Arena: Rainbow Road (SNES)
Field Type: Big/Heavy Pokémon
Complexity: Intense
Format: All
Restrictions: No External Grass, No External Water Source, No External Rocks, No Digging, Artificial Field, Weather is impossible to summon, even with a Weather Rock.
Description:
The arena is the original Rainbow Road circuit from the Mario Kart Series, initially appearing in the original instalment for the SNES. The battle takes place atop moving karts, & as a result, the battle is always moving around the track. As a result, all entry hazards summoned end up being left behind quickly as the battles races on. Furthermore, because of the moving nature, battlers will find themselves moving toward the Star Thwomps that reside on the circuit, & if you do not take evasive action, you will be either flattened by their fall onto the tiled floor, or running into them, which even then sees you take damage! Finally, there is zero guardrails around the arena to keep you on the circuit, so if you get hit hard enough, you might fall down & find yourself having to catch up after being put back on the arena! Finally, remember that this is high up in virtually space territory, so no weather can happen at all, & because the circuit is made up of tiles coloured in a rainbow-fashion, there is no external anything source around, & you cannot dig through the tiles either! Who will come out on top in this high-speed battle? Let us see!
Mechanics:
- The Constantly moving nature of the battle means that all entry hazards will dissipate at the end of each round.
- When a Pokémon either deals damage with a weight-based move, or scores a Critical Hit (Excluding Storm Throw, Frost Breath, Stick, & Focus Energy), to a Pokémon with a Weight Class value at least 3 lower than their own, the opponent will fall down the arena & will take a flat 10 damage. The stricken Pokémon will then be unable to complete their next action as they return to the arena, but will take no damage from any attack the next action as they catch up (The Avoid the Star Thwomps command overrides the lost action from falling).
- Flying-Types, Levitators, & Pokémon under the influence of either Magnet Rise or the Levitate Command, as well as Pokémon holding a non-consumed Air Balloon, cannot be thrown off the arena in this manner.
- At the end of each round (Not including the start of the battle), the referee will RNG an action, & publicly reveal the result. Next round, at the end of that action, Star Thwomps will fall onto the arena & flatten all Pokémon, dealing damage equal to ((8-Pokémon's SC)×5). Those Pokémon hit will flinch their next action.
- This, however, can be avoided with the command: Avoid the Star Thwomps. This command has +6 Priority, costs 2 Energy, & cannot be prevented by Taunt or Torment. This command cannot be encored, either.
- Suspending Fly will also allow the user to avoid the Star Thwomps as well.
Summary: Race around the original Rainbow Road from Super Mario Kart, & avoid the Star Thwomps! Also, remember to try & not fall, or use Entry Hazards!