A classic Pokemon battling arena: the typical lengthwise field of sod decorated with a Pokeball in the middle, as well as starting and boundary lines. The platforms shown in the picture are for the trainers, and will be situated along the outside of the arena, rather than the center. At the end of every round, the arena changes to one of 8 elemental fields (non-repeating). This type-based field lasts for two full rounds (6 turns) before returning to normal. The field will always remain in the normal state for one full round (including the beginning of the match) before changing again. The layout and effects of the different elemental fields are as follows:
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Rock: Enables the use of Rock-based moves such as Rock Slide and Rock Tomb. The movement and maneuverability of Flying or airborne Pokemon is greatly reduced by the towering rock masses. The cacti in the arena mimic the move Spikes, causing damage to any Pokemon that hits them (acts as a field/movement hazard, NOT an entry hazard).
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Grass: Grass-type and Bug-type Pokemon feel very at home in this foresty stage. Grass-type attacks have their base damage boosted by 1 and their energy cost reduced by 1, while Bug-type Pokemon have the energy cost of all Bug-type attacks and Dodge commands reduced by 1.
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Water: Allows unlimited use of all Water-moves. Environmental moves such as Surf are enabled, and the energy cost of Water-type moves is reduced by 2. Swift Swim is active for all Pokemon that reside in the pond at one end of the stage. Electric-type attacks aimed at Pokemon in the water have perfect accuracy (akin to Aura Sphere or Swift).
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Fire: The arena blazes with intense heat; Fire-type attacks have their damage output boosted by 25%, while Water-type moves have their damage reduced by 25%. The likelihood of Pokemon recieving burns from moves that inflict Burn is raised by 10%.
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Electric: The spinning turbines in the arena cause a lot of static electricity buildup in the area, boosting the damage output of all Electric-type moves by 25%. Additionally, any Pokemon attempting to remain on the treadmills must spend 3 energy per turn to stay there without falling off the stage or to move across it, but being on the treadmill doubles the static electricity buildup, boosting the chance of paralysis for all Electricity-based paralyzing moves by 15%.
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Flying: Fans blow upward from underneath the stage, reducing gravity for all Pokemon present. The energy penalty for remaining airborne with Fly is eliminated altogether, and the Jump command is much easier to use; Pokemon using it may remain airborne for a little while depending on the Pokemon's weight. The energy cost of all wind-based attacks is reduced by 1.
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Ground: The ground is extremely soft and malleable here, reducing Ground-type attacks' energy cost by 1, and lowering the energy cost for consecutive Digging by 2. Electric-type attacks have their power greatly reduced here, as if Mud Sport were in effect.
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Ice: Ice-type moves become more powerful due to the frosty air. All Ice-type moves have their base damage boosted by 1, and the Freeze chance of all moves is boosted by 5%. The effect of burns is neutralized while this stage is in effect (though it will resume after the stage's duration is complete). Additionally, the ground is very slippery, restricting movement and making Dodge commands very difficult (according to the ref's discretion) for any non-Ice type Pokemon on the ground.
Also, each trainer will be given the option to switch Pokemon when the stage shifts; this will proceed in the same turn order as it would if the trainers were attacking, and it does NOT take up a turn in the round. After both trainers decide whether or not to switch, attack orders proceed normally.
NOTE: The field is not to the scale that it is in Super Smash Bros, but rather about twice that size for ample maneuverability.