ARENA Daisy Circuit - Star Cup 1 (Move your mouse to reveal the content) Daisy Circuit - Star Cup 1 (open) Daisy Circuit - Star Cup 1 (close) Arena: Daisy Circuit Field Type: All Types Complexity: Intense Formats: All Formats Restrictions: All moves are allowed. Description: Daisy Circuit is the first course of the Star Cup, situated in a coastal town, near the beach. For some reason, the sun is always setting, creating an orange-streaked sky that is reflected by the windows of the tall lighthouse. The racetrack is rather straightforward, and the only things to watch out for are pesky cones. Despite its appearance in what seems to be an advanced Grand Prix, Daisy Circuit is in fact about as interesting as watching grass grow. To help alleviate this issue, Toad's Factory has sent a shipment of item boxes to Daisy Circuit so as to liven this coastal course up. Combat behaves the same way as regular combat does while on Daisy Circuit. At the end of each round, however, each Pokemon runs into a set of item boxes and obtains one item. If the Pokemon already has an item at the end of a round, it does not pick up a second one; however, if the Pokemon has the ability Pick Up, it will be able to hold a second item, but not a third. Each item can be used either before the first action or at the end of a action without using up the action; the exception to this is the Thunder Cloud, which activates automatically. However, you may not use more than one item per interval between actions. The item that is obtained is decided through RNG, and their item is described below. All stage boosts and drops that occur from items decay at the end of the round that they are used. 15% - Green Shell: 5 DMG to target, 30% to Flinch. 15% - Banana Peel: -1 Spe to target, 50% to Flinch. 10% - Thunder Cloud: Transferred by contact attacks, activates a Lightning effect on the holder at the end of the round. 10% - Mushroom: +1 Spe, +1 Crit Rate, +5% Acc 10% - Fake Item Box: 100% to Flinch. 10% - Red Shell: 10 DMG to target, 60% to Flinch. 05% - Bob-omb: Deals 10 DMG to all enemies and 3 DMG to all allies. 05% - POW Block: -2 Spe to all Pokemon, -10% Eva to all Pokemon. 05% - Lightning: 5 DMG to all Pokemon, inflicts 25% PRZ to all enemies, reduces SC to 2. 05% - Blue Shell: 15 DMG to target, 3 DMG to other Pokemon, 100% to Flinch. 05% - Blooper: -20% Acc to all enemies, -20% Eva to all enemies, -1 Spe to all enemies. 02% - Golden Mushroom: +3 Spe, +2 Crit Rate, +20% Acc. 02% - Star: +5 DMG to all attacks, -5 DMG to all attacks aimed at you. 01% - Bullet Bill: 20 DMG to all enemies, +6 Spe, Flinches all Pokemon for 1 action. It should be noted that getting hit by certain items will result in a loss of your item; these follow the rules of Mario Kart in-game. For example, getting hit by either a Bullet Bill or a Blue Shell will result in your item getting knocked out. Furthermore, a Pokemon can opt to discard an item instead of using it; a simple order such as "[Discard Lightning]" will do, but it will count as using an item between an action; however, the Lightning Cloud may not be discarded. Note that this does not take up an action, and since it is not an action, cannot be flinched by means of Mario Kart items or moves such as Fake Out. Items that are used by different Pokemon on the same interval are used in order of standard turn order; treat Bullet Bills as having 3 Priority, Stars and Golden Mushrooms as having 2 Priority, and Mushrooms as having 1 Priority. At the end of each action, there is a chance for a Pokemon to run into a cone. Because the longer the Pokemon has been out in the battle, the more monotonous Daisy Circuit gets, Pokemon that have been active for a longer duration of time tend to bump into cones more. Thus, the chance of bumping into a cone at the end of an action is equal to the number of rounds that the Pokemon has been active multiplied by ten (10), with a cap of fifty (50) percent. Bumping into a cone deals 1 DMG to the Pokemon, in addition to lowering their Speed by fifty (50) percent for the next three actions; this effect cannot stack but will restart the timer. Summary: Mario Kart items to be used, chance to bump into cones. ELEVATOR MUSIC Itomaru (Spinarak) (Move your mouse to reveal the content) Itomaru (Spinarak) (open) Itomaru (Spinarak) (close) Spinarak [Itomaru] (M) Nature: Adamant (+1 Atk, -1 SpA) Type: Bug/Poison Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves. Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings. Abilities: Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10). Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently. Sniper (DW): (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks. Stats: Spinarak HP: 90 Atk: Rank 3 (+) Def: Rank 2 SpA: Rank 1 (-) SpD: Rank 2 Spe: 30 Size Class: 1 Weight Class: 1 Base Rank Total: 12 Total Moves: 23 EC: 0/6 MC: 0 DC: 0/5 Attacks: Poison Sting String Shot Scary Face Constrict Leech Life Night Shade Shadow Sneak Fury Swipes Sucker Punch Spider Web Agility Pin Missile Poison Jab Disable Toxic Spikes Twineedle Electroweb Endure Hone Claws Protect Dig Double Team Bounce TERRADOR Pichu (Move your mouse to reveal the content) Pichu (open) Pichu (close) Pichu (Lenneth) (F) Nature: Modest (Sp. Attack raised by *; Attack lowered by *) Type: Electric Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Stats HP: 80 Atk: Rank 1 (-) Def: Rank 1 SpA: Rank 3 (+) SpD: Rank 2 Spe: 60 Size Class: 1 Weight Class: 1 Base Rank Total: 10 EC: 1/9 MC: 2 DC: 1/5 Abilities: Static: (Innate) This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon. Lightningrod (LOCKED): (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. If a Pokemon has a type immunity to Electric attacks, Lightning Rod will not activate. Attacks: Thundershock Charm Tail Whip Thunder Wave Sweet Kiss Nasty Plot Encore Endure Wish Hidden Power (Rock) Double Team Protect Total: 12 TURN ORDER Elevator Music equips an item. Terrador equips an item and issues actions. Elevator Music issues actions.