Gyms
The 24 gyms of PokeTactics. Each one bends the board with its own mechanic — read it before you walk in.
Pewter City Gym · Rock
Rockslides: the stones come down and block the way for anyone who is not Rock, in the middle of sandstorms.
Cerulean City Gym · Water
Tide and pools: the current drags intruders under while Water grows stronger.
Vermilion City Gym · Electric
Overload: the more energy you store, the harder it bursts on the electrified floor.
Celadon City Gym · Grass
Roots and thorns: the grassy field snares intruders and tears at them.
Fuchsia City Gym · Poison
Toxic fog: the poison spreads and the ninjas strike unseen.
Saffron City Gym · Psychic
Illusions: the psychic field confuses and traps whoever cannot master their own mind.
Cinnabar Island Gym · Fire
Wildfires: the flames spread harder and harder, and scorch under the sun.
Viridian City Gym · Ground
Team Rocket sows bombs: they fall without respite and go off with the charge you have stored, in the middle of sandstorms.
Violet City Gym · Flying
Updraughts: the air rises in columns and drags off anyone who cannot fly.
Azalea Town Gym · Bug
Swarm: cobwebs across the whole floor and a dust that never stops itching.
Goldenrod City Gym · Normal
Stampede: the floor rumbles, and every round stamps harder than the last.
Ecruteak City Gym · Ghost
Spectral mist: the hall puts to sleep anyone who stares too long.
Olivine City Gym · Steel
Induced current: the lighthouse's steel stores charge and lets it go all at once.
Cianwood City Gym · Fighting
Swell: they train under the waterfall, and the waterfall never stops.
Mahogany Town Gym · Ice
Blizzard: the floor is a sheet of ice and the wind will not let you move.
Blackthorn City Gym · Dragon
Dragon breath: the den's air burns hotter the longer the fight lasts.
Rustboro City Gym · Rock
Quarry dust: the stone Roxanne studies crumbles into the air and weighs on the legs of anyone who isn't made of rock.
Dewford Town Gym · Fighting
Breaker: the gym is on the beach and every few waves the sea comes into the ring and hits both sides; whoever fights with their feet in the sand holds up better.
Mauville City Gym · Electric
Alternating current: the New Mauville generator pulses under the floor and every few turns hands energy to both sides… and a jolt that paralyzes anyone who isn't Electric or Ground.
Lavaridge Town Gym · Fire
Thermal steam: the gym sits over the hot springs and the steam slowly heals Flannery's Pokémon, while the hot floor scorches the feet of anyone who isn't Fire or Water.
Petalburg City Gym · Normal
Balance: Norman's rooms train strength and patience at once. His Pokémon raise their Attack every few turns, but now and then they stand still for a whole turn, like a Slaking.
Fortree City Gym · Flying
Gale: the gym hangs from the treetops and the wind blows straight through. Every few turns it yanks the challenger's Pokémon out of the fight and pushes in another from the bench; fliers don't feel it.
Mossdeep City Gym · Psychic
Sun and moon: Tate and Liza move the field with their minds. Every few turns they slow the challenger down, and every few more they cleanse their own Pokémon's statuses. Psychic types resist the pull.
Sootopolis City Gym · Water
Downpour: it rains inside the crater and the gym's water keeps rising. Water grows stronger, and the current steals health and energy every few turns from anyone who isn't.
