Keeping the closed arenas safe here because character limit. Maybe another thread is needed...
Plasma Zone
A large area oversaturated with electricity. The static charges in the air permeate everything, facilitating the flow of electricity to and fro. Even the ground you stand on has sparks running along.
Camouflage: Electric
Nature Power: Thunderbolt
Secret Power: Causes Paralysis
===============================
Levitating Rock Formation
This strange rock formation is under a constant strong magnetic field. Oddly for rocks, these can fly around at high speed, so Pokémon with strong magnetic affinities should be able to do the same.
Camouflage: Rock
Nature Power: Earth Power
Secret Power: Causes Paralysis
===============================
Thunder Peak
This mountainous peak is constantly struck by lightning, leaving a distinct scent of ozone in the air. This smell makes Pokémon more aggressive, but also less disciplined, almost sending them into a feral state.
Camouflage: Rock
Nature Power: Thunderbolt
Secret Power: Lowers Accuracy by one stage
===============================
Roaring Maze
A disorienting maze where Zeraora has been spotted running around. Static electricity makes it hard to move for Pokémon with a lot of fur. From time to time, an ear-shattering thunderbolt strikes at random, illuminating part of the labyrinth, but leaving painful marks in the retinas of those who looked at it directly.
Camouflage: Ground
Nature Power: Power Gem
Secret Power: Causes flinching
===============================
Surging Caldeira
From the research led in this parts, this is where Zeraora was born. The caldeira has patches of boiling magma meshing with the ambient sparks, creating a unique kind of energy.
Camouflage: Fire
Nature Power: Lava Plume
Secret Power: Causes burn
A large area oversaturated with electricity. The static charges in the air permeate everything, facilitating the flow of electricity to and fro. Even the ground you stand on has sparks running along.
- Damaging Normal-type moves are treated as Electric-moves. This effect takes place after all type-changing Abilities are resolved
- The moves Charge Beam, Electroweb and Nuzzle inflict a conducting effect for three (3) actions. Under the conducting effect, the target’s weakness to Electric attacks is calculated at the next weakness level (e.g. 0.5x-1x, 1x-2x). Type immunity still applies, and Ground types cannot be paralyzed by Electric-type attacks, even when conducting. This cannot stack with Water Gun’s effect
- All Electric-type moves are able to hit through the evasive stage of Dig
Camouflage: Electric
Nature Power: Thunderbolt
Secret Power: Causes Paralysis
===============================
Levitating Rock Formation
This strange rock formation is under a constant strong magnetic field. Oddly for rocks, these can fly around at high speed, so Pokémon with strong magnetic affinities should be able to do the same.
- Rock-, Steel- and Electric-type Pokémon performing a damaging Electric-type move will gain the Hovering status for one (1) action until the end of their next step. The move doesn’t need to succeed for this effect to happen
- All Hovering Pokémon have their Speed increased by 50%. This effect is temporary, and dissipates once the Pokémon is grounded again
- At the end of every round, Electric-type Pokémon, as well as Pokémon with either Plus or Minus, have their Defense and Special Defense raised one (1) stage
Camouflage: Rock
Nature Power: Earth Power
Secret Power: Causes Paralysis
===============================
Thunder Peak
This mountainous peak is constantly struck by lightning, leaving a distinct scent of ozone in the air. This smell makes Pokémon more aggressive, but also less disciplined, almost sending them into a feral state.
- All Pokémon are treated as if having the Ability Tough Claws
- Contact moves have their BAP increased by 50%, rounding up
- Contact moves have their Accuracy halved, rounding down
- P/E moves only protect against 75% of the damage dealt by contact moves
- If a contact move misses, then 25% of the damage that should have been dealt is still applied. This damage is not considered residual
Camouflage: Rock
Nature Power: Thunderbolt
Secret Power: Lowers Accuracy by one stage
===============================
Roaring Maze
A disorienting maze where Zeraora has been spotted running around. Static electricity makes it hard to move for Pokémon with a lot of fur. From time to time, an ear-shattering thunderbolt strikes at random, illuminating part of the labyrinth, but leaving painful marks in the retinas of those who looked at it directly.
- Sound-based moves automatically fail
- Pokémon with the Abilities Fluffy, Fur Coat, Static, Cotton Down and Big Pecks have their Speed reduced by one (1) stage. This adjusts their natural stage
- Pokémon with the Abilities Volt Absorb, Lightning Rod, Motor Drive and Battery restore 2 HP at the end of every action. These stack
- Every odd-numbered round, the Accuracy of all moves is decreased by a flat 10%
- Every even-numbered round, the Accuracy of all moves is increased by a flat 10%
Camouflage: Ground
Nature Power: Power Gem
Secret Power: Causes flinching
===============================
Surging Caldeira
From the research led in this parts, this is where Zeraora was born. The caldeira has patches of boiling magma meshing with the ambient sparks, creating a unique kind of energy.
- All damaging Electric-type moves are treated as Electric/Fire dual-typed moves
- All damaging Fire-type moves are treated as Fire/Electric dual-typed moves
- Damaging Fire-type moves get a chance to paralyze equal to their original chance of burning
- Damaging Electric-type moves get a chance to burn equal to their original chance of paralyzing
Camouflage: Fire
Nature Power: Lava Plume
Secret Power: Causes burn
Black Flower Meadow
This meadow is entirely composed of dark flowers. Despite their colors, the flowers behave like regular flowers and power up Grass-type Pokémon.
Camouflage: Grass
Nature Power: Stun Spore
Secret Power: Increases the user's Defense and Special Defense by one (1) stage.
==========
Stagnation Prairie
A prairie where time feels as if standing still, inviting you to reminisce about past times. The entire field looks like a giant playground, and you can’t help but feel like rolling in the inviting grass.
Camouflage: Normal
Nature Power: Rollout
Secret Power: Decreases the target's Speed by one (1) stage.
==========
Field of Disaster
This land is perpetually scorched, reminding all that lay eyes upon it of an ancient, terrible war. Lingering energy is still present in the air, but it is so unstable it will harm those trying to use it.
Camouflage: Fairy
Nature Power: Light of Ruin
Secret Power: Decreases the target's Attack by one (1) stage.
==========
Altar of the Flower
An austere stone monument, erected 3.000 years ago to honor the memory of Floette-Eternal. It is said to slowly diffuse the Pokémon’s energy to nearby life forms, granting them memories that may or may not be their own.
Camouflage: Rock
Nature Power: Ancient Power
Secret Power: Flinches the target.
==========
Sanctuary of the Ultimate Weapon
Supposedly, this is the place where the Ultimate Weapon was buried. It should be deactivated, but multiple source report strange happenings in the area.
Camouflage: Normal
Nature Power: Tri Attack
Secret Power: Decreases the target's Speed by one (1) stage.
This meadow is entirely composed of dark flowers. Despite their colors, the flowers behave like regular flowers and power up Grass-type Pokémon.
- Grass-type Pokémon are immune to status alteration, even self-inflicted
- At the end of every round, Grass-type Pokémon have their Defense and Special Defense raised one (1) stage
- Default Terrain is Grassy Terrain
Camouflage: Grass
Nature Power: Stun Spore
Secret Power: Increases the user's Defense and Special Defense by one (1) stage.
==========
Stagnation Prairie
A prairie where time feels as if standing still, inviting you to reminisce about past times. The entire field looks like a giant playground, and you can’t help but feel like rolling in the inviting grass.
- If a Trainer does not equip their Pokemon with Eviolite, that Pokemon automatically equips Eviolite as an extra Attachment (in addition to its Item and Attachment).
- Every Pokémon’s weight is halved
- Pokémon cannot use the moves Giga Impact and Hyper Beam
Camouflage: Normal
Nature Power: Rollout
Secret Power: Decreases the target's Speed by one (1) stage.
==========
Field of Disaster
This land is perpetually scorched, reminding all that lay eyes upon it of an ancient, terrible war. Lingering energy is still present in the air, but it is so unstable it will harm those trying to use it.
- Damaging Fairy-type moves have their BAP increased by 50%
- Damaging Fairy-type moves have 33% recoil
- All Pokémon lose 3 HP and 3 EN per action
Camouflage: Fairy
Nature Power: Light of Ruin
Secret Power: Decreases the target's Attack by one (1) stage.
==========
Altar of the Flower
An austere stone monument, erected 3.000 years ago to honor the memory of Floette-Eternal. It is said to slowly diffuse the Pokémon’s energy to nearby life forms, granting them memories that may or may not be their own.
- All Pokémon gain access to the move Light of Ruin
- Pokémon can sacrifice 15 HP to gain the Fairy typing, without taking up an action, using the Command [Gain Fairy Typing]
- Pokémon can sacrifice 20 EN to gain the Ability of their trainer's other Pokemon in this game, either on sendout or ordering first, using the Command [Acquire (Ability)]. If this is the only Pokemon sent out for the trainer, then pick one of the other Pokemon, and that Pokemon has to be used in this game.
Camouflage: Rock
Nature Power: Ancient Power
Secret Power: Flinches the target.
==========
Sanctuary of the Ultimate Weapon
Supposedly, this is the place where the Ultimate Weapon was buried. It should be deactivated, but multiple source report strange happenings in the area.
- At the end of each round, one of the following effects can happen:
- All Pokémon in presence gain 15 HP and 15 EN. This effect can only be rolled twice a match
- All Pokémon in presence are hit with Oblivion Wing as if coming from a STABless neutral natured Yveltal
- All Pokémon in presence are hit by Whirlwind
- Nothing
- To determine the effect, roll a d4 (3 if the first effect can no longer be rolled). An effect happening a given round does not prevent the same effect from being rolled the next round
Camouflage: Normal
Nature Power: Tri Attack
Secret Power: Decreases the target's Speed by one (1) stage.
Burnt Plains
A barren wasteland with little to no vegetation in sight. The scorching heat and merciless sun render these lands inhospitable and the earth sterile. As such, the ground is very friable and will easily give in if sufficiently rumbled –but that will spare no one.
Camouflage: Ground
Nature Power: Earth Power
Secret Power: Decreases the target's Speed by one (1) stage.
==================
Volcano Base
At the base of the volcano where Moltres was located, ash constantly falls. It makes breathing more difficult, and vegetal life in particular finds these conditions almost impossible to survive in.
Camouflage: Rock
Nature Power: Power Gem
Secret Power: Decreases the target's Accuracy by one (1) stage.
===================
Volcano’s Edge
On the outside of the volcano where Moltres was located, there is a jagged cliffside. Its peaks are shrouded in heavy mist, and the uneven terrain makes for a hazardous battlefield.
Camouflage: Rock
Nature Power: Lava Plume
Secret Power: Burns the target
====================
Land of the Living Flame
There is a rumor saying flames have gained consciousness in these parts. They will stick to living beings and consume their life force to grow stronger still, leaving empty husks in their radiant wake. Surely, that’s just a rumor, right?
Camouflage: Ground
Nature Power: Lava Plume
Secret Power: Decreases the target's Attack by one (1) stage.
========================
Moltres’ Antichamber
The giant cavern lying next to Moltres’ supposed resting place. Strong winds blow from all sides, yet when there’s a caveat they all work together to repel the rocks, as if trying to protect the flaming bird next room.
Camouflage: Fire
Nature Power: Lava Plume
Secret Power: Burns the target
A barren wasteland with little to no vegetation in sight. The scorching heat and merciless sun render these lands inhospitable and the earth sterile. As such, the ground is very friable and will easily give in if sufficiently rumbled –but that will spare no one.
- Default weather is Sun
- All Pokémon are under the effect of Grass+Fire Pledge
- Seismic moves have 1.5x their usual BAP, but also hit the user
Camouflage: Ground
Nature Power: Earth Power
Secret Power: Decreases the target's Speed by one (1) stage.
==================
Volcano Base
At the base of the volcano where Moltres was located, ash constantly falls. It makes breathing more difficult, and vegetal life in particular finds these conditions almost impossible to survive in.
- The BAP of all Grass-Type moves is reduced by three (3).
- Default weather is Ashfall.
- Ashfall makes all moves cost two (2) extra EN.
- Ashfall burns all Active Pokemon when it changes directly into Sunny, and poisons all Active Pokemon when it changes directly into Rainy
Camouflage: Rock
Nature Power: Power Gem
Secret Power: Decreases the target's Accuracy by one (1) stage.
===================
Volcano’s Edge
On the outside of the volcano where Moltres was located, there is a jagged cliffside. Its peaks are shrouded in heavy mist, and the uneven terrain makes for a hazardous battlefield.
- Default Terrain is Misty Terrain
- The battle starts with 1 layer of Spikes on each side
Camouflage: Rock
Nature Power: Lava Plume
Secret Power: Burns the target
====================
Land of the Living Flame
There is a rumor saying flames have gained consciousness in these parts. They will stick to living beings and consume their life force to grow stronger still, leaving empty husks in their radiant wake. Surely, that’s just a rumor, right?
- At the end of round 1, one of the Pokémon in presence, at random, is afflicted with a Living Flame. Living Flame status is like burn, but with some key differences:
- A contact move will transfer the Living Flame to an opponent
- Living Flame will affect a Pokémon that would normally be immune to burn by virtue of typing, Ability or item
- A Living Flame will replace the burn status on a Pokémon
- If a Pokémon affected by Living Flame switches, its transfers its Living Flame to its replacement
- You cannot cure a Living Flame, except by passing it to another Pokémon
- At the end of round 3, the Living Flame flares up, consuming 20 HP and 20 EN from the Pokémon afflicted with it at this time, ignoring all items and Abilities, then it disappears. Afterwards, a new Living Flame is created
Camouflage: Ground
Nature Power: Lava Plume
Secret Power: Decreases the target's Attack by one (1) stage.
========================
Moltres’ Antichamber
The giant cavern lying next to Moltres’ supposed resting place. Strong winds blow from all sides, yet when there’s a caveat they all work together to repel the rocks, as if trying to protect the flaming bird next room.
- Pokémon are constantly under the effect of Razor Wind
- Damaging Rock-type moves have their BAP decreased by three (3)
- Damaging Flying-type moves have their BAP increased by three (3)
Camouflage: Fire
Nature Power: Lava Plume
Secret Power: Burns the target
Mt. Thunder
Zapdos’s nesting place is constantly struck by lightning descending from dark and looming thunder clouds. The unstable weather requires careful preparation and anti-electricity measures.
Camouflage: Rock
Nature Power: Earth Power
Secret Power: Decreases the target's Speed by one (1) stage.
====================
Windswept Valley
This plateau is assaulted by bolts of lightning and ferocious winds. Zapdos is known to come rest here if it needs to recharge, as these bolts greatly power the bird.
Camouflage: Normal
Nature Power: Thunderbolt
Secret Power: Paralyzes the target
=====================
Eye of the Thunderstorm
In the exact middle of the Windswept Valley, a small area is unnaturally calm. It would almost feel relaxing to stand there if not for the massive tension in the atmosphere, wanting nothing more than being released.
Camouflage: Psychic
Nature Power: Psyshock
Secret Power: Decreases the target's Defense by one (1) stage.
=====================
Sea of Clouds
Above the dark thunder clouds is a calm sea of pure, fluffy, white clouds. Careful, though, ascending winds are pretty strong here, and you don’t want to get caught in one!
Camouflage: Flying
Nature Power: Tri Attack
Secret Power: Paralyzes the target
======================
Static Airfield
A giant black thundercloud blots out the whole sky. Although it doesn't look like it will thunder any time soon, the immense static charge it exerts can be harnessed by Pokemon to create an electrical current of their own.
Camouflage: Electric
Nature Power: Thunderbolt
Secret Power: Paralyzes the target
Zapdos’s nesting place is constantly struck by lightning descending from dark and looming thunder clouds. The unstable weather requires careful preparation and anti-electricity measures.
- The BAP of all Water-type moves is reduced by three (3)
- Default weather is Thunder Clouds
- Thunder Clouds makes all moves cost two (2) extra EN
- Thunder Clouds paralyzes all active Pokémon when it changes directly into Rainy
- Thunder Clouds sets Electric Terrain for three (3) actions if a damaging move whose name contains “Thunder” is successfully performed. This effect cannot be refreshed
Camouflage: Rock
Nature Power: Earth Power
Secret Power: Decreases the target's Speed by one (1) stage.
====================
Windswept Valley
This plateau is assaulted by bolts of lightning and ferocious winds. Zapdos is known to come rest here if it needs to recharge, as these bolts greatly power the bird.
- All Pokémon are under the effect of Motor Drive
- The damage formula treats Speed boosts and drops as being Attack/Special Attack boosts and drops for the last section of the damage formula
- Moves such as Stored Power and Punishment do not count the Speed boosts twice
- Speed boosts decay half as fast, Speed drops decay twice as fast
Camouflage: Normal
Nature Power: Thunderbolt
Secret Power: Paralyzes the target
=====================
Eye of the Thunderstorm
In the exact middle of the Windswept Valley, a small area is unnaturally calm. It would almost feel relaxing to stand there if not for the massive tension in the atmosphere, wanting nothing more than being released.
- Thunder can hit Pokémon in the evasive stage of Dig. If it does, it ignores the target’s Ground typing
- Moves with “Wind” in their name have their BAP increased by three (3)
- Moves with “Wind” in their name set Tailwind for three (3) actions when successfully performed. This effect cannot be refreshed
Camouflage: Psychic
Nature Power: Psyshock
Secret Power: Decreases the target's Defense by one (1) stage.
=====================
Sea of Clouds
Above the dark thunder clouds is a calm sea of pure, fluffy, white clouds. Careful, though, ascending winds are pretty strong here, and you don’t want to get caught in one!
- No Pokémon can Dig
- Fly and Bounce always have their full BAP, but their Accuracy is capped at 70% if using the evasive version
- Hurricane gets 100% Accuracy
- All sun-based moves treat this arena as being in harsh sunlight
Camouflage: Flying
Nature Power: Tri Attack
Secret Power: Paralyzes the target
======================
Static Airfield
A giant black thundercloud blots out the whole sky. Although it doesn't look like it will thunder any time soon, the immense static charge it exerts can be harnessed by Pokemon to create an electrical current of their own.
- After using a damaging [Electric-Type or Normal-Type] attack, the Pokemon gains one Electron. Damaging Normal-Type attacks by Pokemon with Electrons become Electric-Type attacks
- If the user has any Electrons while using an Electric-Type Contact attack, then increase the move's BAP by 3 per Electron, ignore immunities to Electric moves granted by Abilities and Types, remove all Electrons from the user, and give the target one (1) Electron
- Roost removes all Electrons from the user
- Electrons do not persist through switching
Camouflage: Electric
Nature Power: Thunderbolt
Secret Power: Paralyzes the target
Ice Island
Articuno’s tropical resting place is always covered with snow, and the ground is rife with tunnels going all the way up the central mountain, allowing one to launch surprise aerial attacks by burrowing, which is definitely strange.
Camouflage: Ice
Nature Power: Frost Breath
Secret Power: Causes freezing
======================
“Articuno’s Tail” Souvenir Shop
For a reason or another, people have really taken a liking to Articuno’s long, elegant tail. Taking advantage of this popularity, this small souvenir shop offers a 1:1 replica of that tail, complete with a flying mechanism. The process of attaching it to your body is said to be a bit unpleasant, though.
Camouflage: Normal
Nature Power: Tri Attack
Secret Power: Paralyzes the target
======================
Mountain Cliff
To reach the snowy tops where Articuno supposedly appears, you have to climb on this cliff where a piercing cold wind will drain heat from your body. Tiny unstable ice crystals are floating in the air, so watch out for brutal meteorological changes.
Camouflage: Rock
Nature Power: Frost Breath
Secret Power: Causes flinching
======================
Battle Factory
This facility located atop the mountain cliffs serves as a popular spot for Trainers to rest, socialize, and spar. You could try asking one of the Ace Trainers here to coach you through a battle. However, they tend to be cliquish, so whether or not they decide to grant you the help you seek depends entirely on how competent a trainer they perceive you to be.
Camouflage: Normal
Nature Power: Tri Attack
Secret Power: Causes paralysis
======================
Snowy Mountain Top
Snow gently falls on this peak, crunching as you try to make your way to the top. It easily melts, but that does little to repel the cold biting through your clothes...
Camouflage: Ice
Nature Power: Frost Breath
Secret Power: Causes freezing
Articuno’s tropical resting place is always covered with snow, and the ground is rife with tunnels going all the way up the central mountain, allowing one to launch surprise aerial attacks by burrowing, which is definitely strange.
- Harsh Sun is impossible to set, even with Heat Rock
- Pokémon using Dig are treated as flying up high instead of underground
- Electric-, Ice- and Fire- type moves have their BAP increased by three (3)
Camouflage: Ice
Nature Power: Frost Breath
Secret Power: Causes freezing
======================
“Articuno’s Tail” Souvenir Shop
For a reason or another, people have really taken a liking to Articuno’s long, elegant tail. Taking advantage of this popularity, this small souvenir shop offers a 1:1 replica of that tail, complete with a flying mechanism. The process of attaching it to your body is said to be a bit unpleasant, though.
- All “Tail” moves have their BAP increased by three (3)
- All “Tail” moves set Tailwind as a secondary effect
- All Pokémon having at least one “Tail” move in their movepool are treated as if knowing Fly. This also applies to Pokémon that would Mimic a “Tail” move, or Transform into a Pokémon knowing a “Tail” move
Camouflage: Normal
Nature Power: Tri Attack
Secret Power: Paralyzes the target
======================
Mountain Cliff
To reach the snowy tops where Articuno supposedly appears, you have to climb on this cliff where a piercing cold wind will drain heat from your body. Tiny unstable ice crystals are floating in the air, so watch out for brutal meteorological changes.
- The BAP of all Fire-Type moves is reduced by three (3).
- Default weather is Chilly Winds.
- Chilly Winds makes all moves cost two (2) extra EN.
- Chilly Winds changes into Rain from moves or Abilities that would otherwise cause Sun
- Chilly Winds changes into Hail from moves or Abilities that would otherwise cause Rain
Camouflage: Rock
Nature Power: Frost Breath
Secret Power: Causes flinching
======================
Battle Factory
This facility located atop the mountain cliffs serves as a popular spot for Trainers to rest, socialize, and spar. You could try asking one of the Ace Trainers here to coach you through a battle. However, they tend to be cliquish, so whether or not they decide to grant you the help you seek depends entirely on how competent a trainer they perceive you to be.
- If the sum of all of your Pokémon’s highest rank between Attack and Special Attack is greater than 25, all of your Pokémon’s highest rank between Attack and Special Attack is increased by two (2) while in battle
- If the sum of all of your Pokémon’s highest rank between Defense and Special Defense is greater than 25, all of your Pokémon’s highest rank between Defense and Special Defense is increased by two (2) while in battle
- If the sum of all of your Pokémon’s HP is greater than 280, all of your Pokémon attach an Enigma Berry in addition to their regular item. This item cannot be destroyed or taken advantage of by the opponent
- If the sum of all of your Pokémon’s Speed is greater than 300, all of your Pokémon gain a 10% flat Accuracy bonus
- A team can fulfill multiple conditions, in which case the Pokémon will receive multiple effects at once
Camouflage: Normal
Nature Power: Tri Attack
Secret Power: Causes paralysis
======================
Snowy Mountain Top
Snow gently falls on this peak, crunching as you try to make your way to the top. It easily melts, but that does little to repel the cold biting through your clothes...
- All Pokémon have their Speed reduced by one (1) stage. Ice-type Pokémon and Pokémon with Slush Rush are unaffected
- Blizzard has 100% accuracy
- Fire-type moves with a BAP of 8 or less become Water-type moves
- All Water-type moves except Scald, Steam Eruption, and transformed Fire-type moves become Ice-type moves
Camouflage: Ice
Nature Power: Frost Breath
Secret Power: Causes freezing
Musketeers’ Hideout
A secret place deep within a forest where the four Musketeers used to live and are said to gather in case of danger for the nearby Pokémon. Righteous energy permeates the room.
Camouflage: Fighting
Nature Power: Energy Ball
Secret Power: Lowers Defense by one stage
===============================
Defiant Arena
Cobalion is a Pokémon who prides itself in its type immunity, making sure to train enough to keep this immunity working. However, whenever Cobalion wants to push its limits, it invites Pokémon it is weak to to attack it at will.
Camouflage: Steel
Nature Power: Tri Attack
Secret Power: Causes paralysis
===============================
Battlefield: Leading Musketeer
The part of the legendary battlefield where Cobalion defended a cohort of Pokémon from warring humans. The Legendary Pokémon battled with dignity and resolve, asserting its capacity as leader, but was merciless to humans endangering Pokémon.
Camouflage: Rock
Nature Power: Shadow Ball
Secret Power: Lowers Accuracy by one stage
===============================
Statue of the Indomitable One
A stone statue representing Cobalion, looking sternly down. It radiates the original Pokémon’s intransigent aura, daring battlers to overcome their hardships, as Cobalion itself once did in the past. It will punish those who would spread woes.
Camouflage: Grass
Nature Power: Energy Ball
Secret Power: Causes sleep
===============================
Pathless Plain
Only the worthy may enter this hidden location, where Cobalion waits for challengers to spare with. In the spirit of fairness, Cobalion inspirits weaker Pokémon to stand on equal ground with behemoths.
Camouflage: Grass
Nature Power: Energy Ball
Secret Power: Causes sleep
A secret place deep within a forest where the four Musketeers used to live and are said to gather in case of danger for the nearby Pokémon. Righteous energy permeates the room.
- All Pokémon are under the effects of the Ability Justified
- All Pokémon’s weakness to Fighting is calculated at the next level of weakness (e.g. 0.5x-1x, 1x-2x). Ghost-type Pokémon are still immune to damaging Fighting-type moves
- If a move would boost the Attack stage, that boost is doubled, to a maximum of +6 still
- If a Pokémon has a positive stage boost in Attack, its physical moves have -- Accuracy and bypass the target's defensive boosts
Camouflage: Fighting
Nature Power: Energy Ball
Secret Power: Lowers Defense by one stage
===============================
Defiant Arena
Cobalion is a Pokémon who prides itself in its type immunity, making sure to train enough to keep this immunity working. However, whenever Cobalion wants to push its limits, it invites Pokémon it is weak to to attack it at will.
- If this arena is chosen, the Trainer will send a PM to the referee. For each Pokémon brought to the battle, they will declare a type that is neutrally effective on the Pokemon (the type is not Super Effective, Resisted, or Immune). During the battle in Defiant Arena, the Pokémon is immune to the declared type.
- If this arena is chosen, the Trainer will send a PM to the referee. For each Pokémon brought to the battle, they will declare a type that is neutrally effective on the Pokemon (the type is not Super Effective, Resisted, or Immune). During the battle in Defiant Arena, the Pokémon is weak to the declared type.
- Both types have to be different, and Abilities count towards immunities (so a Pokémon with Levitate is considered immune to Ground) and weaknesses (so a Pokémon with Dry Skin is considered weak to Fire). A Pokémon balancing a typing with an Ability (Dry Skin Mollux, Heatproof Bronzong) is considered neutral to the relevant type.
Camouflage: Steel
Nature Power: Tri Attack
Secret Power: Causes paralysis
===============================
Battlefield: Leading Musketeer
The part of the legendary battlefield where Cobalion defended a cohort of Pokémon from warring humans. The Legendary Pokémon battled with dignity and resolve, asserting its capacity as leader, but was merciless to humans endangering Pokémon.
- Upon being first sent out, a Pokémon can declare one (1) move learnt by Cobalion. For the remainder of the battle, the move is added to the Pokémon’s movepool
- Upon using the selected move, the Pokémon resets their stat changes, as well as temporary statuses and conditions
- Upon using the selected move, the Pokémon is Sluggish for the next Step
- Revenge, Reversal, and Retaliate always use their maximum BAP to calculate damage
Camouflage: Rock
Nature Power: Shadow Ball
Secret Power: Lowers Accuracy by one stage
===============================
Statue of the Indomitable One
A stone statue representing Cobalion, looking sternly down. It radiates the original Pokémon’s intransigent aura, daring battlers to overcome their hardships, as Cobalion itself once did in the past. It will punish those who would spread woes.
- No Pokémon can be fully paralyzed, frozen, flinched, or hit itself in confusion. Paralysis keeps its Speed-reducing effect, and confusion can still be applied
- Any Pokémon using a damaging move with a chance of paralysis, freeze, flinch or confusion takes half the damage dealt as recoil, rounded down
- The damage formula ignore stat drops other than Accuracy and Evasion
Camouflage: Grass
Nature Power: Energy Ball
Secret Power: Causes sleep
===============================
Pathless Plain
Only the worthy may enter this hidden location, where Cobalion waits for challengers to spare with. In the spirit of fairness, Cobalion inspirits weaker Pokémon to stand on equal ground with behemoths.
- At the beginning of the battle, neutral natured Pokémon are assigned a random non-neutral nature
- Add together the Stages of the three Pokémon in each team. If both totals aren’t the same, all Pokémon in the team with the lowest number gains a number of Ranks in Attack, Defense, Special Attack and Special Defense equal to the difference
Camouflage: Grass
Nature Power: Energy Ball
Secret Power: Causes sleep
Musketeers’ Hideout
A secret place deep within a forest where the four Musketeers used to live and are said to gather in case of danger for the nearby Pokémon. Righteous energy permeates the room.
Camouflage: Fighting
Nature Power: Energy Ball
Secret Power: Lowers Defense by one stage
===============================
Path of Resolution
This small forest path fills you with determination, to the point where you feel something awakening deep within you, a force pushing you forward and letting you overcome any obstacle.
Camouflage: Grass
Nature Power: Energy Ball
Secret Power: Lowers Special Attack by one stage
===============================
Moor of Icirrus
Keldeo’s old training place is prone to both freezes and forest fire. You’ll need to watch out for environmental hazards, as the ever-changing seasons bring their own share of calamities with them.
Camouflage: Water
Nature Power: Mud Bomb
Secret Power: Lower Speed by one stage
===============================
Shining Coast
A beautiful coast where the sea shines under the sun and a light breeze blows. This is one of Keldeo’s favorite places, and he sometimes appears, only to gaze at the sea for a while, before shooting off to somewhere else.
Camouflage: Water
Nature Power: Earth Power
Secret Power: Lowers Accuracy by one stage
===============================
Wonder Dimension
A secret door at the back of the Musketeers’ Hideout leads to this alternate dimension, where the Swords of Justice trained Keldeo and where the latter mastered the Secret Sword technique. Nothing follows the space-time laws of your realm here, so don’t get thrown off balance!
Camouflage: Fighting
Nature Power: Psyshock
Secret Power: Lowers Defense by one stage
A secret place deep within a forest where the four Musketeers used to live and are said to gather in case of danger for the nearby Pokémon. Righteous energy permeates the room.
- All Pokémon are under the effects of the Ability Justified
- All Pokémon’s weakness to Fighting is calculated at the next level of weakness (e.g. 0.5x-1x, 1x-2x). Ghost-type Pokémon are still immune to damaging Fighting-type moves
- If a move would boost the Attack stage, that boost is doubled, to a maximum of +6 still
- If a Pokémon has a positive stage boost in Attack, its physical moves have -- Accuracy and bypass the target's defensive boosts
Camouflage: Fighting
Nature Power: Energy Ball
Secret Power: Lowers Defense by one stage
===============================
Path of Resolution
This small forest path fills you with determination, to the point where you feel something awakening deep within you, a force pushing you forward and letting you overcome any obstacle.
- Damaging moves with 'Power' in their name have their BAP increased by 50%, rounded up
- Hidden Power uses the attacker's highest Rank between Attack and Special Attack to calculate damage (in case of a tie, it defaults to SpA)
- Effects of the Ability Sheer Force apply to all damaging moves
- While Focused, a Pokémon is immune to the effects of Taunt, Torment, Imprison and Disable, as well as Cursed Body
Camouflage: Grass
Nature Power: Energy Ball
Secret Power: Lowers Special Attack by one stage
===============================
Moor of Icirrus
Keldeo’s old training place is prone to both freezes and forest fire. You’ll need to watch out for environmental hazards, as the ever-changing seasons bring their own share of calamities with them.
- At the start of each Round, apply the following effect:
- If the Round number is odd, change the default weather to Hail.
- If the Round number is even, change the default weather to Sunny.
- Pokémon-induced weathers have their duration halved
- Hail causes Pokémon that are not Fighting-, Ice-, or Water-Type to have their Speed reduced by one (1) stage
- Sunlight causes Pokemon to be Trapped, and causes Pokemon that are not Fire-Type to lose 2 HP at the end of each Action
Camouflage: Water
Nature Power: Mud Bomb
Secret Power: Lower Speed by one stage
===============================
Shining Coast
A beautiful coast where the sea shines under the sun and a light breeze blows. This is one of Keldeo’s favorite places, and he sometimes appears, only to gaze at the sea for a while, before shooting off to somewhere else.
- Pokemon in the evasive stage of Dive can still be hit normally by the opponent’s attacks.
- All damaging moves with priority of exactly 1 (after modifiers) are treated as Water-Type moves.
- While ordering, a player can modify any of their attacks by adding the “Journey” modifier (for example, Surf (Journey).) This increases the EN cost of the move by 5. If a move with the “Journey” modifier is Surf, or if it is a damaging Water-Type move being used at +1 Priority or earlier: it gains self-switching properties. (at the end of the Round, the user switches out, but the user must order first next Round)
- Solar Beam and Solar Blade have their BAP increased by 50% if the target used a Water-type move since the start of the current action
Camouflage: Water
Nature Power: Earth Power
Secret Power: Lowers Accuracy by one stage
===============================
Wonder Dimension
A secret door at the back of the Musketeers’ Hideout leads to this alternate dimension, where the Swords of Justice trained Keldeo and where the latter mastered the Secret Sword technique. Nothing follows the space-time laws of your realm here, so don’t get thrown off balance!
- Damaging Physical moves use the target’s Special Defense rank and stat changes in the damage formula
- Damaging Special moves use the target’s Defense rank and stat changes in the damage formula
- Sacred Sword ignores the user’s Attack stat drops and the target’s defensive stat boosts only
Camouflage: Fighting
Nature Power: Psyshock
Secret Power: Lowers Defense by one stage
Musketeers’ Hideout
A secret place deep within a forest where the four Musketeers used to live and are said to gather in case of danger for the nearby Pokémon. Righteous energy permeates the room.
Camouflage: Fighting
Nature Power: Energy Ball
Secret Power: Lowers Defense by one stage
===============================
Lush Pasture
A verdant pasture said to be Virizion’s favorite resting place. While nature may seem calm and welcoming here, it actually hosts a brutal battle for all vegetal life to conquer each other.
Camouflage: Grass
Nature Power: Energy Ball
Secret Power: Causes sleep
===============================
Virizion’s Training Grounds
This part of the forest was used by Virizion to train up its attacking speed. Broken trees are still laying around, felled by the mighty Pokémon's horns. Cut away to your heart's content!
Camouflage: Ground
Nature Power: Air Slash
Secret Power: Lowers Speed by one stage
===============================
Battlefield: Dashing Musketeer
The part of the legendary battlefield where Virizion defended a cohort of Pokémon from warring humans. The Legendary Pokémon battled with grace and beauty, entrancing many hearts, but was merciless to humans endangering Pokémon.
Camouflage: Rock
Nature Power: Shadow Ball
Secret Power: Lowers Accuracy by one stage
===============================
Extreme Arena
As the only musketeer with a double weakness, Virizion made sure to train extra hard to withstand some blows, using this arena where weaknesses and resistances are taken to the extreme.
Nature Power: Earth Power
Secret Power: Lowers Accuracy by one stage
A secret place deep within a forest where the four Musketeers used to live and are said to gather in case of danger for the nearby Pokémon. Righteous energy permeates the room.
- All Pokémon are under the effects of the Ability Justified
- All Pokémon’s weakness to Fighting is calculated at the next level of weakness (e.g. 0.5x-1x, 1x-2x). Ghost-type Pokémon are still immune to damaging Fighting-type moves
- If a move would boost the Attack stage, that boost is doubled, to a maximum of +6 still
- If a Pokémon has a positive stage boost in Attack, its physical moves have -- Accuracy and bypass the target's defensive boosts
Camouflage: Fighting
Nature Power: Energy Ball
Secret Power: Lowers Defense by one stage
===============================
Lush Pasture
A verdant pasture said to be Virizion’s favorite resting place. While nature may seem calm and welcoming here, it actually hosts a brutal battle for all vegetal life to conquer each other.
- All Grass-type Pokémon can use the move Horn Leech if it isn’t already in their movepool
- Horn Leech is normally effective against Grass-type Pokémon
- Pokémon with Sap Sipper gain two (2) HP at the end of every action
- Absorb, Mega Drain and Giga Drain recover 75% of damage dealt
Camouflage: Grass
Nature Power: Energy Ball
Secret Power: Causes sleep
===============================
Virizion’s Training Grounds
This part of the forest was used by Virizion to train up its attacking speed. Broken trees are still laying around, felled by the mighty Pokémon's horns. Cut away to your heart's content!
- The critical hit stage of "Cut", "Cross", "Scissor", "Swipe", "Razor", "Blade" "Sword", or "Slash" moves is increased by two (2) and their Base Attack Power by four (4)
- Those moves' effect chance becomes 0
- Whenever a Pokémon scores a critical hit on a target, place one Critical Counter on that target. The critical hit bonus is raised by 1 for each Critical Counter on the target
Camouflage: Ground
Nature Power: Air Slash
Secret Power: Lowers Speed by one stage
===============================
Battlefield: Dashing Musketeer
The part of the legendary battlefield where Virizion defended a cohort of Pokémon from warring humans. The Legendary Pokémon battled with grace and beauty, entrancing many hearts, but was merciless to humans endangering Pokémon.
- Infatuation also lowers Attack and Special Attack stages by two (2)
- Whenever a Pokémon fails an Accuracy check, the opponent's Attack and Special Attack stage is raised by two (2)
- Revenge, Reversal, and Retaliate always use their maximum BAP to calculate damage
Camouflage: Rock
Nature Power: Shadow Ball
Secret Power: Lowers Accuracy by one stage
===============================
Extreme Arena
As the only musketeer with a double weakness, Virizion made sure to train extra hard to withstand some blows, using this arena where weaknesses and resistances are taken to the extreme.
- Moves that would be 4x super effective are now 8x super effective
- Moves that could be 2x super effective are now 4x super effective
- Neutrally effective moves are unaffected
- Moves that would be 2x not very effective are now 4x not very effective
- Moves that would be 4x not very effective are now 8x not very effective
Nature Power: Earth Power
Secret Power: Lowers Accuracy by one stage
Battle Castle
An Entei once found refuge in Sinnoh, precisely in the Battle Castle. Caitlin herself may have left for Unova, but the Entei stayed… and who’s to say it won’t attract others of the same kind? You’re going to have to play by the rules to see it for yourself though. Let’s get you started with a welcome pack!
Camouflage: Normal
Nature Power: Tri Attack
Secret Power: Causes paralysis
===================
Nascent Volcano
A forming volcano, raised from the earth by Entei’s roar. The boiling magma is waiting for any reason to be released, but should you provide that reason, there’s no guarantee to be spared by the subsequent deadly splashes...
Camouflage: Fire
Nature Power: Lava Plume
Secret Power: Inflicts burn
===================
Hale Family’s Mansion
A gargantuan mansion in a small town of Johto. Rumor has it some strange letters have been spotted near, and there are odd patches of crystals pulsating with energy here and there.
Camouflage: Psychic
Nature Power: Tri Attack
Secret Power: Lowers Defense by one stage
===================
Vermillion City Laboratory
In this hidden laboratory, research was conducted on sacred flames that could repel evil and heal wounds. A few flames are still preserved here and there, seemingly on the verge of extinction, but they can be alighted again.
Camouflage: Fire
Nature Power: Shadow Ball
Secret Power: Lowers Attack by one stage
===================
Burned Tower: second level
The second level of the Burned Tower in Ecruteak City. It was once ravaged by a terrible fire and the structure is still weak. Watch your step! You might just walk through the floorboards...
Camouflage: Ghost
Nature Power: Shadow Ball
Secret Power: Causes Paralysis
An Entei once found refuge in Sinnoh, precisely in the Battle Castle. Caitlin herself may have left for Unova, but the Entei stayed… and who’s to say it won’t attract others of the same kind? You’re going to have to play by the rules to see it for yourself though. Let’s get you started with a welcome pack!
- At the start of the game in this arena, both players receive 5 CP (Castle Points). Before anyone sends out, each player must declare which item or items they buy, starting with the player who chose the arena.
- No more than 2 of the same item can be purchased
- A Potion costs 2 CP and heals 20 HP
- A Super Potion costs 3 CP and heals 40 HP
- A Full Restore costs 5 CP, heals 40 HP and clears the Pokémon of all status ailments, whether major or minor
- A Full Heal costs 1 CP
- No more than 2 items can be used on the same Pokémon in the same match
- Using an item takes up an action
- Using an item has the same action timing as activating RageCandyBar
Camouflage: Normal
Nature Power: Tri Attack
Secret Power: Causes paralysis
===================
Nascent Volcano
A forming volcano, raised from the earth by Entei’s roar. The boiling magma is waiting for any reason to be released, but should you provide that reason, there’s no guarantee to be spared by the subsequent deadly splashes...
- Fire-type moves have their BAP doubled, capped at 20
- Fire-type moves suffer 33% recoil. Flare Blitz suffers 50% recoil
- This recoil cannot be ignored by items
- Rock Tomb, Rock Slide and Stone Edge are treated as dual Fire/Rock moves
- Damaging Water-type moves fail when attempted
Camouflage: Fire
Nature Power: Lava Plume
Secret Power: Inflicts burn
===================
Hale Family’s Mansion
A gargantuan mansion in a small town of Johto. Rumor has it some strange letters have been spotted near, and there are odd patches of crystals pulsating with energy here and there.
- Pokémon can attempt Hidden Power with any of the 18 types as modifier, even if it’s not the one indicated in the Pokémon’s profile, and even if they do not know the move
- Hidden Power's BAP is equal to six (6), plus two more (+2) for each time the user has executed Hidden Power since they last entered play
- Fire-type Pokémon are able to Terastallize even if they do not possess the Advanced Technique (in which case their Tera Type is considered Fire)
- All other conditions and effects of Tersatallization apply
Camouflage: Psychic
Nature Power: Tri Attack
Secret Power: Lowers Defense by one stage
===================
Vermillion City Laboratory
In this hidden laboratory, research was conducted on sacred flames that could repel evil and heal wounds. A few flames are still preserved here and there, seemingly on the verge of extinction, but they can be alighted again.
- A Pokémon can use a damaging Fire-type move on itself to cure it from all status ailments, major and minor
- Damaging Fire-type moves are super-effective on Dark-type Pokémon
- Burn status lasts 3a and restores 2 HP/action. Burn doesn’t reduce Attack. These effects apply to all Pokémon, except Dark-type Pokémon
- As non-holy flames, Flame Orb has no effect in this arena
Camouflage: Fire
Nature Power: Shadow Ball
Secret Power: Lowers Attack by one stage
===================
Burned Tower: second level
The second level of the Burned Tower in Ecruteak City. It was once ravaged by a terrible fire and the structure is still weak. Watch your step! You might just walk through the floorboards...
- Damaging Fire-, Water- and Electric-type moves cannot be attempted
- Whenever a Pokémon with a WC greater than 3 is sent out: inflict Trapping on that Pokémon
Camouflage: Ghost
Nature Power: Shadow Ball
Secret Power: Causes Paralysis
Burned Tower: basement
The basement of the now Burned Tower is dimly lit, and the walls are still marked with the legendary downpour the tower endured when it burned. Legend has it a really fortunate soul can catch sight of Suicune resting there at times...
Camouflage: Ground
Nature Power: Earth Power
Secret Power: Causes Paralysis
===================
Spring of Pure Water
This carefully hidden spring is made of the purest water and is jealously treasured by Suicune. Drinking from it is excellent for the body, but it's pretty cold, so don't abuse it. Oh, and it's pretty fragile, but you wouldn't do anything environmentally reprehensible, right?
Camouflage: Water
Nature Power: Hydro Pump
Secret Power: Lowers Attack by one stage
===================
Purified Marsh
This marsh once was filthy and toxic, but Suicune purified it, and it now serves as an incredibly clear water source. It is impossible to corrupt and it extends its beneficial properties to the battlers here.
Camouflage: Water
Nature Power: Mud Bomb
Secret Power: Lowers Speed by one stage
===================
Cerulean Cape
A dead end where Suicune can be met if the conditions are fulfilled. It is mainly a popular spot for dates despite the chilling cold.
Camouflage: Water
Nature Power: Hydro Pump
Secret Power: Lowers Attack by one stage
===================
Temple of the Northern Wind
This temple, located in Johto to honor Suicune, is made of bulky stone and towers over anyone entering it. Travelers recall feeling incredibly safe while in the monument.
Camouflage: Rock
Nature Power: Power Gem
Secret Power: Causes flinching
The basement of the now Burned Tower is dimly lit, and the walls are still marked with the legendary downpour the tower endured when it burned. Legend has it a really fortunate soul can catch sight of Suicune resting there at times...
- Damaging Fire-, Water- and Electric-type moves cannot be attempted
- At the very end of each round: inflict the unique status created by Soak on one of the Active Pokémon, at random. This status lasts three (3) turns
- While a Pokémon is under the effects of this status: the Pokémon can attempt Surf and Aqua Cutter as exceptions to this arena
Camouflage: Ground
Nature Power: Earth Power
Secret Power: Causes Paralysis
===================
Spring of Pure Water
This carefully hidden spring is made of the purest water and is jealously treasured by Suicune. Drinking from it is excellent for the body, but it's pretty cold, so don't abuse it. Oh, and it's pretty fragile, but you wouldn't do anything environmentally reprehensible, right?
- Default Terrain is Pure Water, with the following effects:
- When a standing Pokemon attacks with a Water- or Ice-type attack: Give that attack a power bonus of two (2)
- When a standing Pokémon switches out: that Pokémon restores fifteen (15) HP
- Terrain Pulse becomes Water-type
- From the second round onwards, when the Terrain or Weather in play would change: discard any Terrain, then, default Terrain in the absence of other Terrain becomes Wasted Spring, with the following effects:
- When a standing Pokémon attacks with a Poison-type attack: Give that attack a power bonus of five (5)
- When a standing Pokémon switches out: that Pokémon loses ten (10) HP. This grants a win if a Pokémon reaches 0 HP in this way
- Terrain Pulse becomes Poison-type
Camouflage: Water
Nature Power: Hydro Pump
Secret Power: Lowers Attack by one stage
===================
Purified Marsh
This marsh once was filthy and toxic, but Suicune purified it, and it now serves as an incredibly clear water source. It is impossible to corrupt and it extends its beneficial properties to the battlers here.
- Damaging Poison-type moves and Brine cannot be attempted
- As long as a Pokémon has successfully used one damaging Water-type move since it last entered play, it cannot be afflicted with any Major Status
- If a Pokémon would restore an amount of HP: instead, restore twice that amount of HP
Camouflage: Water
Nature Power: Mud Bomb
Secret Power: Lowers Speed by one stage
===================
Cerulean Cape
A dead end where Suicune can be met if the conditions are fulfilled. It is mainly a popular spot for dates despite the chilling cold.
- Infatuation doesn't end when its subject leaves play
- The BAP of damaging Ice-type moves is increased by 50%, rounded up
- When a damaging Ice-type move targets an Pokémon Infatuated with the user: The BAP of that attack is instead doubled
Camouflage: Water
Nature Power: Hydro Pump
Secret Power: Lowers Attack by one stage
===================
Temple of the Northern Wind
This temple, located in Johto to honor Suicune, is made of bulky stone and towers over anyone entering it. Travelers recall feeling incredibly safe while in the monument.
- A Pokémon’s Defense and Special Defense rank become the higher of its Base Defense/Special Defense rank. This occurs before rank modifications due to items or Abilities
- Each round, all Pokémon (active and benched) have their Defense and Special Defense rank decreased by one (2), with a minimum of 0
- Moves that raise Defense or Special Defense have their priority increased by one (1)
Camouflage: Rock
Nature Power: Power Gem
Secret Power: Causes flinching
Hall of Mirrors
In the lair of the beast, a peculiar passage is full of mirrors, from top to bottom. It is said that Chromera likes to see its own appearance change, admiring itself in the countless mirrors… You might find your own typing somewhat altered, but do not be alarmed; it should be temporary.
Camouflage: Normal
Nature Power: Tri Attack
Secret Power: Causes paralysis
===================
Toxic Pit
Chromera is unbothered by its own toxic emanations, so it is logical that they should accumulate. In this particular room, though, they are so strong you could be in very real danger of never getting out! Are those bones you spot in a dark corner? Human bones?!
Camouflage: Poison
Nature Power: Sludge Bomb
Secret Power: Lowers Speed by one stage
===================
Beast’s Painting Room
Chromera’s favorite place to paint. The vivid colors on the canvases are dizzying, and coupled with a few leftover toxic fumes, would-be visitors often find themselves losing their mind and copying characters from the paintings…
Camouflage: Normal
Nature Power: Confusion
Secret Power: Lowers Speed by one stage
===================
Negative Closet
Despite being called a closet, this is a whole room, filled with some disturbing, violent and cruel art pieces. They might be the reflection of Chromera’s more vile instincts, though why they’re confined here is for all to guess…
Camouflage: Dark
Nature Power: Dark Pulse
Secret Power: Causes flinching
===================
Throne Within the Den
At the other end of the labyrinthine lair of Chromera lies the lion, lazily lying on its throne. It might watch the battle before it, and if it’s in an especially good mood, might even bestow its favor to the contestants. If it’s bored, though, it’ll let you know.
Camouflage: Dark
Nature Power: Sludge Bomb
Secret Power: Lowers Speed by one stage
In the lair of the beast, a peculiar passage is full of mirrors, from top to bottom. It is said that Chromera likes to see its own appearance change, admiring itself in the countless mirrors… You might find your own typing somewhat altered, but do not be alarmed; it should be temporary.
- Both active Pokémon share their primary typing while in this arena, resulting in an identical double typing
- Any change to one of the battler’s primary typing in reflected on their opponent (eg. Soak, Aggron Mega Evolving, or Protean)
- A third type can still be added as normal via Forest’s Curse or Trick-or-Treat
- If both Pokémon have the same primary typing (eg. Fire/Flying and Fire/Ghost), then they become that pure type (eg. Fire).
- Hazards check for the typing after this arena is applied
Camouflage: Normal
Nature Power: Tri Attack
Secret Power: Causes paralysis
===================
Toxic Pit
Chromera is unbothered by its own toxic emanations, so it is logical that they should accumulate. In this particular room, though, they are so strong you could be in very real danger of never getting out! Are those bones you spot in a dark corner? Human bones?!
- At the start of the round, active Pokémon are afflicted with the Toxic Fumes condition. Toxic Fumes is like Bad Poison, with the following characteristics:
- No Pokémon can be immune to this effect through Abilities or typing
- Poison from Toxic Fumes adds Counters at the end of the step, instead of the end of the round
- You cannot stack Poison or Bad Poison with Toxic Fumes
- If Toxic Fumes is removed from a Pokémon, it is reapplied at the end of the step with the number of counters it had when removed, at Toxic Orb’s timing
Camouflage: Poison
Nature Power: Sludge Bomb
Secret Power: Lowers Speed by one stage
===================
Beast’s Painting Room
Chromera’s favorite place to paint. The vivid colors on the canvases are dizzying, and coupled with a few leftover toxic fumes, would-be visitors often find themselves losing their mind and copying characters from the paintings…
- When a Pokémon is hit by a damaging move: note the type or types of that move. The Pokémon becomes that type or types
- This overrides any type-changing effect
- STAB bonus is raised to four (4)
- Items that increase the damage of specific types of damaging moves instead apply that boost to the moves the user would be weak to by virtue of typing
- The number of substitutions in this arena is increased by one (1)
Camouflage: Normal
Nature Power: Confusion
Secret Power: Lowers Speed by one stage
===================
Negative Closet
Despite being called a closet, this is a whole room, filled with some disturbing, violent and cruel art pieces. They might be the reflection of Chromera’s more vile instincts, though why they’re confined here is for all to guess…
- Stat drops and status effects a Pokémon’s move would inflict on others are inflicted on the user instead, with the same Effect Check if applicable
- Affected status: all Major Status (including Frost markers), Confusion, Flinching
- If a Pokémon would be inflicted with the unique condition created by Outrage or similar moves: this condition instead lasts until the user leaves play
- Dark-type moves have their BAP raised by three (3)
Camouflage: Dark
Nature Power: Dark Pulse
Secret Power: Causes flinching
===================
Throne Within the Den
At the other end of the labyrinthine lair of Chromera lies the lion, lazily lying on its throne. It might watch the battle before it, and if it’s in an especially good mood, might even bestow its favor to the contestants. If it’s bored, though, it’ll let you know.
- A Pokémon ordering second not using super-effective moves throughout the round will have its four core Ranks and Speed halved (rounding down) for the rest of the match
- Pokémon start the battle without a combo counter
- Pokémon gain one (1) combo counter if they land a critical hit
- A Pokémon can only have one combo counter at maximum at a time
- A Pokémon can only gain one counter in this way during a match
Camouflage: Dark
Nature Power: Sludge Bomb
Secret Power: Lowers Speed by one stage
Burned Tower: peak
The peak of what was once known as the Brass Tower, where lightning struck and ignited the fire that devoured the rest of the structure. The winds here are strong and changing, and the brass peak could re-ignite the tower, if strong enough lightning was to hit it again.
Camouflage: Flying
Nature Power: Tri Attack
Secret Power: Causes Paralysis
===================
Raikou’s Thunder Mane
By some time-space alteration or another, you are now battling within the Legendary Beast’s mane, made of actual clouds. Electric energy surrounds you from all parts, clinging to you the faster you move.
Camouflage: Electric
Nature Power: Thunderbolt
Secret Power: Causes Paralysis
===================
Rumbling Cave
This underground cave hosts the echoes of Raikou’s battlecry. It is said to be so frightening, some Pokémon immediately flee the cave, while other pretend to play dead on the spot, all out of sheer instinct.
Camouflage: Rock
Nature Power: Power Gem
Secret Power: Causes flinching
===================
Saber-Toothed Tiger Cemetery
The species Raikou is linked to is long extinct. This cemetery is full of well-preserved fossils, reminding all of the fickle fate of any species, no matter how powerful.
Camouflage: Ghost
Nature Power: Shadow Ball
Secret Power: Causes flinching
===================
Battle Tower
This facility located in Hoenn has become Raikou’s new home. You should feel rather at ease here with your battle experience, but the Tower is always happy to offer new battling sensations!
Camouflage: Normal
Nature Power: Tri Attack
Secret Power: Causes Paralysis
The peak of what was once known as the Brass Tower, where lightning struck and ignited the fire that devoured the rest of the structure. The winds here are strong and changing, and the brass peak could re-ignite the tower, if strong enough lightning was to hit it again.
- Damaging Fire-, Water- and Electric-type moves have their BAP increased by three (3)
- Tailwind is always active but switches sides at the end of each round. It starts on the side of the Trainer ordering first
- If a Trainer orders two damaging Electric-type moves in a row, the second is treated as a Fire-type move. If the same Pokémon then uses a third Electric-type move in a row, it is treated as a Fire-type move and its BAP is increased by 50%
Camouflage: Flying
Nature Power: Tri Attack
Secret Power: Causes Paralysis
===================
Raikou’s Thunder Mane
By some time-space alteration or another, you are now battling within the Legendary Beast’s mane, made of actual clouds. Electric energy surrounds you from all parts, clinging to you the faster you move.
- Default weather is rain
- Default terrain is Electric Terrain
- All damaging moves with a priority of 1 or more are treated as Electric-type moves
- Thunder gains 25% recoil
Camouflage: Electric
Nature Power: Thunderbolt
Secret Power: Causes Paralysis
===================
Rumbling Cave
This underground cave hosts the echoes of Raikou’s battlecry. It is said to be so frightening, some Pokémon immediately flee the cave, while other pretend to play dead on the spot, all out of sheer instinct.
- Seismic moves cause the target to be switched out at the end of the round. Soundproof Pokémon are immune to that effect (but not the move itself)
- Roar paralyzes the target if it successfully hits
- Spread moves are able to hit through the evasive phase of D/E moves
Camouflage: Rock
Nature Power: Power Gem
Secret Power: Causes flinching
===================
Saber-Toothed Tiger Cemetery
The species Raikou is linked to is long extinct. This cemetery is full of well-preserved fossils, reminding all of the fickle fate of any species, no matter how powerful.
- At the start of each Round, inflict all Pokemon that are not Doomed with the Doom status (2r). Perish Song cannot stack with this effect
- The Doom status inflicts 20 HP and 20 EN damage
- All Pokémon gain access to Ancient Power
Camouflage: Ghost
Nature Power: Shadow Ball
Secret Power: Causes flinching
===================
Battle Tower
This facility located in Hoenn has become Raikou’s new home. You should feel rather at ease here with your battle experience, but the Tower is always happy to offer new battling sensations!
- If a player deals 20 damage or more in a single action, they are awarded one (1) BP
- If a player is ordering first, they can use one (1) BP to change their held item to any held item they own
- A player can use two (2) BP to increase their substitution count by one (1)
- If a player is ordering first, they can use two (2) BP to set a terrain or weather of their choice, for two (2) rounds.
- A player can use three (3) BP to raise all of the stats of their active Pokémon by one (1), adjusting the natural stage
- A player can decide to use their BP to buy multiple effects at once, if they have enough BP
Camouflage: Normal
Nature Power: Tri Attack
Secret Power: Causes Paralysis
Ula’Ula Meadow
This beautiful flower meadow is covered with red flowers. Oricorio usually feast on that nectar, strengthening their Fire abilities and transforming them into birds reminiscent of flamenco dancers. Many Bug-type Pokémon also covet the nectar; they seem more feisty than usual.
Camouflage: Grass
Nature Power: Energy Ball
Secret Power: Causes sleep
===================
Ruins of Abundance
These ruins are home to a yet slumbering Tapu Bulu. Here, under the sandy stretch of the desert, vivid nature is waiting to spring back to life. Tapu Bulu itself might be watching you battle!
Camouflage: Grass
Nature Power: Earth Power
Secret Power: Causes flinching
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Haina Desert
This desert can get a little confusing to navigate, as directions do not seem to follow the proper guidelines for directions across the multiverse. Where’s your left, and where’s your right? Where did you come from, and where did you go? It can even unsettle your Pokémon, too!
Camouflage: Ground
Nature Power: Earth Power
Secret Power: Lowers Accuracy by 1 stage
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Abandoned Thrifty Megamart
Initially implanted in Ula’Ula, this site of the Thrifty Megamart, built on sacred grounds, was destroyed by Tapu Bulu. It is now overrun with Ghost-type Pokémon, and urban rumors tell tales of disturbing events happening within…
Camouflage: Ghost
Nature Power: Shadow Ball
Secret Power: Causes flinching
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Hokulani Observatory
Alola’s second tallest mountain hosts the Hokulani Observatory, a celestial research center. Sophocles’ bizarre inventions abound in the inner rooms; they also have a tendency to go rogue and release bursts of electricity into the air.
Camouflage: Steel
Nature Power: Tri Attack
Secret Power: Causes paralysis
This beautiful flower meadow is covered with red flowers. Oricorio usually feast on that nectar, strengthening their Fire abilities and transforming them into birds reminiscent of flamenco dancers. Many Bug-type Pokémon also covet the nectar; they seem more feisty than usual.
- Normal-Type moves become Fire-type (before applying Abilities)
- Pokemon do not lose HP from Burn
- Fire is only neutrally effective against Bug, and Bug is neutrally effective against Fire
Camouflage: Grass
Nature Power: Energy Ball
Secret Power: Causes sleep
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Ruins of Abundance
These ruins are home to a yet slumbering Tapu Bulu. Here, under the sandy stretch of the desert, vivid nature is waiting to spring back to life. Tapu Bulu itself might be watching you battle!
- Damaging Water-Type moves create Grassy Terrain (1r) after they deal damage.
- Rain Dance creates Grassy Terrain (2r).
- If a damaging Water-type move is used successfully while Grassy Terrain is in play (even if it missed or dealt no damage), then both Pokémon become Ingrained until the start of the next Round
- Berries that restore HP can be activated twice instead of once
Camouflage: Grass
Nature Power: Earth Power
Secret Power: Causes flinching
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Haina Desert
This desert can get a little confusing to navigate, as directions do not seem to follow the proper guidelines for directions across the multiverse. Where’s your left, and where’s your right? Where did you come from, and where did you go? It can even unsettle your Pokémon, too!
- At the start of each Round, apply the following effect:
- If the Round number is odd, change the default weather to Sunny.
- If the Round number is even, change the default weather to Sandstorm.
- Pokémon can only change the weather by using the appropriate weather stone
- If a Pokémon switches out for any reason (self-switching, forced switching, or switch phases), and the second Pokémon has not yet been sent out, it is chosen at random, with a 50% chance of being chosen
- Whenever an active Pokémon leaves play, its replacement becomes confused for 1a
Camouflage: Ground
Nature Power: Earth Power
Secret Power: Lowers Accuracy by 1 stage
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Abandoned Thrifty Megamart
Initially implanted in Ula’Ula, this site of the Thrifty Megamart, built on sacred grounds, was destroyed by Tapu Bulu. It is now overrun with Ghost-type Pokémon, and urban rumors tell tales of disturbing events happening within…
- All Pokémon have the Ability Levitate, in addition to their own Abilities
- If a Pokémon flinches, they expend the EN they would have expended had they acted, and also become Sluggish for the next action, but they cannot be flinched anymore as long as they remain in play
- Any damaging move directed towards an Electric-type Pokémon gains three (3) BAP (after all other modifiers).
Camouflage: Ghost
Nature Power: Shadow Ball
Secret Power: Causes flinching
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Hokulani Observatory
Alola’s second tallest mountain hosts the Hokulani Observatory, a celestial research center. Sophocles’ bizarre inventions abound in the inner rooms; they also have a tendency to go rogue and release bursts of electricity into the air.
- Damaging Electric-type moves gain five (5) BAP (before other modifiers), but they deal three (3) Recoil damage to the user
- Pokémon with Lightning Rod, Plus, or Minus Abilities gain two (2) HP at the end of each action. Multiple Abilities don’t stack
- Steel-type Pokémon cannot be corroded or paralyzed
Camouflage: Steel
Nature Power: Tri Attack
Secret Power: Causes paralysis
Exeggutor Island
This island is populated almost exclusively with the Alolan variety of Exeggutor. The Pokémon living here are happy, but carefree, and sometimes one of the Exeggutors will simply fall over. Watch out for them! Don’t wander too far off the beaten path!
Camouflage: Grass
Nature Power: Hydro Pump
Secret Power: Lowers Attack by 1 stage
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Ruins of Hope
These ruins contain the temple enshrining Tapu Fini. Mist is particularly thick in the temple, and the interior is often flooded by the rising tide.
Camouflage: Fairy
Nature Power: Hydro Pump
Secret Power: Lowers Special Attack by 1 stage
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Poni Meadow
This beautiful flower meadow is covered with purple flowers. Oricorio usually feast on that nectar, strengthening their Ghost abilities and transforming them into birds whose slow, elegant dance has an air of etherealness.
Camouflage: Grass
Nature Power: Energy Ball
Secret Power: Causes sleep
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Altar of the Sunne & Moone
This altar experiences incredible reality distortion, owing for the most part to the unstable Ultra Energy seeping from a wormhole above the altar. The world as you know it is torn inside out!
Camouflage: Psychic
Nature Power: Psyshock
Secret Power: Lowers Defense by 1 stage
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Vast Poni Canyon
An ancient, almost mystical canyon where Dragon-types are roaming around, awaiting anyone brave -or foolish- enough to venture within. Strangely enough, a strong magnetic field is present throughout the canyon.
Camouflage: Dragon
Nature Power: Thunderbolt
Secret Power: Causes paralysis
This island is populated almost exclusively with the Alolan variety of Exeggutor. The Pokémon living here are happy, but carefree, and sometimes one of the Exeggutors will simply fall over. Watch out for them! Don’t wander too far off the beaten path!
- Any Pokémon switching out is hit with a STAB Dragon Hammer from a neutral natured Alolan Exeggutor (after applying end-of-Round effects). This move cannot crit or miss and will grant victory to the opponent if it KOs
- Misty Terrain boosts the power of Fairy-type moves by two (2)
- The consecutive EN cost for Fairy-type moves is brought from four (4) to two (2)
Camouflage: Grass
Nature Power: Hydro Pump
Secret Power: Lowers Attack by 1 stage
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Ruins of Hope
These ruins contain the temple enshrining Tapu Fini. Mist is particularly thick in the temple, and the interior is often flooded by the rising tide.
- The battle starts with permanent Misty Terrain and Mist (Regular) on both sides of the field. If removed or replaced, both of these effects are refreshed at the start of the next turn
- Water-type moves have their EN cost decreased by two (2)
- Every even-numbered Round, water floods the cavern, preventing Pokémon from using contact moves that Round. Struggle can still be used, but will always miss.
Camouflage: Fairy
Nature Power: Hydro Pump
Secret Power: Lowers Special Attack by 1 stage
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Poni Meadow
This beautiful flower meadow is covered with purple flowers. Oricorio usually feast on that nectar, strengthening their Ghost abilities and transforming them into birds whose slow, elegant dance has an air of etherealness.
- Normal-type moves become Ghost-Type (before applying Abilities)
- Stage boosts and drops don’t decay and persist through switching
- Grass-type Pokémon gain a second Ghost typing. If they already have a secondary typing, they become triple-typed instead. Pokémon that already possess the Ghost and Grass dual typing are unaffected
Camouflage: Grass
Nature Power: Energy Ball
Secret Power: Causes sleep
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Altar of the Sunne & Moone
This altar experiences incredible reality distortion, owing for the most part to the unstable Ultra Energy seeping from a wormhole above the altar. The world as you know it is torn inside out!
- Battles at the Altar of the Sunne & Moone are Inverse Battles
- Ultra Beasts, Necrozma, Solgaleo and Lunala retain their normal weaknesses, resistances, and immunities.
Camouflage: Psychic
Nature Power: Psyshock
Secret Power: Lowers Defense by 1 stage
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Vast Poni Canyon
An ancient, almost mystical canyon where Dragon-types are roaming around, awaiting anyone brave -or foolish- enough to venture within. Strangely enough, a strong magnetic field is present throughout the canyon.
- The Hovering status grants immunity to all Ground-type moves
- All contact moves used by Dragon-type Pokémon are turned into Dragon-type moves, and their BAP is increased by one (1)
- Fairy-type Pokémon resist Dragon-type moves instead of being immune to them
Camouflage: Dragon
Nature Power: Thunderbolt
Secret Power: Causes paralysis
Seaward Cave
This cave accessible from Melemele Meadow is pretty chilly. You’ll find Pokémon that are used to the cold around these parts, blocks of ice lying here and here, and even the air itself is sharper. You could use that to your advantage, but be careful not to trip up!
Camouflage: Ice
Nature Power: Ice Beam
Secret Power: Causes flinching
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Hau’oli Cemetery
The cemetery near the city of Hau’oli is a place of grief and sorrow, filled with Trainers having lost their Pokémon… and sometimes Pokémon having lost their Trainer. As per tradition, the place is crowded with Ghost-type Pokémon, who gladly feed on the negative energy floating around.
Camouflage: Ghost
Nature Power: Shadow Ball
Secret Power: Causes flinching
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Ten Carat Hill
This cave near Kukui’s lab is a rocky area embedded with shiny stones. Breakable stones are a common sight, and it is advised for newer travelers or would-be adventurers to take something to break them, lest they’d find themselves quickly blocked off.
Camouflage: Rock
Nature Power: Power Gem
Secret Power: Causes flinching
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Melemele Meadow
This beautiful flower meadow is covered with yellow flowers. Oricorio usually feast on that nectar, strengthening their Electric abilities and transforming them into energetic cheerleaders.
Camouflage: Grass
Nature Power: Energy Ball
Secret Power: Causes sleep
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Ruins of Conflict
The ruins are supposed to host a sleeping Tapu Koko. However, it appears the island guardian often leaves them to tour Melemele Island. Its residual presence is still felt strongly: the air is crackling with electricity. You would do well to pay respects, otherwise you could anger the Tapu.
Camouflage: Electric
Nature Power: Thunderbolt
Secret Power: Lowers Special Attack by 1 stage
This cave accessible from Melemele Meadow is pretty chilly. You’ll find Pokémon that are used to the cold around these parts, blocks of ice lying here and here, and even the air itself is sharper. You could use that to your advantage, but be careful not to trip up!
- Damaging Flying-type moves become Ice-Type (after applying Abilities)
- Damaging Ice-type moves with a BAP of 6 or less always score a Critical Hit.
- The final damage of super effective moves is increased by four (4). This effect is nullified if the user holds an Expert Belt
Camouflage: Ice
Nature Power: Ice Beam
Secret Power: Causes flinching
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Hau’oli Cemetery
The cemetery near the city of Hau’oli is a place of grief and sorrow, filled with Trainers having lost their Pokémon… and sometimes Pokémon having lost their Trainer. As per tradition, the place is crowded with Ghost-type Pokémon, who gladly feed on the negative energy floating around.
- Spite now raises the EN cost of the three (3) last moves used by the target (if applicable) by four (4). If a move has been used multiple times during the past three actions, the effect stacks (8/12 EN respectively). Spite still applies for six (6) actions
- Grudge now triggers whenever the user takes 16 damage or more, but only lasts six (6) actions. Each player can only have a grudge against 1 move at a time (if they already have an active grudge, they cannot gain a new grudge).
- Ghost Curse now costs 15 EN to perform, but traps the target. Damage from Ghost Curse is increased by 3 at the beginning of each round.
Camouflage: Ghost
Nature Power: Shadow Ball
Secret Power: Causes flinching
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Ten Carat Hill
This cave near Kukui’s lab is a rocky area embedded with shiny stones. Breakable stones are a common sight, and it is advised for newer travelers or would-be adventurers to take something to break them, lest they’d find themselves quickly blocked off.
- At the beginning of the match, place a “Stone Barrier” (Arena element) into play (max. 1).
- While a Stone Barrier is in play, Pokémon cannot use contact moves other than Struggle or Rock Smash.
- If a Pokémon successfully uses Rock Smash, remove a Stone Barrier.
- If a Pokemon successfully uses Strength, place a Stone Barrier into play.
Camouflage: Rock
Nature Power: Power Gem
Secret Power: Causes flinching
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Melemele Meadow
This beautiful flower meadow is covered with yellow flowers. Oricorio usually feast on that nectar, strengthening their Electric abilities and transforming them into energetic cheerleaders.
- All active Pokémon are under the effect of Helping Pom-Poms
- Helping Pom-Pom raises the BAP of all moves by 50%, rounded up, for a minimum increase of four (4). This is done before Ability adjustments
- Helping Pom-Pom also raises the EN cost of all damaging moves by 50%, rounded up. This is done before all modifiers
- These effects do not affect Z-Moves or Max Moves
- Plus and Minus boost the BAP of special attacks by an additional one (1) each
Camouflage: Grass
Nature Power: Energy Ball
Secret Power: Causes sleep
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Ruins of Conflict
The ruins are supposed to host a sleeping Tapu Koko. However, it appears the island guardian often leaves them to tour Melemele Island. Its residual presence is still felt strongly: the air is crackling with electricity. You would do well to pay respects, otherwise you could anger the Tapu.
- Default Terrain is Electric Terrain. Other Terrain effects have their duration halved
- If an active Pokémon doesn’t successfully use at least one Fairy-type move during the round, it is hit with a STAB Thunder from r7 SpA. This occurs at the end of the Round (after end-of-Round effects, but before switching).
- This Thunder always hits and always deals damage, regardless of circumstances (it cannot be protected or evaded against, it ignores all immunities, it ignores Substitute, it bypasses Accuracy checks, etc.)
- If both active Pokémon are KOed, resulting in a tie, the Trainer ordering first during that round is declared winner
Camouflage: Electric
Nature Power: Thunderbolt
Secret Power: Lowers Special Attack by 1 stage
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