This is an indoors arena, so any weather moves and moves that require an outdoors arena (eg, SolarBeam, Thunder) cannot be used. There is no external water source and no external grass. This is an artificial environment, so Energy Ball's BAP is reduced by 2. Digging and seismic moves are also not usable on this arena.
This arena is made of several treadmills in two rows. Each pokemon starts in the center of the arena on one of these treadmills. There is only 49ft of treadmill between the pokemon and a spike pit. At the end of each action, the treadmills pull each pokemon 1ft away from the center of the arena and they all expend 1 energy trying to keep up. Flying and levitating pokemon are not exempt from this. If a pokemon is pulled into the spike pit, it is immediately KO'd.
A pokemon can spend an action and 5 energy on either the
Run forward command, which will move the pokemon toward the opposing team, or the
Run backward command, which will move the pokemon away from the opposing team. In both cases, the pokemon will move a number of feet equal to 10% of its speed, rounded normally but with a minimum of 1ft. However, a pokemon will stop if it gets closer than 1ft to an opposing pokemon or just before it reaches the end of the treadmill. These two commands cannot be Encored or prevented by any moves and are not subject to the consecutive move penalty.
All direct damaging moves have a knockback component. The knockback of such a move in feet is equal to the BAP of the move (before STAB and other adjustments except for Technician, the *0.75 for multi-target moves, and multi-hit calculation) plus the user's attack or special attack rank minus double the target's weight class. For example, an Adamant Gyarados' Aqua Tail against a Charizard will knock him back (9+6-4*2)=7ft. Moves that hit allies will not knock them back at all, though they will still do damage as normal. Protect and Detect also eliminate knockback, while Endure halves knockback, rounding halves up. Also, a particularly heavy pokemon may not be knocked back at all by a particularly weak move.
Contact moves can only be used if the target is within running distance + 1ft (for example, a neutral-natured Hariyama can only use Brick Break on an opponent that is within (50/10)+1=6ft), and, if necessary, the user runs up to 1ft away from the target before hitting. In the case of U-Turn, the user then returns to its previous position. If a pokemon is too far away to land the blow, it automatically uses the appropriate running command instead.
Any time a pokemon chills or fails to act for any reason (eg, sleep, full paralysis, flinch, combo cooldown), the pokemon is moved 5ft by the treadmills at the end of the action instead of 1ft. A pokemon under the effects of Ingrain is also moved 5ft instead of 1ft and cannot run to use contact attacks (so can only use them on opponents 1ft away) or use either of the two running commands. In all these cases, however, the pokemon does not expend 1 energy at the end of the action.