does not have to use Pokéballs to send out or return his Pokémon. Finally, Archaic may freely switch his Pokémon at any time (Does not count as KO), and while he may not use items on them, they may heal during the time they rest.
(Burning Spirit Gym) Knobert likes to know what the opposition is going to do. When the match first begins, instead of going through as normal, the challenging trainer must give their squad, pick their first Pokémon and their first attack before Knobert has to pick his squad of 6. Knobert will then send out his first Pokémon and attack. The next round continues with the challenging trainer attacking first, then Knobert, and then it continues as normal. This rule also applies when one of Knobert's Pokémon is knocked out. When this happens, Knobert will only choose his next Pokémon, then the challenging trainer will attack, then Knobert will attack. In the next turn the order will be reversed again as usual.
(Chemical Gym) X-Rok is an employee and has connections with the company, and as such is capable of giving orders to company Pokémon. Any company-owned Pokémon in the area may be called on for assistance, be it to help defend X-Rok's own Pokémon or attack his opponent. He may call for defensive assistance up to 5 times, and order attacks up to 3. Miscellaneous commands, such as arena modification or general movement, may be used up to 5 times as well.
(Shinka Gym) Once per opponent's Pokémon, any of the Eeveelutions used can choose an attack from another Eeveelution. Effectively, they can use any attack in the Eevee family, but only one move can be picked per Pokémon. The move chosen can only be used once per opponents Pokémon. Example: Flareon picks Water Gun, uses it. Can't use it again until the opponent's Pokémon is taken down. When I switch Pokémon, they too can choose a new move, so I could have Flareon with Water Gun, who then gets knocked out, then I could have Espeon with Flamethrower. Etc.
(Limited Moon Gym) While in a Gym or Gym Trainer Match with The Mozz or his Gym Trainers, opponents will feel the force of the Dark energy surrounding the arena, which forbids them to use signature moves, defenses or abilities which must be explicitly directed to the Pokémon. Special Training, Type Changes, and abilities which kick in automatically are still allowed, however.
(Flaming Mind Gym) When Sponge brings his squad to the arena they are all in disguise so the opponent does not know what pokemon sponge has brought to the arena until they are sent out (pokemon will be PM’ed to the ref at the start of the match). Due to sponge’s pokemon being in disguise they will not enter the arena until they see their opponent waiting for them, Making them wait just that little bit longer then making a grand entrance by springing out onto the arena and taking off their disguise. 

Break of Dawn: This battle is held very early in the morning. Pokémon may be disadvantaged if they cannot see well in the dark until the sun rises 5 rounds into the battle if there is not some sort of light source (Artificial Lighting, etc). Flash attacks light up the arena for 5 turns. Solar Beam & Sunny Day may not be used at all until the sun rises, and even then may be at reduced effectiveness until the 10th sound. Morning Sun  is enhanced in effectiveness. Synthesis works with reduced effectiveness until after the 5th round, however it will be enhanced in effectiveness after the 10th round. Moonlight is enhanced in effectiveness for the 1st 5 rounds, after that it is reduced in effectiveness.

Bridge: This special rule is unique to the Train custom arena. The train will occasionally go over a suspension bridge high above a canyon. The fall from here WILL be deadly to any Pokémon that does not have some method of saving itself. Trainers are of course allowed to be creative, but Snorlax ‘flapping’ its arms real fast, won’t save it. Of course both trainers will have agreed to the potentially deadly arena anyway, so the bridge should come as no big shock. There is a 10% chance each round that non-flying Pokémon will be too scared to move.

Boulders: The arena is covered by large Boulders. Pokémon may use these as shields, weapons, or Trainers may come up with some other inventive use for them. (i.e. What Ash had his Squirtle do in the Indigo League.)

Building Edge: The arena is on the edge of some Building and if combat becomes particularly fierce, the battle may spill over into that arena. Unless other wise noted (i.e. For a special arena, such as a Gym, or a special match), treat the arena as a standard version of its type, with no Optional Special Rules being used.

Burning Spirit: This special rule is unique to the Burning Spirit Gym. All of the Pokémon in Knobert's Gym Squad are all loyal to him, and hate to go down without a fight. Whenever one of Knobert's Pokémon would normally be knocked out, they continue to fight for one more turn, but at the cost of half attack power and speed. After this turn, the Pokémon faints. Note that no move that Recovers health can be used during this round under any circumstances.

Cheerleaders: There are beautiful young female human and Pokémon cheerleaders leading a cheer. They almost always cheer for the underdog, and in turn have the same effect as Onlookers with the Stadium bonus on the Pokémon they are cheering. Obviously, they have more effect on male Pokémon. If a human cheerleader is hurt on purpose, the trainer responsible loses the battle immediately. If a Pokémon cheerleader is hurt on purpose, though, it will just retaliate with its most powerful attack, and the cheerleaders will ‘boo’ the trainer for the rest of the battle.

Chemical Vats: The arena is scattered with Chemical Vats of all shapes and sizes, most located to the edges of where the battling will take place. What is in them is unknown, but if a Pokémon without immunity (Not just resistance) to Poison attacks is touched by the chemicals inside, they will suffer a random effect from the following choices. Asleep, Paralyzed, Poisoned (As per the attack Poisonpowder), Poisoned (As per the attack Toxic), Confused. If a Pokémon has been touched by one of these chemicals, it may pass on the effect to the opponent (If they aren't immune to Poison) by using a Physical attack. If the chemicals from one vat touch those of another vat, they cancel each other out, so if a Pokémon is hit by the contents from 2 vats, while they will continue to suffer the effects of the first, they won't be able to pass it on as the residue has now been counteracted.

Cliff: This is a steep cliff (Slightly less than a 90 degree angle), giving a spectacular view of the terrain below. The battle for this arena is actually held on the cliff, though you can climb it with some difficulty and fight on the top by the river. It has flat areas, which you can fight on, or stand on or whatever.

Confined: This arena is smaller than usual. All Pokémon will find it harder to maneuver, and extremely tall ones may find themselves hunched over. This has the effect of increasing accuracy and decreasing evade for both sides.

Deadly: Mistakes in this arena can and often will be deadly. There is a strong likelihood that a Pokémon will perish if certain things happen, and in some cases this will be a certainty. Trainers should be aware of the risks of this arena before it is used, and unless the ref is a League Official, they are well within their rights to demand not to battle within this arena due to the danger. Trainers who do battle here must accept that they could permanently lose many members of their squad if circumstances dictate. At any death, a trainer may stop the battle, however by doing so they lose the match.

Derailment: This special rule is unique to the Train custom arena. Powerful attacks, Earthquake for example, could derail the car, posing a life-threatening situation for both Pokémon.

Diving Platform: Speaks for itself really. Basically just a special piece of scenery. Onlookers will be gathered here if there is no grandstand or stadium, but this won't increase their effects. Pokémon may battle around and on this terrain piece as they would on any other part of the terrain.

Doomtrain: When one of The Mozz’s Pokémon is KO’ed in a Gym Battle, the surrounding Pokémon will respond in kind by randomly giving the opponent’s Pokémon a random status effect. The status effect can be any except for Sleep and Confusion. If there is a double KO in a round, the opponent’s new Pokémon will feel the wrath of Doomtrain. There is no way the Pokémon can avoid the effects, unless poison is randomly chosen on a Steel Type. If that occurs, the next round, there will be another effect doled out, until it is one which is not Poison.

Easily Destroyed: For whatever reason, its easier to damage this arena than normal. Trainers should use this to their advantage if possible and are encouraged to do so.

Exposed to outside: Through an open skylight or windows, holes in walls or whatever, this arena is exposed to the outside. Extremely intense battles may spill out there, and unless the outside is detailed otherwise, treat it like a basic Lawn arena with no special rules. This also has the effect of allowing outside weather conditions to have an effect on the battle, so all weather conditions may be used, not just the normal ones allowed.

Fire Sprinklers: Explains itself really, doesn't it. They automatically activate if hit by a Fire Attack, if a Fire Blast or Fire Spin is used, or if part of the arena catches on fire. In a Gym which has these, the Gym Leader may activate them on purpose if they so wish. The fire sprinklers continue to rain down for 2 rounds after whatever caused it ends, or until the Gym Leader shuts them off.

Fire Sprinkler Supply Pump: The Fire Sprinklers here need their own special power source. This can cause problems with them if the power source is destroyed. The power source is 5 Basic Electric Pokémon of a type suitable to the arena, (Pikachu's for greenhouses, etc) all connected to a machine like the one in the Viridian City Pokémon Centre in the second episode of the anime. The machine is always able to be destroyed as part of the arena if a Trainer puts enough effort into it.
Some of these may also have a Water Intake, basically a large pipe drawing water from a nearby source (Such as a Lake, or even a sewer). This can also be destroyed, just like the machine, and may also make the Water from the sprinklers have special qualities. (Sewer water is probably more likely to make the fire worse!)

Fog: A thick fog has descended on the arena. There is a chance the fog can be cleared away by strong wind based attacks or simply dissipating if a battle lasts a particularly long time. While the fog remains, all Pokémon and Trainers (Remember to obscure things from Trainers if you're using this rule refs) can see only about a metre (Just a bit more than 3 feet) in front of them. This will of course reduce Accuracy of attacks, and the ability of Pokémon to evade attacks if they have to rely on seeing them coming (Those who use Psychic defences or some other sense besides sight to avoid attacks will not be affected in their Evade.) 

Friendship Bond: pokemongerGS is also allowed to bring out all of his Pokémon at any one time to stand on the sidelines and cheer him on, but obviously only one Pokémon can battle at a time. This gives pokemongerGS and his current Pokémon encouragement and the Pokémon that pokemongerGS is using may battle better with the encouragement.

Geysers: The arena is littered with small holes which geysers shoot out of periodically. There must be one geyser discharge at least every five turns. If a Pokémon touches the geyser, they will take quite some damage, and has a 50% chance of burning them. The exception to this rule is fire and water types. Fire types will not be burned by the geyser, but will take more damage from it. Water types will be burned automatically, but will take half damage from the geyser instead.

Grandstand: There is a grandstand overlooking part of the arena. If the Special Rule Onlookers is being used, there will be some seated in this grandstand and the effects of Onlookers will be doubled. Pokémon may use the Grandstand as part of the normal arena, and may therefore try to use it to their advantage if possible.

Gun Towers: This arena employs stationary gun towers. If attacked directly or indirectly, the towers will fire at both Pokémon until one is knocked out. The gun towers fire laser beams equivalent in power to Hyper Beam, except the tower is not restrained by the recharge time. Gun towers require a power source, and if that power source is destroyed, the gun tower shuts down. The towers can also be taken out themselves, however this would require a powerful concentrated attack.

Gym Leaders Prerogative: The Gym Leader assigned for this arena (For example, Archaic for The Gossemer Gym) has complete and total immunity from disqualification because of Time or Posting out of order. Disqualifications for other reasons still happen, though other special rules may change this.

Gym Leaders Pokémon: All "Wild" Pokémon in this arena are loyal to the Gym Leader. They will NOT attack his Pokémon for any reason whatsoever. This does NOT increase their chances of attacking the opponent, as they have to be provoked to attack in the first place.

Gym Trainers: There are a number Gym Trainers who must be faced in this Gym before a challenger may face the Gym Leader. The exact number for each Gym is listed in their description.

Heated Pool: The pool is heated. Ice Pokémon will suffer damage for every round they remain in the pool, and Water Pokémon that need to remain cool will similarly be effected. If the poll is covered by Ice, then the Ice will slowly melt from below over the course of the battle.

Ice Field: The arena is very slippery. A Pokémon may slip if it is not careful. If the Water under Ice special rule applies, then a Pokémon may possibly fall through. The chances of this happening are increased if the Thin Ice special rule is in effect. In any case, a slip will cause some damage, and may cause the Pokémon to flinch.
Pokémon may use the slipperiness of the arena to their advantage by tobogganing across it. This will cause them to go MUCH faster than normal, however a heavy Pokémon (Such as a Snorlax) doing a toboggan might crack the ice and go through when Water under Ice rules are in effect. In any case, tobogganing has the effect that the speed of the Pokémon is 1.5 times normal (2 times normal for Seal, Dewgong, Lapras & Snorlax), Remember, you toboggan on your stomach. If a Pokémon couldn't do the move lying face down, that the Pokémon isn't allowed to use it while tobogganing.)

Mobile Turrets: These turrets have limited ammunition and are more easily destroyed than gun towers, but they do not require a power source and are able to move under their own power if they come under serious threat. These turrets are equipped with the equivalent of machine guns. Because these units are light, they must deploy their STAB hooks (Stabilized Terrain Adapting Base) to prevent kickback and maintain accuracy, and thus cannot attack while moving. Offsetting this is that they are much easier to destroy than Gun Towers.

Muddy River Edge: Only usable if there's a river in the arena. This makes the edge of the river muddy and sticky, hindering movement.

Night Fight: This battle is held at night. Pokémon may be disadvantaged if they cannot see well in the dark unless there is some sort of light source (Artificial Lighting, etc). Flash attacks light up the arena for 5 turns. Solar Beam & Sunny Day may not be used at all. Morning Sun and Synthesis work with reduced effectiveness. Moonlight is enhanced in effectiveness.

Pokémon Level Restriction (x): No Pokémon higher than Level x may be brought into this arena. The trainers levels are irrelevant, only the Pokémon's matter for this. 

Onlookers: There are people watching the battle from somewhere within the arena. They are innocent bystanders and if harmed by a Pokémon intentionally in any way lose the battle for that Pokémon and his trainer on the spot. They may decide to spontaneously cheer on one or the other of the trainers (Usually favouring the current underdog), which gives that trainers Pokémon a boost of morale, allowing them to battle one round longer after they would usually be knocked out. If they knock out their opponent during this extra time, they are knocked out that round as well. (That condition may not seem that important, but when you put it together with Grandstand or Stadium, it becomes important.)

Outside Interference: Other Pokémon from the Gym Leaders squad (Including Pokémon not from the Gym Theme) and from the Challengers may be ordered by their Trainer to do something around the arena. While they cannot enter the main battle area or cause harm to a Pokémon (Directly OR Indirectly), they may be used to repair parts of the arena (outside of the main battle area), stop fires from spreading, or even do something against the opposing Trainer, within limits. (Think of what Haunter did to Sabrina as an example. As a rule of thumb, as long as they don't touch the trainer or stop them from viewing the arena directly, it's fine.)
If the Gym has any Gym Trainers, they (The Gym Trainers themselves must post to do this) may stop fires from spreading, etc. They may NOT destroy any part of the arena, nor can any of their Pokémon, nor can either of them do something annoying to disrupt concentration.

Pokéballs: When knocked off their resting places, these can release wild Pokémon (Anything the ref wants that isn't legendary), or simply do nothing.

Pontoons: Required in a battle on sea or in a pool where not all Pokémon involved are Water types. Pontoons made of rubber (Treated as normal land) or Ice (Treated as small mini Ice Fields) are floating on the water within jumping distance of each other, though they can and will float out of reach of each other as the battle progresses. They can be easily destroyed by any direct attacks.

Potions: When knocked off their resting places, they can do good or bad effects (Or nothing) to the first Pokémon to touch them.

Power Source: Their appearance varies, depending on how they generate power, but generally they are smaller than a full scale power plant, occupying a space no larger than the base of an average house. If destroyed, anything connected to them will lose power.

Psychic Machine: The arena is fitted with a psychic machine. The machine is situated in an area around the arena and can be destroyed but it will take quite a lot of power and time to do so.. Either the gym leader in a gym leader match OR the gym trainer in a gym TRAINER match can call upon the machine, at any time during the match. The machine can be used to do various things to either the opponent’s Pokémon or the arena. 
1) Can be used two times to hold the opponent in place so they can not move. 
2) Can be used two times to prevent the opponent from attacking or moving. 
3) Can be used two times for misc. uses, such as causing the opponent damage by smashing them into the ground or to stop objects or use objects to damage the opponent. 
None of these things, when used count as a move towards any three move combo or any other move restriction.

Rainforest: Speaks for itself really. The forest arena is treated instead as a rainforest. Wild Pokémon will be predominantly tropical, and because of the inherent dampness of everything in a rainforest, flame attacks will be weaker on the whole, especially when used against the arena.

Rapids: Only usable if there's a river in the arena. This river has rapids, making it dangerous.

Ridiculously Easily Destroyed: It is MUCH easier to damage this arena than normal, even more so than an arena using the Special Rule "Easily Destroyed". Trainers should use this to their advantage if possible and are encouraged to do so. Referees are encouraged to involve the arena in the battle as much as possible, and break as much of it as possible, especially on the combatants. An good example would be that the glass in the roof in a Greenhouse Arena might not be properly reinforced (As is the case for the Gossemer Gym, Arena 1. (Why ? Because it keeps getting destroyed anyway even when reinforced, and reinforced Glass would cost too much to have it replaced on such a regular basis.)), so it would be pretty easy to get it to fall out or crack. Who knows what you might be able to do if you brought the whole dome of glass down?

Reward: A Trainer besides the "owner" of the arena who wins here under certain conditions is entitled to a reward. The exact nature of the reward is determined by the arena.
(Gym Badge) A Gym Badge is awarded for Trainers successful in defeating the Gym Leader for this arena. See the rules for Gym Leaders to find the specific effects of each badge.

River: Self Explanatory.

Roof Level: The arena is at the roof level of a tall building. Falling from the top is going to be quite painful and will always cause permanent damage, with a 1% chance of actually killing the Pokémon.

Rules Lawyer: This special rule is unique to the Xen Industries Gym. X-Rok is a stickler for the letter of the rules, as are his Pokémon. If an opponent violates the rules in any way in this match, instead of being disqualified or punished by the ref result, the stats of all Pokémon in X-Rok's squad are doubled until the Pokémon the opponent currently has out is knocked out. Of course, violations of the rules that would result in impossible things (Such as a Pokémon using a move it could not possibly learn) still mean that the attack was wasted, but they will have this as an extra result of the action. Also, if X-Rok ever violates the rules during a gym match here, he must forfeit or suffer all his Pokémon in his squad will be at half stats until the Pokémon the opponent currently has out is knocked out.

Sandy: The ground of this arena is completely composed of sand, which hampers the movement of all Pokémon. Ground type moves have their Power increased, as do Rock types. Grass type Pokémon find their moves less powerful with the exception of Solar Beam. Pokémon are free to attack using the sand if they can (i.e. Throwing wet sand can certainly hurt let me tell you !) if they so wish, however sand will not have much effect except on Pokémon normally hurt greatly by Ground (and where the sand is wet, Water) Type attacks. If the sand is thrown completely dry, consider it the same as a Sand Attack.

Ships: Doesn't take much to explain this. There's Ships nearby, either in port somewhere, or just out to sea. The battle could possibly spill over to them, in which case they are treated as Ships Deck arenas.

Snow Cover: The arena is covered in a layer of snow, which hampers the movement of all Pokémon. Ice type moves have their Power increased, as do Water types. Grass type Pokémon find their moves less powerful. The snow may be melted by concentrated Fire or Dragon attacks, or any attack that would produce a significant amount of heat (Including Solar Beam). Pokémon are free to attack using the snow (i.e. Snowballs !) if they so wish, however snowballs will not have much effect except on Pokémon normally hurt greatly by Water or Ice Type attacks.

Stadium: A more advanced version of the Special Rule Grandstand. Grandstands surround the entire field, not just one edge. Effects as per grandstand, except that the effects of Onlookers is Tripled, not doubled.

Stone Pillars: There are a number of stone Pillars in the arena. if this rule is in place, Pokémon will usually be required to battle atop them. They are of varying sizes, however all are within jumping distance of at least one other. The pillars may be destroyed by concentrated Water, Ice, Ground, Rock or Steel attacks, or attacks of great power of a type that Ground & Rock types would not be resistant against.

Suspended Platform: The battle is held on a platform suspended above something (A lake, lava, etc) by chains, pillars, etc. The platform is usually concrete or rock, and may be broken either through concentrated attacks aimed specifically at it, or attacks that would obviously cause great damage to it (i.e. Earthquakes), or through destroying enough of whatever if holding the thing up to send it tumbling into whatever it's above, along with anyone on it. In Volcano terrains please note that neither trainer is actually on the platform, though their Pokémon do battle on it.

Terrain Edge: The arena is on the edge of a piece of the specified terrain and if combat becomes particularly fierce, the battle may spill over into that arena. Unless other wise noted (i.e. For a special arena, such as a Gym, or a special match), treat the arena as a standard version of its type, with no Optional Special Rules being used other than those affecting the current arena that would have to logically effect the other (Such as Weather).

The Same Fate: This special rule is unique to the Gossemer Gym. Archaic does not take kindly to any of his Pokémon being harmed, and when they are harmed in such a way that they might be badly injured, he can get extremely mad, and as all his Pokémon are so closely bound to each other, so do they. The next Pokémon Archaic releases after one of his Pokémon is knocked out by a move that is "Super Effective" has its attack stats tripled, defence stats halved, and is at 3/4 Accuracy for all its moves until the Pokémon which knocked out its fellow is knocked out, or it is. The name of the rule, "The same fate" refers to the Magmar used by Farfetcher against Archaic in what was the second ever Anime Style Battle ever held. (This was before the existence of this league, however the league was started not too long after.) That Pokémon was the first, and remained the only until very recently, Pokémon to ever have been ruled to have been killed in an Anime Style Battle, falling to the Guillotine attack of Archaic's Pinser Maebureshi (Meaning roughly Death Harbringer in Japanese).

Thin Ice: Only allowed when the Water under Ice rule is in effect. The ice in this arena is very thin for whatever reason. If anything is done that would have a chance to crack the ice, then its quite likely that the ice does crack. Anything with force equal to or greater than falling down will crack the ice, sending the unfortunate through into the freezing water.

Time is Money: If you are on a gym trainer or gym leader queue you are expected to keep your appointment. If when it is your turn on either the gym trainer or gym leader queue and the first time you don’t have a space ready for the match you will be waited for. If on the second time you are called on to start your match you are not ready you will be given 24 hours to get a space free and then, you will be moved to the end of the queue and the next person will take your place. So the moral of the story is if your next on a list keep an eye on the matches that the gym leaders/trainers have going and make sure you have a space free when one of those matches is close to finishing. This rule does not apply to people who are free from DQ and have posted in the trainer absences thread, they will be waited for.

Tunnel: This special rule is unique to the Train custom arena. The train sometimes goes through tunnels. Trainers will have one round warning before the tunnel is entered. While in the tunnel, the following additional rules will apply, dark area, confined space, and reduced accuracy.

TV News Reporters: Some News Reporters may come to cover the battle. If a Pokémon is shy, it will try to avoid the camera, or break it without permission from it's trainer. Attention seekers might be egged on to bigger and flashier displays.

Twilight: This battle is held late in the afternoon, and starts just before the sun sets. Pokémon may be disadvantaged if they cannot see well in the dark after the sun sets 5 rounds into the battle if there is not some sort of light source (Artificial Lighting, etc). Flash attacks light up the arena for 5 turns. Solar Beam & Sunny Day may not be used at all after the sun sets the sun rises, and even then may be at reduced effectiveness. Morning Sun is reduced in effectiveness. Synthesis works with reduced effectiveness after the 5th round, however it will be enhanced in effectiveness until then. Moonlight is enhanced in effectiveness after the 1st 5 rounds, before which it is reduced in effectiveness.

Waterfall: An impressive waterfall makes part of this arena. The top of the waterfall is always a River or Frozen River (Whichever is most appropriate), and the bottom is always a Lake/Sea or Frozen Lake (Whichever is most appropriate.). If the battle becomes particularly fierce, battles may spill over to the adjoining arena. Basically just the same as a Terrain Edge Special Rule, but far more impressive in execution.

Water under Ice: Only allowed when the Ice Field rules are both in effect. The rule explains itself. There is Freezing Water below a layer of Ice. Melting the ice, or breaking through, exposes the Water beneath.

Weather: There are many different types of weather, and the different types can be used in different combinations of each other. In fact, there's only a few types that won't work well together. The types are: Sunny, Cloudy, Heatwave, Cold, Rain, Snow, Sleet, Thunder Storm, Thick Cloud, Windy. No further explanation is really required here.

Wild Pokémon: This arena contains wild Pokémon on the specified type (Use your common sense for classifications such as Tropical) which may attack one or the other trainers Pokémon if somehow angered by them (Destroying their homes, etc).