Signups The Legend Gauntlet - Tapus (Bulu, Fini, Koko) (End: July 9th)

TMan87

We shall bow to neither master nor god
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Keeping the closed arenas safe here because character limit. Maybe another thread is needed...
:ss/zeraora:
Plasma Zone
A large area oversaturated with electricity. The static charges in the air permeate everything, facilitating the flow of electricity to and fro. Even the ground you stand on has sparks running along.
  • Damaging Normal-type moves are treated as Electric-moves. This effect takes place after all type-changing Abilities are resolved
  • The moves Charge Beam, Electroweb and Nuzzle inflict a conducting effect for three (3) actions. Under the conducting effect, the target’s weakness to Electric attacks is calculated at the next weakness level (e.g. 0.5x-1x, 1x-2x). Type immunity still applies, and Ground types cannot be paralyzed by Electric-type attacks, even when conducting. This cannot stack with Water Gun’s effect
  • All Electric-type moves are able to hit through the evasive stage of Dig
Codifications
Camouflage: Electric
Nature Power: Thunderbolt
Secret Power: Causes Paralysis
===============================
Levitating Rock Formation
This strange rock formation is under a constant strong magnetic field. Oddly for rocks, these can fly around at high speed, so Pokémon with strong magnetic affinities should be able to do the same.
  • Rock-, Steel- and Electric-type Pokémon performing a damaging Electric-type move will gain the Hovering status for one (1) action until the end of their next step. The move doesn’t need to succeed for this effect to happen
  • All Hovering Pokémon have their Speed increased by 50%. This effect is temporary, and dissipates once the Pokémon is grounded again
  • At the end of every round, Electric-type Pokémon, as well as Pokémon with either Plus or Minus, have their Defense and Special Defense raised one (1) stage
Codifications
Camouflage: Rock
Nature Power: Earth Power
Secret Power: Causes Paralysis
===============================
Thunder Peak
This mountainous peak is constantly struck by lightning, leaving a distinct scent of ozone in the air. This smell makes Pokémon more aggressive, but also less disciplined, almost sending them into a feral state.
  • All Pokémon are treated as if having the Ability Tough Claws
  • Contact moves have their BAP increased by 50%, rounding up
  • Contact moves have their Accuracy halved, rounding down
  • P/E moves only protect against 75% of the damage dealt by contact moves
  • If a contact move misses, then 25% of the damage that should have been dealt is still applied. This damage is not considered residual
Codifications
Camouflage: Rock
Nature Power: Thunderbolt
Secret Power: Lowers Accuracy by one stage
===============================
Roaring Maze
A disorienting maze where Zeraora has been spotted running around. Static electricity makes it hard to move for Pokémon with a lot of fur. From time to time, an ear-shattering thunderbolt strikes at random, illuminating part of the labyrinth, but leaving painful marks in the retinas of those who looked at it directly.
  • Sound-based moves automatically fail
  • Pokémon with the Abilities Fluffy, Fur Coat, Static, Cotton Down and Big Pecks have their Speed reduced by one (1) stage. This adjusts their natural stage
  • Pokémon with the Abilities Volt Absorb, Lightning Rod, Motor Drive and Battery restore 2 HP at the end of every action. These stack
  • Every odd-numbered round, the Accuracy of all moves is decreased by a flat 10%
  • Every even-numbered round, the Accuracy of all moves is increased by a flat 10%
Codifications
Camouflage: Ground
Nature Power: Power Gem
Secret Power: Causes flinching
===============================
Surging Caldeira
From the research led in this parts, this is where Zeraora was born. The caldeira has patches of boiling magma meshing with the ambient sparks, creating a unique kind of energy.
  • All damaging Electric-type moves are treated as Electric/Fire dual-typed moves
  • All damaging Fire-type moves are treated as Fire/Electric dual-typed moves
  • Damaging Fire-type moves get a chance to paralyze equal to their original chance of burning
  • Damaging Electric-type moves get a chance to burn equal to their original chance of paralyzing
Codifications
Camouflage: Fire
Nature Power: Lava Plume
Secret Power: Causes burn

:ss/floette-eternal:
Black Flower Meadow
This meadow is entirely composed of dark flowers. Despite their colors, the flowers behave like regular flowers and power up Grass-type Pokémon.

  • Grass-type Pokémon are immune to status alteration, even self-inflicted
  • At the end of every round, Grass-type Pokémon have their Defense and Special Defense raised one (1) stage
  • Default Terrain is Grassy Terrain
Codifications
Camouflage: Grass
Nature Power: Stun Spore
Secret Power: Increases the user's Defense and Special Defense by one (1) stage.
==========
Stagnation Prairie
A prairie where time feels as if standing still, inviting you to reminisce about past times. The entire field looks like a giant playground, and you can’t help but feel like rolling in the inviting grass.

  • If a Trainer does not equip their Pokemon with Eviolite, that Pokemon automatically equips Eviolite as an extra Attachment (in addition to its Item and Attachment).
  • Every Pokémon’s weight is halved
  • Pokémon cannot use the moves Giga Impact and Hyper Beam
Codifications
Camouflage: Normal
Nature Power: Rollout
Secret Power: Decreases the target's Speed by one (1) stage.
==========
Field of Disaster
This land is perpetually scorched, reminding all that lay eyes upon it of an ancient, terrible war. Lingering energy is still present in the air, but it is so unstable it will harm those trying to use it.

  • Damaging Fairy-type moves have their BAP increased by 50%
  • Damaging Fairy-type moves have 33% recoil
  • All Pokémon lose 3 HP and 3 EN per action
Codifications
Camouflage: Fairy
Nature Power: Light of Ruin
Secret Power: Decreases the target's Attack by one (1) stage.
==========
Altar of the Flower
An austere stone monument, erected 3.000 years ago to honor the memory of Floette-Eternal. It is said to slowly diffuse the Pokémon’s energy to nearby life forms, granting them memories that may or may not be their own.

  • All Pokémon gain access to the move Light of Ruin
  • Pokémon can sacrifice 15 HP to gain the Fairy typing, without taking up an action, using the Command [Gain Fairy Typing]
  • Pokémon can sacrifice 20 EN to gain the Ability of their trainer's other Pokemon in this game, either on sendout or ordering first, using the Command [Acquire (Ability)]. If this is the only Pokemon sent out for the trainer, then pick one of the other Pokemon, and that Pokemon has to be used in this game.
Codifications
Camouflage: Rock
Nature Power: Ancient Power
Secret Power: Flinches the target.
==========
Sanctuary of the Ultimate Weapon

Supposedly, this is the place where the Ultimate Weapon was buried. It should be deactivated, but multiple source report strange happenings in the area.

  • At the end of each round, one of the following effects can happen:
    • All Pokémon in presence gain 15 HP and 15 EN. This effect can only be rolled twice a match
    • All Pokémon in presence are hit with Oblivion Wing as if coming from a STABless neutral natured Yveltal
    • All Pokémon in presence are hit by Whirlwind
    • Nothing
  • To determine the effect, roll a d4 (3 if the first effect can no longer be rolled). An effect happening a given round does not prevent the same effect from being rolled the next round
Codifications
Camouflage: Normal
Nature Power: Tri Attack
Secret Power: Decreases the target's Speed by one (1) stage.

:ss/moltres:
Burnt Plains
A barren wasteland with little to no vegetation in sight. The scorching heat and merciless sun render these lands inhospitable and the earth sterile. As such, the ground is very friable and will easily give in if sufficiently rumbled –but that will spare no one.

  • Default weather is Sun
  • All Pokémon are under the effect of Grass+Fire Pledge
  • Seismic moves have 1.5x their usual BAP, but also hit the user
Codifications
Camouflage: Ground
Nature Power: Earth Power
Secret Power: Decreases the target's Speed by one (1) stage.
==================
Volcano Base
At the base of the volcano where Moltres was located, ash constantly falls. It makes breathing more difficult, and vegetal life in particular finds these conditions almost impossible to survive in.

  • The BAP of all Grass-Type moves is reduced by three (3).
  • Default weather is Ashfall.
    • Ashfall makes all moves cost two (2) extra EN.
    • Ashfall burns all Active Pokemon when it changes directly into Sunny, and poisons all Active Pokemon when it changes directly into Rainy
Codifications
Camouflage: Rock
Nature Power: Power Gem
Secret Power: Decreases the target's Accuracy by one (1) stage.
===================
Volcano’s Edge
On the outside of the volcano where Moltres was located, there is a jagged cliffside. Its peaks are shrouded in heavy mist, and the uneven terrain makes for a hazardous battlefield.

  • Default Terrain is Misty Terrain
  • The battle starts with 1 layer of Spikes on each side
Codifications
Camouflage: Rock
Nature Power: Lava Plume
Secret Power: Burns the target
====================
Land of the Living Flame
There is a rumor saying flames have gained consciousness in these parts. They will stick to living beings and consume their life force to grow stronger still, leaving empty husks in their radiant wake. Surely, that’s just a rumor, right?

  • At the end of round 1, one of the Pokémon in presence, at random, is afflicted with a Living Flame. Living Flame status is like burn, but with some key differences:
    • A contact move will transfer the Living Flame to an opponent
    • Living Flame will affect a Pokémon that would normally be immune to burn by virtue of typing, Ability or item
    • A Living Flame will replace the burn status on a Pokémon
    • If a Pokémon affected by Living Flame switches, its transfers its Living Flame to its replacement
    • You cannot cure a Living Flame, except by passing it to another Pokémon
  • At the end of round 3, the Living Flame flares up, consuming 20 HP and 20 EN from the Pokémon afflicted with it at this time, ignoring all items and Abilities, then it disappears. Afterwards, a new Living Flame is created
Codifications
Camouflage: Ground
Nature Power: Lava Plume
Secret Power: Decreases the target's Attack by one (1) stage.
========================
Moltres’ Antichamber
The giant cavern lying next to Moltres’ supposed resting place. Strong winds blow from all sides, yet when there’s a caveat they all work together to repel the rocks, as if trying to protect the flaming bird next room.

  • Pokémon are constantly under the effect of Razor Wind
  • Damaging Rock-type moves have their BAP decreased by three (3)
  • Damaging Flying-type moves have their BAP increased by three (3)
Codifications
Camouflage: Fire
Nature Power: Lava Plume
Secret Power: Burns the target

:ss/zapdos:
Mt. Thunder
Zapdos’s nesting place is constantly struck by lightning descending from dark and looming thunder clouds. The unstable weather requires careful preparation and anti-electricity measures.
  • The BAP of all Water-type moves is reduced by three (3)
  • Default weather is Thunder Clouds
    • Thunder Clouds makes all moves cost two (2) extra EN
    • Thunder Clouds paralyzes all active Pokémon when it changes directly into Rainy
    • Thunder Clouds sets Electric Terrain for three (3) actions if a damaging move whose name contains “Thunder” is successfully performed. This effect cannot be refreshed
Codifications
Camouflage: Rock
Nature Power: Earth Power
Secret Power: Decreases the target's Speed by one (1) stage.
====================
Windswept Valley
This plateau is assaulted by bolts of lightning and ferocious winds. Zapdos is known to come rest here if it needs to recharge, as these bolts greatly power the bird.
  • All Pokémon are under the effect of Motor Drive
  • The damage formula treats Speed boosts and drops as being Attack/Special Attack boosts and drops for the last section of the damage formula
    • Moves such as Stored Power and Punishment do not count the Speed boosts twice
  • Speed boosts decay half as fast, Speed drops decay twice as fast
Codifications
Camouflage: Normal
Nature Power: Thunderbolt
Secret Power: Paralyzes the target
=====================
Eye of the Thunderstorm
In the exact middle of the Windswept Valley, a small area is unnaturally calm. It would almost feel relaxing to stand there if not for the massive tension in the atmosphere, wanting nothing more than being released.
  • Thunder can hit Pokémon in the evasive stage of Dig. If it does, it ignores the target’s Ground typing
  • Moves with “Wind” in their name have their BAP increased by three (3)
  • Moves with “Wind” in their name set Tailwind for three (3) actions when successfully performed. This effect cannot be refreshed
Codifications
Camouflage: Psychic
Nature Power: Psyshock
Secret Power: Decreases the target's Defense by one (1) stage.
=====================
Sea of Clouds
Above the dark thunder clouds is a calm sea of pure, fluffy, white clouds. Careful, though, ascending winds are pretty strong here, and you don’t want to get caught in one!
  • No Pokémon can Dig
  • Fly and Bounce always have their full BAP, but their Accuracy is capped at 70% if using the evasive version
  • Hurricane gets 100% Accuracy
  • All sun-based moves treat this arena as being in harsh sunlight
Codifications
Camouflage: Flying
Nature Power: Tri Attack
Secret Power: Paralyzes the target
======================
Static Airfield
A giant black thundercloud blots out the whole sky. Although it doesn't look like it will thunder any time soon, the immense static charge it exerts can be harnessed by Pokemon to create an electrical current of their own.
  • After using a damaging [Electric-Type or Normal-Type] attack, the Pokemon gains one Electron. Damaging Normal-Type attacks by Pokemon with Electrons become Electric-Type attacks
  • If the user has any Electrons while using an Electric-Type Contact attack, then increase the move's BAP by 3 per Electron, ignore immunities to Electric moves granted by Abilities and Types, remove all Electrons from the user, and give the target one (1) Electron
  • Roost removes all Electrons from the user
  • Electrons do not persist through switching
Codifications
Camouflage: Electric
Nature Power: Thunderbolt
Secret Power: Paralyzes the target

:ss/articuno:
Ice Island
Articuno’s tropical resting place is always covered with snow, and the ground is rife with tunnels going all the way up the central mountain, allowing one to launch surprise aerial attacks by burrowing, which is definitely strange.
  • Harsh Sun is impossible to set, even with Heat Rock
  • Pokémon using Dig are treated as flying up high instead of underground
  • Electric-, Ice- and Fire- type moves have their BAP increased by three (3)
Codifications
Camouflage: Ice
Nature Power: Frost Breath
Secret Power: Causes freezing
======================
“Articuno’s Tail” Souvenir Shop
For a reason or another, people have really taken a liking to Articuno’s long, elegant tail. Taking advantage of this popularity, this small souvenir shop offers a 1:1 replica of that tail, complete with a flying mechanism. The process of attaching it to your body is said to be a bit unpleasant, though.
  • All “Tail” moves have their BAP increased by three (3)
  • All “Tail” moves set Tailwind as a secondary effect
  • All Pokémon having at least one “Tail” move in their movepool are treated as if knowing Fly. This also applies to Pokémon that would Mimic a “Tail” move, or Transform into a Pokémon knowing a “Tail” move
Codifications
Camouflage: Normal
Nature Power: Tri Attack
Secret Power: Paralyzes the target
======================
Mountain Cliff
To reach the snowy tops where Articuno supposedly appears, you have to climb on this cliff where a piercing cold wind will drain heat from your body. Tiny unstable ice crystals are floating in the air, so watch out for brutal meteorological changes.
  • The BAP of all Fire-Type moves is reduced by three (3).
  • Default weather is Chilly Winds.
    • Chilly Winds makes all moves cost two (2) extra EN.
    • Chilly Winds changes into Rain from moves or Abilities that would otherwise cause Sun
    • Chilly Winds changes into Hail from moves or Abilities that would otherwise cause Rain
Codifications
Camouflage: Rock
Nature Power: Frost Breath
Secret Power: Causes flinching
======================
Battle Factory
This facility located atop the mountain cliffs serves as a popular spot for Trainers to rest, socialize, and spar. You could try asking one of the Ace Trainers here to coach you through a battle. However, they tend to be cliquish, so whether or not they decide to grant you the help you seek depends entirely on how competent a trainer they perceive you to be.
  • If the sum of all of your Pokémon’s highest rank between Attack and Special Attack is greater than 25, all of your Pokémon’s highest rank between Attack and Special Attack is increased by two (2) while in battle
  • If the sum of all of your Pokémon’s highest rank between Defense and Special Defense is greater than 25, all of your Pokémon’s highest rank between Defense and Special Defense is increased by two (2) while in battle
  • If the sum of all of your Pokémon’s HP is greater than 280, all of your Pokémon attach an Enigma Berry in addition to their regular item. This item cannot be destroyed or taken advantage of by the opponent
  • If the sum of all of your Pokémon’s Speed is greater than 300, all of your Pokémon gain a 10% flat Accuracy bonus
  • A team can fulfill multiple conditions, in which case the Pokémon will receive multiple effects at once
Codifications
Camouflage: Normal
Nature Power: Tri Attack
Secret Power: Causes paralysis
======================
Snowy Mountain Top
Snow gently falls on this peak, crunching as you try to make your way to the top. It easily melts, but that does little to repel the cold biting through your clothes...
  • All Pokémon have their Speed reduced by one (1) stage. Ice-type Pokémon and Pokémon with Slush Rush are unaffected
  • Blizzard has 100% accuracy
  • Fire-type moves with a BAP of 8 or less become Water-type moves
  • All Water-type moves except Scald, Steam Eruption, and transformed Fire-type moves become Ice-type moves
Codifications
Camouflage: Ice
Nature Power: Frost Breath
Secret Power: Causes freezing

:ss/cobalion:
Musketeers’ Hideout
A secret place deep within a forest where the four Musketeers used to live and are said to gather in case of danger for the nearby Pokémon. Righteous energy permeates the room.
  • All Pokémon are under the effects of the Ability Justified
  • All Pokémon’s weakness to Fighting is calculated at the next level of weakness (e.g. 0.5x-1x, 1x-2x). Ghost-type Pokémon are still immune to damaging Fighting-type moves
  • If a move would boost the Attack stage, that boost is doubled, to a maximum of +6 still
  • If a Pokémon has a positive stage boost in Attack, its physical moves have -- Accuracy and bypass the target's defensive boosts
Codifications
Camouflage: Fighting
Nature Power: Energy Ball
Secret Power: Lowers Defense by one stage
===============================
Defiant Arena
Cobalion is a Pokémon who prides itself in its type immunity, making sure to train enough to keep this immunity working. However, whenever Cobalion wants to push its limits, it invites Pokémon it is weak to to attack it at will.
  • If this arena is chosen, the Trainer will send a PM to the referee. For each Pokémon brought to the battle, they will declare a type that is neutrally effective on the Pokemon (the type is not Super Effective, Resisted, or Immune). During the battle in Defiant Arena, the Pokémon is immune to the declared type.
  • If this arena is chosen, the Trainer will send a PM to the referee. For each Pokémon brought to the battle, they will declare a type that is neutrally effective on the Pokemon (the type is not Super Effective, Resisted, or Immune). During the battle in Defiant Arena, the Pokémon is weak to the declared type.
  • Both types have to be different, and Abilities count towards immunities (so a Pokémon with Levitate is considered immune to Ground) and weaknesses (so a Pokémon with Dry Skin is considered weak to Fire). A Pokémon balancing a typing with an Ability (Dry Skin Mollux, Heatproof Bronzong) is considered neutral to the relevant type.
Codifications
Camouflage: Steel
Nature Power: Tri Attack
Secret Power: Causes paralysis
===============================
Battlefield: Leading Musketeer
The part of the legendary battlefield where Cobalion defended a cohort of Pokémon from warring humans. The Legendary Pokémon battled with dignity and resolve, asserting its capacity as leader, but was merciless to humans endangering Pokémon.
  • Upon being first sent out, a Pokémon can declare one (1) move learnt by Cobalion. For the remainder of the battle, the move is added to the Pokémon’s movepool
    • Upon using the selected move, the Pokémon resets their stat changes, as well as temporary statuses and conditions
    • Upon using the selected move, the Pokémon is Sluggish for the next Step
  • Revenge, Reversal, and Retaliate always use their maximum BAP to calculate damage
Codifications
Camouflage: Rock
Nature Power: Shadow Ball
Secret Power: Lowers Accuracy by one stage
===============================
Statue of the Indomitable One
A stone statue representing Cobalion, looking sternly down. It radiates the original Pokémon’s intransigent aura, daring battlers to overcome their hardships, as Cobalion itself once did in the past. It will punish those who would spread woes.
  • No Pokémon can be fully paralyzed, frozen, flinched, or hit itself in confusion. Paralysis keeps its Speed-reducing effect, and confusion can still be applied
  • Any Pokémon using a damaging move with a chance of paralysis, freeze, flinch or confusion takes half the damage dealt as recoil, rounded down
  • The damage formula ignore stat drops other than Accuracy and Evasion
Codifications
Camouflage: Grass
Nature Power: Energy Ball
Secret Power: Causes sleep
===============================
Pathless Plain
Only the worthy may enter this hidden location, where Cobalion waits for challengers to spare with. In the spirit of fairness, Cobalion inspirits weaker Pokémon to stand on equal ground with behemoths.
  • At the beginning of the battle, neutral natured Pokémon are assigned a random non-neutral nature
  • Add together the Stages of the three Pokémon in each team. If both totals aren’t the same, all Pokémon in the team with the lowest number gains a number of Ranks in Attack, Defense, Special Attack and Special Defense equal to the difference
Codifications
Camouflage: Grass
Nature Power: Energy Ball
Secret Power: Causes sleep

:ss/keldeo:
Musketeers’ Hideout
A secret place deep within a forest where the four Musketeers used to live and are said to gather in case of danger for the nearby Pokémon. Righteous energy permeates the room.
  • All Pokémon are under the effects of the Ability Justified
  • All Pokémon’s weakness to Fighting is calculated at the next level of weakness (e.g. 0.5x-1x, 1x-2x). Ghost-type Pokémon are still immune to damaging Fighting-type moves
  • If a move would boost the Attack stage, that boost is doubled, to a maximum of +6 still
  • If a Pokémon has a positive stage boost in Attack, its physical moves have -- Accuracy and bypass the target's defensive boosts
Codifications
Camouflage: Fighting
Nature Power: Energy Ball
Secret Power: Lowers Defense by one stage
===============================
Path of Resolution
This small forest path fills you with determination, to the point where you feel something awakening deep within you, a force pushing you forward and letting you overcome any obstacle.
  • Damaging moves with 'Power' in their name have their BAP increased by 50%, rounded up
  • Hidden Power uses the attacker's highest Rank between Attack and Special Attack to calculate damage (in case of a tie, it defaults to SpA)
  • Effects of the Ability Sheer Force apply to all damaging moves
  • While Focused, a Pokémon is immune to the effects of Taunt, Torment, Imprison and Disable, as well as Cursed Body
Codifications
Camouflage: Grass
Nature Power: Energy Ball
Secret Power: Lowers Special Attack by one stage
===============================
Moor of Icirrus
Keldeo’s old training place is prone to both freezes and forest fire. You’ll need to watch out for environmental hazards, as the ever-changing seasons bring their own share of calamities with them.
  • At the start of each Round, apply the following effect:
    • If the Round number is odd, change the default weather to Hail.
    • If the Round number is even, change the default weather to Sunny.
  • Pokémon-induced weathers have their duration halved
  • Hail causes Pokémon that are not Fighting-, Ice-, or Water-Type to have their Speed reduced by one (1) stage
  • Sunlight causes Pokemon to be Trapped, and causes Pokemon that are not Fire-Type to lose 2 HP at the end of each Action
Codifications
Camouflage: Water
Nature Power: Mud Bomb
Secret Power: Lower Speed by one stage
===============================
Shining Coast
A beautiful coast where the sea shines under the sun and a light breeze blows. This is one of Keldeo’s favorite places, and he sometimes appears, only to gaze at the sea for a while, before shooting off to somewhere else.
  • Pokemon in the evasive stage of Dive can still be hit normally by the opponent’s attacks.
  • All damaging moves with priority of exactly 1 (after modifiers) are treated as Water-Type moves.
  • While ordering, a player can modify any of their attacks by adding the “Journey” modifier (for example, Surf (Journey).) This increases the EN cost of the move by 5. If a move with the “Journey” modifier is Surf, or if it is a damaging Water-Type move being used at +1 Priority or earlier: it gains self-switching properties. (at the end of the Round, the user switches out, but the user must order first next Round)
  • Solar Beam and Solar Blade have their BAP increased by 50% if the target used a Water-type move since the start of the current action
Codifications
Camouflage: Water
Nature Power: Earth Power
Secret Power: Lowers Accuracy by one stage
===============================
Wonder Dimension
A secret door at the back of the Musketeers’ Hideout leads to this alternate dimension, where the Swords of Justice trained Keldeo and where the latter mastered the Secret Sword technique. Nothing follows the space-time laws of your realm here, so don’t get thrown off balance!
  • Damaging Physical moves use the target’s Special Defense rank and stat changes in the damage formula
  • Damaging Special moves use the target’s Defense rank and stat changes in the damage formula
  • Sacred Sword ignores the user’s Attack stat drops and the target’s defensive stat boosts only
Codifications
Camouflage: Fighting
Nature Power: Psyshock
Secret Power: Lowers Defense by one stage

:ss/virizion:
Musketeers’ Hideout
A secret place deep within a forest where the four Musketeers used to live and are said to gather in case of danger for the nearby Pokémon. Righteous energy permeates the room.
  • All Pokémon are under the effects of the Ability Justified
  • All Pokémon’s weakness to Fighting is calculated at the next level of weakness (e.g. 0.5x-1x, 1x-2x). Ghost-type Pokémon are still immune to damaging Fighting-type moves
  • If a move would boost the Attack stage, that boost is doubled, to a maximum of +6 still
  • If a Pokémon has a positive stage boost in Attack, its physical moves have -- Accuracy and bypass the target's defensive boosts
Codifications
Camouflage: Fighting
Nature Power: Energy Ball
Secret Power: Lowers Defense by one stage
===============================
Lush Pasture
A verdant pasture said to be Virizion’s favorite resting place. While nature may seem calm and welcoming here, it actually hosts a brutal battle for all vegetal life to conquer each other.
  • All Grass-type Pokémon can use the move Horn Leech if it isn’t already in their movepool
  • Horn Leech is normally effective against Grass-type Pokémon
  • Pokémon with Sap Sipper gain two (2) HP at the end of every action
  • Absorb, Mega Drain and Giga Drain recover 75% of damage dealt
Codifications
Camouflage: Grass
Nature Power: Energy Ball
Secret Power: Causes sleep
===============================
Virizion’s Training Grounds
This part of the forest was used by Virizion to train up its attacking speed. Broken trees are still laying around, felled by the mighty Pokémon's horns. Cut away to your heart's content!
  • The critical hit stage of "Cut", "Cross", "Scissor", "Swipe", "Razor", "Blade" "Sword", or "Slash" moves is increased by two (2) and their Base Attack Power by four (4)
    • Those moves' effect chance becomes 0
  • Whenever a Pokémon scores a critical hit on a target, place one Critical Counter on that target. The critical hit bonus is raised by 1 for each Critical Counter on the target
Codifications
Camouflage: Ground
Nature Power: Air Slash
Secret Power: Lowers Speed by one stage
===============================
Battlefield: Dashing Musketeer
The part of the legendary battlefield where Virizion defended a cohort of Pokémon from warring humans. The Legendary Pokémon battled with grace and beauty, entrancing many hearts, but was merciless to humans endangering Pokémon.
  • Infatuation also lowers Attack and Special Attack stages by two (2)
  • Whenever a Pokémon fails an Accuracy check, the opponent's Attack and Special Attack stage is raised by two (2)
  • Revenge, Reversal, and Retaliate always use their maximum BAP to calculate damage
Codifications
Camouflage: Rock
Nature Power: Shadow Ball
Secret Power: Lowers Accuracy by one stage
===============================
Extreme Arena
As the only musketeer with a double weakness, Virizion made sure to train extra hard to withstand some blows, using this arena where weaknesses and resistances are taken to the extreme.
  • Moves that would be 4x super effective are now 8x super effective
  • Moves that could be 2x super effective are now 4x super effective
  • Neutrally effective moves are unaffected
  • Moves that would be 2x not very effective are now 4x not very effective
  • Moves that would be 4x not very effective are now 8x not very effective
Camouflage: Ground
Nature Power: Earth Power
Secret Power: Lowers Accuracy by one stage

:ss/entei:
Battle Castle
An Entei once found refuge in Sinnoh, precisely in the Battle Castle. Caitlin herself may have left for Unova, but the Entei stayed… and who’s to say it won’t attract others of the same kind? You’re going to have to play by the rules to see it for yourself though. Let’s get you started with a welcome pack!
  • At the start of the game in this arena, both players receive 5 CP (Castle Points). Before anyone sends out, each player must declare which item or items they buy, starting with the player who chose the arena.
    • No more than 2 of the same item can be purchased
    • A Potion costs 2 CP and heals 20 HP
    • A Super Potion costs 3 CP and heals 40 HP
    • A Full Restore costs 5 CP, heals 40 HP and clears the Pokémon of all status ailments, whether major or minor
    • A Full Heal costs 1 CP
  • No more than 2 items can be used on the same Pokémon in the same match
  • Using an item takes up an action
  • Using an item has the same action timing as activating RageCandyBar
Codifications
Camouflage: Normal
Nature Power: Tri Attack
Secret Power: Causes paralysis
===================
Nascent Volcano
A forming volcano, raised from the earth by Entei’s roar. The boiling magma is waiting for any reason to be released, but should you provide that reason, there’s no guarantee to be spared by the subsequent deadly splashes...
  • Fire-type moves have their BAP doubled, capped at 20
  • Fire-type moves suffer 33% recoil. Flare Blitz suffers 50% recoil
    • This recoil cannot be ignored by items
  • Rock Tomb, Rock Slide and Stone Edge are treated as dual Fire/Rock moves
  • Damaging Water-type moves fail when attempted
Codifications
Camouflage: Fire
Nature Power: Lava Plume
Secret Power: Inflicts burn
===================
Hale Family’s Mansion
A gargantuan mansion in a small town of Johto. Rumor has it some strange letters have been spotted near, and there are odd patches of crystals pulsating with energy here and there.
  • Pokémon can attempt Hidden Power with any of the 18 types as modifier, even if it’s not the one indicated in the Pokémon’s profile, and even if they do not know the move
    • Hidden Power's BAP is equal to six (6), plus two more (+2) for each time the user has executed Hidden Power since they last entered play
  • Fire-type Pokémon are able to Terastallize even if they do not possess the Advanced Technique (in which case their Tera Type is considered Fire)
    • All other conditions and effects of Tersatallization apply
Codifications
Camouflage: Psychic
Nature Power: Tri Attack
Secret Power: Lowers Defense by one stage
===================
Vermillion City Laboratory
In this hidden laboratory, research was conducted on sacred flames that could repel evil and heal wounds. A few flames are still preserved here and there, seemingly on the verge of extinction, but they can be alighted again.
  • A Pokémon can use a damaging Fire-type move on itself to cure it from all status ailments, major and minor
  • Damaging Fire-type moves are super-effective on Dark-type Pokémon
  • Burn status lasts 3a and restores 2 HP/action. Burn doesn’t reduce Attack. These effects apply to all Pokémon, except Dark-type Pokémon
  • As non-holy flames, Flame Orb has no effect in this arena
Codifications
Camouflage: Fire
Nature Power: Shadow Ball
Secret Power: Lowers Attack by one stage
===================
Burned Tower: second level
The second level of the Burned Tower in Ecruteak City. It was once ravaged by a terrible fire and the structure is still weak. Watch your step! You might just walk through the floorboards...
  • Damaging Fire-, Water- and Electric-type moves cannot be attempted
  • Whenever a Pokémon with a WC greater than 3 is sent out: inflict Trapping on that Pokémon
Codifications
Camouflage: Ghost
Nature Power: Shadow Ball
Secret Power: Causes Paralysis

:ss/suicune:
Burned Tower: basement
The basement of the now Burned Tower is dimly lit, and the walls are still marked with the legendary downpour the tower endured when it burned. Legend has it a really fortunate soul can catch sight of Suicune resting there at times...
  • Damaging Fire-, Water- and Electric-type moves cannot be attempted
  • At the very end of each round: inflict the unique status created by Soak on one of the Active Pokémon, at random. This status lasts three (3) turns
  • While a Pokémon is under the effects of this status: the Pokémon can attempt Surf and Aqua Cutter as exceptions to this arena
Codifications
Camouflage: Ground
Nature Power: Earth Power
Secret Power: Causes Paralysis
===================
Spring of Pure Water
This carefully hidden spring is made of the purest water and is jealously treasured by Suicune. Drinking from it is excellent for the body, but it's pretty cold, so don't abuse it. Oh, and it's pretty fragile, but you wouldn't do anything environmentally reprehensible, right?
  • Default Terrain is Pure Water, with the following effects:
    • When a standing Pokemon attacks with a Water- or Ice-type attack: Give that attack a power bonus of two (2)
    • When a standing Pokémon switches out: that Pokémon restores fifteen (15) HP
    • Terrain Pulse becomes Water-type
  • From the second round onwards, when the Terrain or Weather in play would change: discard any Terrain, then, default Terrain in the absence of other Terrain becomes Wasted Spring, with the following effects:
    • When a standing Pokémon attacks with a Poison-type attack: Give that attack a power bonus of five (5)
    • When a standing Pokémon switches out: that Pokémon loses ten (10) HP. This grants a win if a Pokémon reaches 0 HP in this way
    • Terrain Pulse becomes Poison-type
Codifications
Camouflage: Water
Nature Power: Hydro Pump
Secret Power: Lowers Attack by one stage
===================
Purified Marsh
This marsh once was filthy and toxic, but Suicune purified it, and it now serves as an incredibly clear water source. It is impossible to corrupt and it extends its beneficial properties to the battlers here.
  • Damaging Poison-type moves and Brine cannot be attempted
  • As long as a Pokémon has successfully used one damaging Water-type move since it last entered play, it cannot be afflicted with any Major Status
  • If a Pokémon would restore an amount of HP: instead, restore twice that amount of HP
Codifications
Camouflage: Water
Nature Power: Mud Bomb
Secret Power: Lowers Speed by one stage
===================
Cerulean Cape
A dead end where Suicune can be met if the conditions are fulfilled. It is mainly a popular spot for dates despite the chilling cold.
  • Infatuation doesn't end when its subject leaves play
  • The BAP of damaging Ice-type moves is increased by 50%, rounded up
  • When a damaging Ice-type move targets an Pokémon Infatuated with the user: The BAP of that attack is instead doubled
Codifications
Camouflage: Water
Nature Power: Hydro Pump
Secret Power: Lowers Attack by one stage
===================
Temple of the Northern Wind
This temple, located in Johto to honor Suicune, is made of bulky stone and towers over anyone entering it. Travelers recall feeling incredibly safe while in the monument.
  • A Pokémon’s Defense and Special Defense rank become the higher of its Base Defense/Special Defense rank. This occurs before rank modifications due to items or Abilities
  • Each round, all Pokémon (active and benched) have their Defense and Special Defense rank decreased by one (2), with a minimum of 0
  • Moves that raise Defense or Special Defense have their priority increased by one (1)
Codifications
Camouflage: Rock
Nature Power: Power Gem
Secret Power: Causes flinching

:ss/chromera:
Hall of Mirrors
In the lair of the beast, a peculiar passage is full of mirrors, from top to bottom. It is said that Chromera likes to see its own appearance change, admiring itself in the countless mirrors… You might find your own typing somewhat altered, but do not be alarmed; it should be temporary.
  • Both active Pokémon share their primary typing while in this arena, resulting in an identical double typing
    • Any change to one of the battler’s primary typing in reflected on their opponent (eg. Soak, Aggron Mega Evolving, or Protean)
    • A third type can still be added as normal via Forest’s Curse or Trick-or-Treat
    • If both Pokémon have the same primary typing (eg. Fire/Flying and Fire/Ghost), then they become that pure type (eg. Fire).
    • Hazards check for the typing after this arena is applied
Codifications
Camouflage: Normal
Nature Power: Tri Attack
Secret Power: Causes paralysis
===================
Toxic Pit
Chromera is unbothered by its own toxic emanations, so it is logical that they should accumulate. In this particular room, though, they are so strong you could be in very real danger of never getting out! Are those bones you spot in a dark corner? Human bones?!
  • At the start of the round, active Pokémon are afflicted with the Toxic Fumes condition. Toxic Fumes is like Bad Poison, with the following characteristics:
    • No Pokémon can be immune to this effect through Abilities or typing
    • Poison from Toxic Fumes adds Counters at the end of the step, instead of the end of the round
    • You cannot stack Poison or Bad Poison with Toxic Fumes
  • If Toxic Fumes is removed from a Pokémon, it is reapplied at the end of the step with the number of counters it had when removed, at Toxic Orb’s timing
Codifications
Camouflage: Poison
Nature Power: Sludge Bomb
Secret Power: Lowers Speed by one stage
===================
Beast’s Painting Room
Chromera’s favorite place to paint. The vivid colors on the canvases are dizzying, and coupled with a few leftover toxic fumes, would-be visitors often find themselves losing their mind and copying characters from the paintings…
  • When a Pokémon is hit by a damaging move: note the type or types of that move. The Pokémon becomes that type or types
    • This overrides any type-changing effect
  • STAB bonus is raised to four (4)
  • Items that increase the damage of specific types of damaging moves instead apply that boost to the moves the user would be weak to by virtue of typing
  • The number of substitutions in this arena is increased by one (1)
Codifications
Camouflage: Normal
Nature Power: Confusion
Secret Power: Lowers Speed by one stage
===================
Negative Closet
Despite being called a closet, this is a whole room, filled with some disturbing, violent and cruel art pieces. They might be the reflection of Chromera’s more vile instincts, though why they’re confined here is for all to guess…
  • Stat drops and status effects a Pokémon’s move would inflict on others are inflicted on the user instead, with the same Effect Check if applicable
    • Affected status: all Major Status (including Frost markers), Confusion, Flinching
  • If a Pokémon would be inflicted with the unique condition created by Outrage or similar moves: this condition instead lasts until the user leaves play
  • Dark-type moves have their BAP raised by three (3)
Codifications
Camouflage: Dark
Nature Power: Dark Pulse
Secret Power: Causes flinching
===================
Throne Within the Den
At the other end of the labyrinthine lair of Chromera lies the lion, lazily lying on its throne. It might watch the battle before it, and if it’s in an especially good mood, might even bestow its favor to the contestants. If it’s bored, though, it’ll let you know.
  • A Pokémon ordering second not using super-effective moves throughout the round will have its four core Ranks and Speed halved (rounding down) for the rest of the match
  • Pokémon start the battle without a combo counter
  • Pokémon gain one (1) combo counter if they land a critical hit
    • A Pokémon can only have one combo counter at maximum at a time
    • A Pokémon can only gain one counter in this way during a match
Codifications
Camouflage: Dark
Nature Power: Sludge Bomb
Secret Power: Lowers Speed by one stage

:ss/raikou:
Burned Tower: peak
The peak of what was once known as the Brass Tower, where lightning struck and ignited the fire that devoured the rest of the structure. The winds here are strong and changing, and the brass peak could re-ignite the tower, if strong enough lightning was to hit it again.
  • Damaging Fire-, Water- and Electric-type moves have their BAP increased by three (3)
  • Tailwind is always active but switches sides at the end of each round. It starts on the side of the Trainer ordering first
  • If a Trainer orders two damaging Electric-type moves in a row, the second is treated as a Fire-type move. If the same Pokémon then uses a third Electric-type move in a row, it is treated as a Fire-type move and its BAP is increased by 50%
Codifications
Camouflage: Flying
Nature Power: Tri Attack
Secret Power: Causes Paralysis
===================
Raikou’s Thunder Mane
By some time-space alteration or another, you are now battling within the Legendary Beast’s mane, made of actual clouds. Electric energy surrounds you from all parts, clinging to you the faster you move.
  • Default weather is rain
  • Default terrain is Electric Terrain
  • All damaging moves with a priority of 1 or more are treated as Electric-type moves
  • Thunder gains 25% recoil
Codifications
Camouflage: Electric
Nature Power: Thunderbolt
Secret Power: Causes Paralysis
===================
Rumbling Cave
This underground cave hosts the echoes of Raikou’s battlecry. It is said to be so frightening, some Pokémon immediately flee the cave, while other pretend to play dead on the spot, all out of sheer instinct.
  • Seismic moves cause the target to be switched out at the end of the round. Soundproof Pokémon are immune to that effect (but not the move itself)
  • Roar paralyzes the target if it successfully hits
  • Spread moves are able to hit through the evasive phase of D/E moves
Codifications
Camouflage: Rock
Nature Power: Power Gem
Secret Power: Causes flinching
===================
Saber-Toothed Tiger Cemetery
The species Raikou is linked to is long extinct. This cemetery is full of well-preserved fossils, reminding all of the fickle fate of any species, no matter how powerful.
  • At the start of each Round, inflict all Pokemon that are not Doomed with the Doom status (2r). Perish Song cannot stack with this effect
  • The Doom status inflicts 20 HP and 20 EN damage
  • All Pokémon gain access to Ancient Power
Codifications
Camouflage: Ghost
Nature Power: Shadow Ball
Secret Power: Causes flinching
===================
Battle Tower
This facility located in Hoenn has become Raikou’s new home. You should feel rather at ease here with your battle experience, but the Tower is always happy to offer new battling sensations!
  • If a player deals 20 damage or more in a single action, they are awarded one (1) BP
  • If a player is ordering first, they can use one (1) BP to change their held item to any held item they own
  • A player can use two (2) BP to increase their substitution count by one (1)
  • If a player is ordering first, they can use two (2) BP to set a terrain or weather of their choice, for two (2) rounds.
  • A player can use three (3) BP to raise all of the stats of their active Pokémon by one (1), adjusting the natural stage
  • A player can decide to use their BP to buy multiple effects at once, if they have enough BP
Codifications
Camouflage: Normal
Nature Power: Tri Attack
Secret Power: Causes Paralysis

:ss/tapu bulu:
Ula’Ula Meadow
This beautiful flower meadow is covered with red flowers. Oricorio usually feast on that nectar, strengthening their Fire abilities and transforming them into birds reminiscent of flamenco dancers. Many Bug-type Pokémon also covet the nectar; they seem more feisty than usual.
  • Normal-Type moves become Fire-type (before applying Abilities)
  • Pokemon do not lose HP from Burn
  • Fire is only neutrally effective against Bug, and Bug is neutrally effective against Fire
Codifications
Camouflage: Grass
Nature Power: Energy Ball
Secret Power: Causes sleep
===================
Ruins of Abundance
These ruins are home to a yet slumbering Tapu Bulu. Here, under the sandy stretch of the desert, vivid nature is waiting to spring back to life. Tapu Bulu itself might be watching you battle!
  • Damaging Water-Type moves create Grassy Terrain (1r) after they deal damage.
  • Rain Dance creates Grassy Terrain (2r).
  • If a damaging Water-type move is used successfully while Grassy Terrain is in play (even if it missed or dealt no damage), then both Pokémon become Ingrained until the start of the next Round
  • Berries that restore HP can be activated twice instead of once
Codifications
Camouflage: Grass
Nature Power: Earth Power
Secret Power: Causes flinching
===================
Haina Desert
This desert can get a little confusing to navigate, as directions do not seem to follow the proper guidelines for directions across the multiverse. Where’s your left, and where’s your right? Where did you come from, and where did you go? It can even unsettle your Pokémon, too!
  • At the start of each Round, apply the following effect:
    • If the Round number is odd, change the default weather to Sunny.
    • If the Round number is even, change the default weather to Sandstorm.
  • Pokémon can only change the weather by using the appropriate weather stone
  • If a Pokémon switches out for any reason (self-switching, forced switching, or switch phases), and the second Pokémon has not yet been sent out, it is chosen at random, with a 50% chance of being chosen
  • Whenever an active Pokémon leaves play, its replacement becomes confused for 1a
Codifications
Camouflage: Ground
Nature Power: Earth Power
Secret Power: Lowers Accuracy by 1 stage
===================
Abandoned Thrifty Megamart
Initially implanted in Ula’Ula, this site of the Thrifty Megamart, built on sacred grounds, was destroyed by Tapu Bulu. It is now overrun with Ghost-type Pokémon, and urban rumors tell tales of disturbing events happening within…
  • All Pokémon have the Ability Levitate, in addition to their own Abilities
  • If a Pokémon flinches, they expend the EN they would have expended had they acted, and also become Sluggish for the next action, but they cannot be flinched anymore as long as they remain in play
  • Any damaging move directed towards an Electric-type Pokémon gains three (3) BAP (after all other modifiers).
Codifications
Camouflage: Ghost
Nature Power: Shadow Ball
Secret Power: Causes flinching
===================
Hokulani Observatory
Alola’s second tallest mountain hosts the Hokulani Observatory, a celestial research center. Sophocles’ bizarre inventions abound in the inner rooms; they also have a tendency to go rogue and release bursts of electricity into the air.
  • Damaging Electric-type moves gain five (5) BAP (before other modifiers), but they deal three (3) Recoil damage to the user
  • Pokémon with Lightning Rod, Plus, or Minus Abilities gain two (2) HP at the end of each action. Multiple Abilities don’t stack
  • Steel-type Pokémon cannot be corroded or paralyzed
Codifications
Camouflage: Steel
Nature Power: Tri Attack
Secret Power: Causes paralysis

:ss/tapu fini:
Exeggutor Island
This island is populated almost exclusively with the Alolan variety of Exeggutor. The Pokémon living here are happy, but carefree, and sometimes one of the Exeggutors will simply fall over. Watch out for them! Don’t wander too far off the beaten path!
  • Any Pokémon switching out is hit with a STAB Dragon Hammer from a neutral natured Alolan Exeggutor (after applying end-of-Round effects). This move cannot crit or miss and will grant victory to the opponent if it KOs
  • Misty Terrain boosts the power of Fairy-type moves by two (2)
  • The consecutive EN cost for Fairy-type moves is brought from four (4) to two (2)
Codifications
Camouflage: Grass
Nature Power: Hydro Pump
Secret Power: Lowers Attack by 1 stage
===================
Ruins of Hope
These ruins contain the temple enshrining Tapu Fini. Mist is particularly thick in the temple, and the interior is often flooded by the rising tide.
  • The battle starts with permanent Misty Terrain and Mist (Regular) on both sides of the field. If removed or replaced, both of these effects are refreshed at the start of the next turn
  • Water-type moves have their EN cost decreased by two (2)
  • Every even-numbered Round, water floods the cavern, preventing Pokémon from using contact moves that Round. Struggle can still be used, but will always miss.
Codifications
Camouflage: Fairy
Nature Power: Hydro Pump
Secret Power: Lowers Special Attack by 1 stage
===================
Poni Meadow
This beautiful flower meadow is covered with purple flowers. Oricorio usually feast on that nectar, strengthening their Ghost abilities and transforming them into birds whose slow, elegant dance has an air of etherealness.
  • Normal-type moves become Ghost-Type (before applying Abilities)
  • Stage boosts and drops don’t decay and persist through switching
  • Grass-type Pokémon gain a second Ghost typing. If they already have a secondary typing, they become triple-typed instead. Pokémon that already possess the Ghost and Grass dual typing are unaffected
Codifications
Camouflage: Grass
Nature Power: Energy Ball
Secret Power: Causes sleep
===================
Altar of the Sunne & Moone
This altar experiences incredible reality distortion, owing for the most part to the unstable Ultra Energy seeping from a wormhole above the altar. The world as you know it is torn inside out!
  • Battles at the Altar of the Sunne & Moone are Inverse Battles
  • Ultra Beasts, Necrozma, Solgaleo and Lunala retain their normal weaknesses, resistances, and immunities.
Codifications
Camouflage: Psychic
Nature Power: Psyshock
Secret Power: Lowers Defense by 1 stage
===================
Vast Poni Canyon
An ancient, almost mystical canyon where Dragon-types are roaming around, awaiting anyone brave -or foolish- enough to venture within. Strangely enough, a strong magnetic field is present throughout the canyon.
  • The Hovering status grants immunity to all Ground-type moves
  • All contact moves used by Dragon-type Pokémon are turned into Dragon-type moves, and their BAP is increased by one (1)
  • Fairy-type Pokémon resist Dragon-type moves instead of being immune to them
Codifications
Camouflage: Dragon
Nature Power: Thunderbolt
Secret Power: Causes paralysis

:ss/tapu koko:
Seaward Cave
This cave accessible from Melemele Meadow is pretty chilly. You’ll find Pokémon that are used to the cold around these parts, blocks of ice lying here and here, and even the air itself is sharper. You could use that to your advantage, but be careful not to trip up!
  • Damaging Flying-type moves become Ice-Type (after applying Abilities)
  • Damaging Ice-type moves with a BAP of 6 or less always score a Critical Hit.
  • The final damage of super effective moves is increased by four (4). This effect is nullified if the user holds an Expert Belt
Codifications
Camouflage: Ice
Nature Power: Ice Beam
Secret Power: Causes flinching
===================
Hau’oli Cemetery
The cemetery near the city of Hau’oli is a place of grief and sorrow, filled with Trainers having lost their Pokémon… and sometimes Pokémon having lost their Trainer. As per tradition, the place is crowded with Ghost-type Pokémon, who gladly feed on the negative energy floating around.
  • Spite now raises the EN cost of the three (3) last moves used by the target (if applicable) by four (4). If a move has been used multiple times during the past three actions, the effect stacks (8/12 EN respectively). Spite still applies for six (6) actions
  • Grudge now triggers whenever the user takes 16 damage or more, but only lasts six (6) actions. Each player can only have a grudge against 1 move at a time (if they already have an active grudge, they cannot gain a new grudge).
  • Ghost Curse now costs 15 EN to perform, but traps the target. Damage from Ghost Curse is increased by 3 at the beginning of each round.
Codifications
Camouflage: Ghost
Nature Power: Shadow Ball
Secret Power: Causes flinching
===================
Ten Carat Hill
This cave near Kukui’s lab is a rocky area embedded with shiny stones. Breakable stones are a common sight, and it is advised for newer travelers or would-be adventurers to take something to break them, lest they’d find themselves quickly blocked off.
  • At the beginning of the match, place a “Stone Barrier” (Arena element) into play (max. 1).
  • While a Stone Barrier is in play, Pokémon cannot use contact moves other than Struggle or Rock Smash.
  • If a Pokémon successfully uses Rock Smash, remove a Stone Barrier.
  • If a Pokemon successfully uses Strength, place a Stone Barrier into play.
Codifications
Camouflage: Rock
Nature Power: Power Gem
Secret Power: Causes flinching
===================
Melemele Meadow
This beautiful flower meadow is covered with yellow flowers. Oricorio usually feast on that nectar, strengthening their Electric abilities and transforming them into energetic cheerleaders.
  • All active Pokémon are under the effect of Helping Pom-Poms
    • Helping Pom-Pom raises the BAP of all moves by 50%, rounded up, for a minimum increase of four (4). This is done before Ability adjustments
    • Helping Pom-Pom also raises the EN cost of all damaging moves by 50%, rounded up. This is done before all modifiers
    • These effects do not affect Z-Moves or Max Moves
    • Plus and Minus boost the BAP of special attacks by an additional one (1) each
Codifications
Camouflage: Grass
Nature Power: Energy Ball
Secret Power: Causes sleep
===================
Ruins of Conflict
The ruins are supposed to host a sleeping Tapu Koko. However, it appears the island guardian often leaves them to tour Melemele Island. Its residual presence is still felt strongly: the air is crackling with electricity. You would do well to pay respects, otherwise you could anger the Tapu.
  • Default Terrain is Electric Terrain. Other Terrain effects have their duration halved
  • If an active Pokémon doesn’t successfully use at least one Fairy-type move during the round, it is hit with a STAB Thunder from r7 SpA. This occurs at the end of the Round (after end-of-Round effects, but before switching).
    • This Thunder always hits and always deals damage, regardless of circumstances (it cannot be protected or evaded against, it ignores all immunities, it ignores Substitute, it bypasses Accuracy checks, etc.)
    • If both active Pokémon are KOed, resulting in a tie, the Trainer ordering first during that round is declared winner
Codifications
Camouflage: Electric
Nature Power: Thunderbolt
Secret Power: Lowers Special Attack by 1 stage
 
Last edited:

TMan87

We shall bow to neither master nor god
is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Top Smogon Media Contributor
Moderator
Changes, changes...
  • Entei's Journey to the West has been replaced with a now appropriately located Battle Castle!
  • One person can now only apply for one TLG reffing at a time, even if there are multiple pools waiting for a reffing
  • Changing Special Rule 2 to "When you send in your team, if a Pokemon has access to more than one form-changing items or attachments: submit one (1) form-changing item or attachment to your ref. The item you submitted to the ref is a secret. During battle, you may not attempt to equip form-changing items or attachments, other than what you submitted to the ref."
This affects future battles only.
 

Mowtom

I'm truly still meta, enjoy this acronym!
is a Forum Moderatoris a Community Contributor
Moderator
I have a 4* Zapdos already and no current tlg. I think the choice is clear.

Tornadus (Refs: ???)
Mowtom
 

TMan87

We shall bow to neither master nor god
is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Top Smogon Media Contributor
Moderator
I need another closed arenas post don't mind me...
:ss/thundurus:
Mistralton Cargo Service
“Experienced Pokemon handler needed. Recompense provided,” reads the online advertisement. Intrigued, you click the link. It seems a local cargo company wants to add some experimental Rotom-guided planes to their fleet. They want the first person to test these planes to be someone who works well with Pokemon. No flying experience needed, so they say. Eager to make some quick cash, you accept the job, and a week later you find yourself in the cockpit of a small cargo plane.
  • Fly is CT: Set, Combo Class: Body, Combo Subclass: All in this arena.
  • Pokemon with the Levitate Ability and Pokemon that know Magnet Rise can use Fly, even if it is not in their movepool.
  • If a damaging move strikes at any priority other than 0, it gains three (3) BAP.
Codifications
Camouflage: Steel
Nature Power: Air Slash
Secret Power: Lowers Speed by one stage
===============================
An Unfortunate Fly-By
Piloting the plane actually turns out to be quite easy -- you don’t have to do anything at all, because a Rotom steers the plane from inside. Suddenly, you see a blurry form whiz by outside your vehicle. There is a great flash of light, then you hear the cackling sound of electricity echo around the plane. Sparks skitter across the plane’s buttons and dials. The lights on the plane's control panel sizzle and flicker out. And, most frighteningly of all, the nose lurches and begins to drop.
  • Damaging moves with STAB that are used by Electric-Type Pokemon gain +X BAP, where X is the number of Electric-Type Pokemon on both teams combined (max. 6).
Codifications
Camouflage: Electric
Nature Power: Thunderbolt
Secret Power: Causes Paralysis
===============================
Hanging On for Dear Life
As the plane spirals out of control, you and your Pokemon find yourselves being tossed violently in unpredictable directions. You scratch at the walls of the plane, searching desperately for a handhold to cling onto.
  • If a Pokemon becomes Paralyzed, Confused, or Flinched: that Pokemon gains the Flying Type (in addition to its usual Types) until it leaves play. Adding the Flying Type to a Pokemon that is already Flying-Type has no additional effects (the resistances/weaknesses do not stack).
  • Contact moves used by Flying-Type Pokemon have their Accuracy capped at 75% (after other modifiers), unless they have -- Accuracy.
  • Any Pokemon may use the command:
    • "Let Go" (Command), Normal-Type, 5 EN, Target: Self, -- acc, 0 Priority, non-damaging. Effect: "The user loses 5 HP and flinches."
Codifications
Camouflage: Flying
Nature Power: Air Slash
Secret Power: Lowers Speed by one stage
===============================
The Final Hour
Battered and bruised, you barely manage to claw your way back to the control panel. The lights are all off, and the buttons don’t respond to your touch. It’s safe to assume that whatever struck the plane also knocked out the Rotom possessing it. So, if you want to power this plane, you’ll have to provide the electricity from somewhere else. And if that doesn’t work… ah, let’s not worry about that right now.
  • At the start of battle, the plane's Altitude is six (6). At the end of each Round, after applying end-of-Round effects, decrease the plane's Altitude by two (2).
  • If the plane's Altitude reaches zero (0) and the battle is still incomplete, then apply the following effects:
    • Both players lose the battle. (This does not count as a tie. A player must win 2 out of 3 battles to win the TLG.)
    • This Arena becomes unselectable for the remainder of the match.
    • The player who selected this Arena strikes first next match.
  • During the battle, an Exposed Wire (arena object) exists.
  • The Exposed Wire can be targeted by damaging attacks. (By default, attacks will target the foe. Damaging spread attacks will strike both the foe and the Exposed Wire, incurring spread attack BAP penalty).
  • If the Exposed Wire is struck by a single-target damaging Electric-Type attack, increase the plane's Altitude by 2. If it is struck by a multi-target damaging Electric-Type attack, increase the plane's Altitude by 1.
Codifications
Camouflage: Electric
Nature Power: Thunderbolt
Secret Power: Causes Paralysis
===============================
Emergency Water Landing
With the manual controls online, you are able to slow the plane’s descent enough for you to make a safe, albeit rough, water landing. The resultant splash is so huge that water is still falling from the sky after several minutes. You take some time to catch your breath, heal your Pokemon, and revive the Rotom. Eventually you’ll need to return home. But right now, you don’t have the energy for anything at all.
  • During Rounds 1-2, the default weather is Rain.
  • From Round 3 onwards, the default weather is Sunny.
  • Pokemon can only have a maximum of 50 EN.
  • If a player voluntarily switches (during Switch Phase or through a self-switching effect), that player cannot voluntarily switch for the rest of the battle (they cannot initiate a Switch Phase or Counterswitch, and self-switching effects will not apply). This effect supersedes all other effects, including Ghost STAB and Shed Shell.
Codifications
Camouflage: Water
Nature Power: Hydro Pump
Secret Power: Lowers Attack by one stage

:ss/tornadus:
Interdream Zone
Under the guidance of Professor Burnet, you are entering the strange Interdream Zone, where a few specimen of Tornadus have been spotted. They’re said to be looking a bit unusual, though. Keep your eyes open! Also, your Pokémon seem to be feeling a bit strange from the realm between dreams and reality…
  • If they have an alternate forme from their regular sendout forme, Pokémon enter the battle in this forme. Forme requirements are ignored.
    • In the case of multiple alternate formes, such as Castform, the player chooses which forme the Pokémon adopts, though it cannot be its regular forme
    • Pokémon lock their forme on sendout and cannot change mid-battle
    • If a Pokémon has a different movepool than its other forme (for example, Toxtricity-A and -L), it is not affected by this effect
  • All Pokémon’s Special Attack and Speed are swapped, after conversion to the appropriate Rank
    • Conversions are made with the Pokémon's base stats, then Natures are re-applied to the new stats
    • The Special Attack rank always converts to the highest Speed of that rank
List of eligible Pokémon:
Castform
Deoxys
Cherrim
Rotom
Giratina
Shaymin
Darmanitan(-G)
Tornadus
Thundurus
Landorus
Meloetta
Aegislash
Zygarde (cannot choose 100% form on sendout)
Hoopa
Oricorio
Wishiwashi
Minior
Eiscue
Morpeko
Zacian
Zamazenta

Codifications
Camouflage: Psychic
Nature Power: Psyshock
Secret Power: Lowers Defense by one stage
===============================
Skies of Unova
Trying to catch up to the legendary, you hop onto something that can fly and take off after it. Be careful! Tornadus is used to zoom left and right, and it certainly won’t wait for you! Do you have what it takes to give chase?
  • Any Pokémon whose Speed is 96 or lower at the end of the round is forced to switch out. This effect overrides trapping and self-switching. Stat changes are taken into account when determining a Pokémon’s Speed
  • Using a damaging Electric-type move will catch Tornadus’s attention and nullify the above effect during the round it’s used. The nullification applies to both active Pokémon and is forgotten come next round
  • Using Defog to dispel Tornadus’s cloud will only make it go faster, raising the Speed requirement to 111 and preventing damaging Electric-type moves from catching its attention during the remainder of the round
    • Using Defog after a damaging Electric-type move has been used will make Tornadus flee and the nullification effect is cancelled
Codifications
Camouflage: Flying
Nature Power: Air Slash
Secret Power: Lowers Speed by one stage
===============================
Hoopa’s Flying Rings
Hoopa has come to disturb your hunt! Carelessly stepping into a ring, you feel yourself soaring at who knows what altitude. The winds are much stronger here, but it appears Tornadus has also been caught by the trickster! You’ll obviously need to carefully select who you’ll be sending out, because you’re still plummeting right now...
  • The Strong Winds weather is in effect for two (2) rounds when the battle starts
  • If a Pokémon can be used in a Sky Battle (full list), its Attack, Defense, Special Attack and Special Defense Ranks are increased by one (1)
  • Gust’s BAP becomes 4 + 4 (If the user has performed Whirlwind since entering play) + (Consecutive Uses * 3), max 20
    • Gust’s EN cost becomes 4 + Consecutive uses
Codifications
Camouflage: Flying
Nature Power: Air Slash
Secret Power: Lower Defense by one stage
===============================
Conductor Room
The conductor room is an enclosed arena hosting a wide array of toys. The toys can spring back to life and help you, or they can spring back to life and hinder you. Which one will it be? That’s the thing: they are kind of rusty, so you don’t really know what’s gonna happen next. Hey, that’s all part of the thrill of a good hunt, right?
  • At the end of each round, starting at the end of round 1, the ref rolls a d4. The outcome (¼ Magnezone, ¼ Abomasnow, ½ Rayquaza) triggers an effect lasting for the entirety of the upcoming round:
    • Magnezone causes all Pokémon to Hover for one (1) round.
      • Magnezone’s Hover makes all damaging Ground-type moves fail against the target, except if the target is in the evasive phase of Dig
    • Abomasnow triggers Hail that lasts one (1) round
      • The hail can only be overwritten by the appropriate weather stone
      • Abomasnow’s Hail makes damaging Fire-type moves hit for the next level of resistance (2x ⇒ 1x, 1x ⇒ 0.5x, etc.)
    • Rayquaza causes all damaging Rock-, Ice- and Electric-typed moves to hit for half damage for one (1) round
      • A Pokémon that has Mold Breaker, Teravolt or Turboblaze will ignore this and hit for full damage
  • The same effect can be rolled twice in a row
Codifications
Camouflage: Electric
Nature Power: Thunderbolt
Secret Power: Causes Paralysis
===============================
Black Realm
This peculiar floating island is said to be one of Tornadus’s resting place. It’s quite up high, though, and several other Pokémon are roaming around. You could enlist their help, if you so wished, but they need winding up.
  • Upon selecting this arena, both Trainers PM the ref
    • Each Trainer can replace one of their brought Pokémon with a 3* Fearow, Weezing, Kricketune, Emboar or Cinccino, for this match only
    • If they do not wish to replace one of their Pokémon, they signify it to the ref
    • If one of these swapped Pokémon is sent out, they are Sluggish for 1a
  • Swapped Pokémon are considered to be under the Motor Drive Ability, but take half damage from damaging Electric-type moves instead of being immune
:ss/fearow:
Fearow
Stage: ★★★ ⭒ ⭒
Types: Normal/Flying

Abilities:
Keen Eye / Sniper (H) [UNLOCKED]

Nature: Serious

Stats:
HP:
85
Atk: 7
Def: 5
SpA: 5
SpD: 5
Spe: 100
Size Class: 2
Weight Class: 3

Attacks:
Aerial Ace
Agility
Assurance
Astonish
Attract
Bide
Captivate
Confide
Curse
Defog
Detect
Double Team
Double-Edge
Drill Peck
Drill Run
Echoed Voice
Endure
Facade
False Swipe
Feather Dance
Feint Attack
Fly
Focus Energy
Frustration
Fury Attack
Giga Impact
Growl
Hidden Power [Normal]
Hyper Beam
Leer
Mimic
Mirror Move
Mud-Slap
Natural Gift
Peck
Pluck
Protect
Pursuit
Quick Attack
Rage
Rain Dance
Razor Wind
Rest
Return
Roost
Round
Scary Face
Secret Power
Sky Attack
Sleep Talk
Snore
Steel Wing
Substitute
Sunny Day
Swagger
Swift
Take Down
Thief
Toxic
Tri Attack
U-turn
Uproar
Whirlwind
Wing Attack
Work Up
:ss/weezing:
Weezing
Stage: ★★★ ⭒ ⭒
Types: Poison

Abilities:
Levitate / Neutralizing Gas / Stench (H) [UNLOCKED]

Nature: Serious

Stats:
HP:
85
Atk: 7
Def: 9
SpA: 6
SpD: 5
Spe: 60
Size Class: 2
Weight Class: 1

Attacks:
Assurance
Attract
Belch
Bide
Captivate
Clear Smog
Confide
Curse
Dark Pulse
Destiny Bond
Double Hit
Double Team
Endure
Explosion
Facade
Fire Blast
Flamethrower
Flash
Frustration
Giga Impact
Grudge
Gyro Ball
Haze
Heat Wave
Hidden Power
Hyper Beam
Incinerate
Infestation
Memento
Mimic
Natural Gift
Pain Split
Payback
Poison Gas
Protect
Psybeam
Psywave
Rage
Rain Dance
Rest
Return
Rollout
Round
Screech
Secret Power
Self-Destruct
Shadow Ball
Shock Wave
Sleep Talk
Sludge
Sludge Bomb
Sludge Wave
Smog
Smokescreen
Snore
Spit Up
Spite
Stockpile
Substitute
Sunny Day
Swagger
Swallow
Tackle
Taunt
Thief
Thunder
Thunderbolt
Torment
Toxic
Toxic Spikes
Uproar
Venom Drench
Venoshock
Will-O-Wisp
Zap Cannon
:ss/kricketune:
Kricketune
Stage: ★★★ ⭒ ⭒
Types: Bug

Abilities:
Swarm / Technician (H) [UNLOCKED]

Nature: Serious

Stats:
HP:
90
Atk: 6
Def: 4
SpA: 4
SpD: 4
Spe: 65
Size Class: 2
Weight Class: 3

Attacks:
Absorb
Aerial Ace
Attract
Bide
Brick Break
Bug Bite
Bug Buzz
Captivate
Confide
Cut
Double Team
Echoed Voice
Endure
Facade
False Swipe
Fell Stinger
Flash
Focus Energy
Frustration
Fury Cutter
Giga Impact
Growl
Hidden Power [Normal]
Hone Claws
Hyper Beam
Infestation
Leech Life
Natural Gift
Night Slash
Perish Song
Pound
Power-Up Punch
Protect
Rain Dance
Rest
Return
Rock Smash
Round
Screech
Secret Power
Silver Wind
Sing
Slash
Sleep Talk
Sticky Web
Strength
Struggle Bug
Substitute
Sunny Day
Swagger
Swords Dance
Taunt
Toxic
X-Scissor
:ss/emboar:
Emboar
Stage: ★★★ ⭒ ⭒
Types: Fire/Fighting

Abilities:
Blaze / Reckless (H) [UNLOCKED]

Nature: Serious

Stats:
HP:
100
Atk: 9
Def: 5
SpA: 7
SpD: 5
Spe: 65
Size Class: 3
Weight Class: 5

Attacks:
Arm Thrust
Assurance
Attract
Body Slam
Brick Break
Bulk Up
Bulldoze
Burn Up
Confide
Covet
Curse
Defense Curl
Double Team
Earthquake
Echoed Voice
Ember
Endeavor
Facade
Fire Blast
Flame Charge
Flamethrower
Flare Blitz
Fling
Focus Blast
Frustration
Giga Impact
Grass Knot
Gyro Ball
Hammer Arm
Head Smash
Heat Crash
Heavy Slam
Hidden Power [Normal]
Hyper Beam
Incinerate
Low Sweep
Magnitude
Odor Sleuth
Overheat
Poison Jab
Power-Up Punch
Protect
Rest
Return
Roar
Rock Slide
Rock Smash
Rock Tomb
Rollout
Round
Scald
Secret Power
Sleep Talk
Smack Down
Smog
Solar Beam
Stone Edge
Strength
Substitute
Sucker Punch
Sunny Day
Superpower
Swagger
Tackle
Tail Whip
Take Down
Taunt
Thrash
Toxic
Wild Charge
Will-O-Wisp
Work Up
Yawn
:ss/cinccino:
Cinccino
Stage: ★★★ ⭒ ⭒
Types: Normal

Abilities:
Cute Charm / Technician / Skill Link (H) [UNLOCKED]

Nature: Serious

Stats:
HP:
90
Atk: 7
Def: 5
SpA: 5
SpD: 5
Spe: 115
Size Class: 1
Weight Class: 1

Attacks:
After You
Aqua Tail
Attract
Baby-Doll Eyes
Bullet Seed
Calm Mind
Captivate
Charm
Confide
Dazzling Gleam
Dig
Double Slap
Double Team
Echoed Voice
Encore
Endure
Facade
Fake Tears
Flail
Fling
Focus Blast
Frustration
Giga Impact
Grass Knot
Growl
Gunk Shot
Helping Hand
Hidden Power [Normal]
Hyper Beam
Hyper Voice
Iron Tail
Knock Off
Last Resort
Light Screen
Mud-Slap
Play Rough
Pound
Protect
Rain Dance
Rest
Retaliate
Return
Rock Blast
Round
Safeguard
Secret Power
Seed Bomb
Sing
Slam
Sleep Talk
Snore
Substitute
Sunny Day
Swagger
Swift
Tail Slap
Tail Whip
Thief
Thunder
Thunder Wave
Thunderbolt
Tickle
Toxic
U-turn
Uproar
Wake-Up Slap
Work Up

Codifications
Camouflage: Flying
Nature Power: Energy Ball
Secret Power: Causes Paralysis

:ss/calyrex:
Crown Shrine
This place where Calyrex was once crowned absorbed most of its spiritual energy, letting it seep around the area. If you could somehow tap into this pool of energy, you could unleash the ancient wrath of the king. But… can you?
  • Dark-type Pokémon resist Psychic-type moves instead of being immune
  • Calm Mind boosts Special Attack and Special Defense by two (2) stages, adjusting the natural stage
  • Expanding Force always hits for maximum BAP
Codifications
Camouflage: Grass
Nature Power: Psyshock
Secret Power: Causes sleep
===============================
Statue of the King of Bountiful Harvests
In Freezington, the statue of Calyrex always stood at the center of the village. It was the place of choice for old rituals and village feasts. In truth, Calyrex really never was forgotten, more like… flanderized. The power of belief is still strong in this particular place, and miracles can indeed happen.
  • Berries have one additional use
  • In addition to their own Abilities, Psychic-type Pokémon can select one Ability from a teammate and use it as their own
    • They cannot select a #Trait Ability
    • This is done on first sendout and cannot be changed afterwards, even on later sendouts
    • If the teammate has not yet been revealed, it has to be used in the match
  • Grass-type Pokémon are healed for ¼ of the damage they deal with Grass-type moves
    • Mega Drain, Giga Drain and Horn Leech do not benefit from that effect and instead have their cap doubled if they are used by a Grass-type Pokémon. This can stack with Big Root
Codifications
Camouflage: Grass
Nature Power: Energy Ball
Secret Power: Causes sleep
===============================
Freeze Inn
The inn in Freezington is an anchor for most of its inhabitants. It’s a place to rest, but also a place to battle, notably on the roof, which has a dedicated battle spot for avid Trainers… if you can endure the merciless weather, that is. Do be wary not to disturb the other customers, though!
  • Default weather is Hail
  • Other weathers can only be set with the appropriate weather stone, except for Sandstorm which cannot be set at all
  • Spread moves cannot be used, except if they are also Ice-type moves, whether naturally or through an Ability
Codifications
Camouflage: Ice
Nature Power: Tri Attack
Secret Power: Causes paralysis
===============================
Old Cemetery
This place is said to be roamed by a spirit that will muffle all sounds to preserve the peace and quiet it desires. The mystical atmosphere may seem like it’d be a good idea to take a nap here, but you might find yourself separated from your body afterwards!
  • Sound-based moves have their BAP halved, rounded down
  • Shadow Ball loses its effect, instead gaining a 20% chance to put an opponent to sleep
  • Sleeping Pokémon lose 5 HP and 5 EN per turn asleep
Codifications
Camouflage: Ghost
Nature Power: Shadow Ball
Secret Power: Causes flinching
===============================
Frostpoint Field
The giant frozen fields in the Tundra used to be lush pastures and cornucopian crops. While it now remains little from that golden era, the land does not forget, and it would not take much for it to grow back to its former glory.
  • Using a Fire-type move in this arena while Grassy Terrain is not active summons Grassy Terrain for two (2) rounds
    • This can override any other Terrain
  • While benefiting from Grassy Terrain, a Grass-type Pokémon’s weakness to Fire is calculated to the next level of resistance
Codifications
Camouflage: Ice
Nature Power: Energy Ball
Secret Power: Causes freezing

:ss/regieleki:
Galar Power Plant
The Galar Power Plant is officially controlled by Macro Cosmos, and is at first glance a completely normal power plant… but then you get to the secret room, where Rose once planned to trap Regieleki and use its power as an almost infinite source of electricity for all of Galar. Everything’s still in place!
  • Successfully using a phazing move doesn’t switch the target out. Instead, it throws them into the trap, preventing them from using contact moves and Electric-type moves (except self-targeting Electric-type moves) for the rest of the round
    • The Pokémon can still switch normally
    • Using subsequent phazing moves in the same round has no effect whatsoever
  • While in the trap, a Pokémon gains 20% Accuracy (flat) for all non-contact moves
Codifications
Camouflage: Normal
Nature Power: Thunderbolt
Secret Power: Causes paralysis
===============================
Thunder Cage
A giant spherical metal cage. If you set foot inside, it can get very tricky to get out, at least if you don’t want to end up fried! Fortunately, the cage is a bit rusty, meaning you can disrupt it if you just know where to hit… or if you don’t care where you’re hitting!
  • Electric-type moves with a BAP of 4 or less that hit the target inflict Partial Trapping. Ghost-type Pokémon are not immune to this trapping, but Electric-type Pokémon are
  • A Pokémon can use a seismic move to free itself from Partial Trapping
  • Electric Terrain inflicts regular Trapping to all active Pokémon when used successfully. This Trapping overrides typing, but not Abilities or items
Codifications
Camouflage: Electric
Nature Power: Thunderbolt
Secret Power: Causes paralysis
===============================
Split-Decision Ruins: Thunder Chamber
This section of the Split-Decision Ruins is painted a vibrant yellow. There is a low hum throughout the room, apparently coming from the floor. Looking closer, the floor is not uniform: there are tiles in here that are strangely familiar… Stepping on them fills you with determination (and speed).
  • Electro Ball and Gyro Ball are uncapped
  • Instead of using a move, a Pokémon can spend an action stepping on a panel. Stepping on a panel doubles the Speed of the Pokémon
    • It is written in an orderset as Step (Panel)
    • Step (Panel) can not be used in a substitution
    • There are only 7 panels in the room. Once a panel is stepped on, it cannot be activated again. Once all panels have been activated, this action is no longer available
Codifications
Camouflage: Rock
Nature Power: Power Gem
Secret Power: Causes flinching
===============================
Power Circuit
This maze-like construction seems to be made out of gigantic power cables, surrounding you from all parts and apparently reaching into random directions. They are occasionally traversed by brief pulses of blue light. Hopefully they’re not unstable… Oh wait. They are!
  • All damaging Electric-type moves automatically fail against their target. Instead, they are absorbed by the cables, which increases their Charge
    • A regular damaging Electric-type move increases Charge by 1
    • Zap Cannon and Rising Voltage increase Charge by 2
  • Once the Charge reaches 4 or more, the active Pokémon that did not use the final Electric-type move suffers Power Paralysis
    • Power Paralysis quarters the speed of a Pokémon, but it cannot be fully paralyzed
    • It replaces regular Paralysis (if applicable) and ignores type immunities
    • Any Water- or Electric-type move used by a Pokémon afflicted by Power Paralysis fails, and the user loses 20 HP instead. Afterwards, the user is cured from Power Paralysis
  • Once Charge reaches 4 or more, subtract 4 Charge
Codifications
Camouflage: Electric
Nature Power: Tri Attack
Secret Power: Causes paralysis
===============================
Wyndon Stadium
The gigantic stadium in the city of Wyndon is well-known by Pokémon fans. However, it has recently seen a few electrical incidents. I wonder if the Galar Power Plant being nearby has something to do with it…?
  • The rules are different for each match:
    • For the first match:
      • The BAP of damaging Water-type moves is increased by two (2)
      • In addition, when first sending out, a Trainer picks one of two effects. The Trainer then benefits from this effect for the entire match and cannot change afterwards:
        • The BAP of damaging Ghost-type moves is increased by five (5) and their EN cost by two (2)
        • The BAP of damaging Fighting-type moves is increased by five (5) and their EN cost by two (2)
    • For the second match:
      • The weather starts clear, before alternating between Sun and Sand, starting from the beginning of Round 2 with Sun
      • In addition, when first sending out, a Trainer picks one of two effects. The Trainer then benefits from this effect for the entire match and cannot change afterwards:
        • All of the Trainer’s Pokémon are treated as having Prism Armor as an additional Ability
        • All of the Trainer’s Pokémon are treated as having Mold Breaker as an additional Ability
    • For the third match:
      • Dark Aura is always active
      • Thunder has 100% Accuracy but no chance to paralyze
      • All moves with “Beam” or “Cannon” in their name, as well as Octazooka, have their BAP increased by 50%
Codifications
Camouflage: Dragon
Nature Power: Normal
Secret Power: Tri Attack
 
Last edited:

TMan87

We shall bow to neither master nor god
is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Top Smogon Media Contributor
Moderator
:calyrex: "It is so very tiring to be roaming alone in this world. All I have is this lousy companion that keeps me up at night by being much too bright and does little else to cater to my needs."
:regieleki: "01011001 01101111 01110101 00100000 01100011 01100001 01101110 00100000 01100111 01101111 00100000 01100010 01101111 01101100 01110100 00100000 01111001 01101111 01110101 01110010 01110011 01100101 01101100 01100110 00100000 01110100 01101000 01100101 01101110"
:calyrex: "I shall pretend I did not hear that."


Calyrex and Regieleki TLGs are open! End date: May 24th!
 
I may have a better Electric legend, but I gotta fill out my collection of Regis, so time to sign up for that.

Regieleki
TheEver
Maxim
 

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