The Test of Chaos will take place in an arena that is functionally identical to the standard ASB arena, although the battle is being overseen by a being of chaos.
In the Test of Chaos, any time a random roll is made (whether for accuracy, critical hit, secondary effect, confusion roll or anything else that would require a random number to be rolled), the being of chaos gains 1 energy. At the end of every round, the being of chaos expends all its energy to do damage to all active Pokemon equal to (energy * 2 / number of active Pokemon). For example, if, at the end of a round between a Cyclohm and a Colossoil, the being of chaos has 8 energy, then both Cyclohm and Colossoil take 8 damage and the being of chaos goes back to 0 energy. If there is also a Krilowatt and a Pyroak in the mix however, then the being does 4 damage to all four Pokemon, whereas if Cyclohm is the only Pokemon left standing at the end of the round, it takes 16 damage.
The being of chaos may do something in addition to this damage depending on how much energy it has. Note that random rolls made as part of this additional effect do not add energy to the being of chaos. The possible additional effects are as follows:
- 0 energy: The being of chaos is most displeased and utters a vow of vengeance. As well as starting the next round with 5 energy, the amount of damage the being of chaos deals at the end of the next round is doubled.
- 1 - 10 energy: No additional effect.
- 11 - 15 energy: All active Pokemon gain the effects (both good and bad) of one of the Moody natures determined at random for each Pokemon. This stacks with any existing Moody nature. If any active Pokemon are switched out at the start of the next round, their random natures transfer to their replacements. The nature lasts until the end of the next round.
- 16 - 20 energy: All active Pokemon change type as per the move Conversion 2. Pokemon that wouldn’t be able to change type via Conversion 2 become typeless. If any active Pokemon are switched out at the start of the next round, the replacements change type to match the type chosen for the Pokemon they are replacing. The type change lasts until the end of the next round.
- 21 or more energy: All active Pokemon are switched out (only if Switch = OK) and their replacements are chosen at random as if the Pokemon had been hit by Roar or Whirlwind. Effects that prevent switching out such as Ingrain and Suction Cups do not prevent this. Pokemon that don’t switch out (because Switch = KO or for any other reason) are confused for the duration of the following round. This confusion cannot be removed by any means.