#==============================================================================# Pokemon Empire Field Effects (by Octavius3MC): NOTE: Fields' stat-changing effects apply in addition to the move or ability's base effects. NOTE: "X" move lasts additional turns means 5 --> 8 --> 12 --> 15 --> 18 turns. #==============================================================================# Field Effects #==============================================================================# 1. Tundra "The more I see, the less I know, the more I'd like to let it go." 2. Mountain Crevasse "Life is about the climb, not the destination." 3. Yo'aki Barrens 4. Ice Rink "Eternity is a glorious word, but eternity is ice." 5. Proving Grounds "A challenge only becomes an obstacle when you bow to it." 6. Crimson Forest "Every time I think I'm out of the woods..." 7. Cave "Understand dependence when you know the maker's land." 8. Festival "Vergnügen ist ein Lied der Freiheit; aber es ist keine Freiheit." (Pleasure is a song of freedom; it is not freedom.) 9. Open Fields "The flag of my disposition, out of hopeful green stuff woven." 10. Distorted Reality "The eye sees only what the mind is prepared to comprehend..." 11. Field of Cinders "Tradition is not the worship of ashes, but the preservation of fire." 12. Molten Core "Fire tests gold; lava tests bravery." 13. Industrial Zone "Und das Atmen fällt mir ach so schwer." (And it becomes oh so hard to breathe.) 14. Starless Streets "I stand on the rooftop of my existence, arms stretched out, begging for more." 15. Laboratory "Nothing in life is to be feared; it is only to be understood." 16. Primordial Park "Uniqueness is the commodity of glut." 17. Fae Garden "For there is nothing lost, that may be found, if sought." 18. Battle Arena "The best techniques are passed on by the survivors." 19. Imperial Grounds "A true ruler does not rule others; he rules himself." 20. Fog of War "Hate not what stands before as much as you love what stands behind." 21. Spooky Swamp "Anxiety is the dizziness of freedom." 22. Museum "History doesn't repeat itself; it rhymes." 25. Chaparral "Every grain... a story of the earth..." 26. Tropical Paradise "Grass grows; birds fly; waves pound the sand." 28. Battleship "Battle does not determine who is right — only who is left." 29. Abyssal Depths 30. Polar Sanctuary "I write history on the souls of you and your descendants, forever." #--------------------------- 1. Tundra ---------------------------# "The more I see, the less I know, the more I'd like to let it go." * After every five consecutive turns the same non-Ice type Pokemon remains in battle, its Speed is lowered * Fluffy, Fur Coat, Snow Warning, Snow Cloak, Snow Shoes, Icebreaker, Magma Mail, and Thick Fat give +1 Sp. Defense and are immune to this speed lowering effect * Wind Moves, Ice-type Moves, Frigid Air, and these moves have a +20% chance to Freeze Goosebumps Petal Blizzard Water Gun Hydro Pump Tidal Wave Water Spout Splash Death Sap Waterfall Brine Bubblebeam Whirlpool Soak Cleansing Flood Riptide Rock Tomb Rock Slide Block Ancient Power Leech Seed Diamond Dust Deciduous Drop Seeds of Doubt Rising Tide Petal Dance Rock Blast Grass Knot * Frozen Pokemon take 1/16th Max HP damage at the end of each round * Ice-type attacks deal neutral damage to Water types * The Attack reduction from Burn is halved and Burn deals no damage at the end of each round * Hail and Aurora Veil last additional turns * Paresthesia's damage reduction is removed * Activates Snow Cloak, Icebreaker, Aurora Veil, and Snow Shoes * Wind moves, Ice type moves, and these moves deal x1.25 damage Goosebumps Petal Blizzard Drill Run Rototiller Bide Rock Blast Rock Slide Rolling Stone Rolling Thunder Overheat High Horsepower Nature's Call Burnout Lava Plume Eruption Boulderdash Aurora Beam * The accuracy of these moves becomes 100: Permafrost Cold Front Blizzard Heat Wave Frost Breath * The accuracy of these moves becomes 80: Absolute Zero * The stat changing effects of these moves are amplified: Cold Front Verglas Powder Snow (-1 spe) (+1 spe) (-1 acc) * Nature Power becomes Blizzard * Camouflage immunes Ice type damage * Secret Power may Freeze #--------------------------- 2. Mountain Crevasse ---------------------------# "Life is about the climb, not the destination." * Frozen Pokemon take 1/16th Max HP damage at the end of each round * Ice- and Rock-type attacks and Frigid Air have a +20% chance to Freeze * The Attack reduction from Burn is halved and Burn deals no damage at the end of each round * Pokemon with Sturdy, Solid Rock, Snow Cloak, Fluffy, Fur Coat, Magma Mail, Icebreaker, Thick Fat, Snow Shoes or Hardheaded or Pokemon holding Terrain Boots take x0.8 damage from Neutrally Effective attacks * Hail damage is doubled * Hail, Aurora Veil, and Tailwind last additional turns * Activates Snow Cloak, Icebreaker, Aurora Veil, and Snow Shoes * Morning Sun and Moonlight restore 2/3 Max HP (from 1/4th and 1/2 HP, respectively) * Reconnaissance, Sky Scraper, Bounce, Crepuscular Ray, Rocky Payload, Aftershocks and Undermine execute in one turn * Paresthesia's damage reduction is removed * Stealth Rock damage is doubled and applies Ice-type damage instead * Entrench heals for 1/8th Max HP (from 1/12th) * Indomitable's damage reduction becomes x0.66 * Rocky Helmet deals 1/4th Max HP damage (from 1/6th) * Wind- and Sound-based moves, Rock-, Ice-, and Flying-type moves, and these moves deal x1.25 damage: Thunderclap Eruption Storm Throw Goosebumps Rolling Thunder Drill Run Seismic Toss Lava Plume Petal Blizzard Terraforming Precipice Blades Fault Lines Tunnel Network * The accuracy of these moves becomes 100: Thunderclap Rock Slide Storm Throw Permafrost Blizzard Rock Blast Cold Front Avalanche Frost Breath Rock Tomb Icicle Crash Supersonic Glaciate * The stat changing effects of these moves are amplified: Stamina Cold Front Verglas Powder Snow Block (+1 def/sp.def) (-1 spe) (+1 spe) (-1 acc) (-2 spe) * Nature Power becomes Avalanche * Camouflage immunes Rock type damage * Secret Power may Freeze #--------------------------- 3. Yo'aki Barrens ---------------------------# #--------------------------- 4. Ice Rink ---------------------------# "Eternity is a glorious word, but eternity is ice." * If an attacker is faster than its target, it has +1 Critical Hit Ratio * If the Pokemon can be Frozen, Critical Hits Freeze instead of dealing bonus damage * Missing a contact move leaves the attacker confused * If the attacker can be Frozen, hurting itself in confusion also Freezes it * Activates Icebreaker, Snow Shoes, Snow Cloak and Quick Feet on Grounded Pokemon * Klutz, Comatose, Defeatist, Reckless, Berserk, Fever Pitch, Oblivious, Anxiety, and Truant give -1 Speed at the end of each round * Grounded Pokemon gain +1 Speed when using a contact move with recoil damage or the following moves: Rolling Stone Body Slam Curtain Call Revelation Dance Splatter Quiver Dance Defense Curl Bulldoze Rolling Thunder Tackle Teeter Totter Rapid Spin Petal Dance Feather Dance Boulderdash Extremespeed Epic Snowball Star Power Work Up Agility Spotlight Follow Me Encore Torpedo Break Dance Accelerock Quick Attack Aqua Jet Mach Punch Rocket Fist * Pokemon with the following abilities cannot have their stats lowered and cannot be confused: Competitive Serene Grace Own Tempo Hustle Motor Drive Icebreaker Resolute Snow Shoes Dynamo Limber Quick Feet Relentless Soloist * These moves deal x1.25 damage: Heat Wave Glaciate Lava Plume Eruption Overheat Tidal Wave Fracture Burnout * The accuracy of these moves becomes 100: Permafrost Cold Front Glaciate * The stat-changing effect of these moves is amplified: Spotlight Verglas (+1 sp. atk) (+1 spe) * Nature Power becomes Cold Front * Camouflage immunes Ice type damage * Secret Power may lower Speed #--------------------------- 5. Proving Grounds ---------------------------# "A challenge only becomes an obstacle when you bow to it." * Every time you deal damage, you gain 1 Breakthrough Point * After one of your Pokemon faints, you gain 2 Breakthrough Points * At 10 Breakthrough Points, your next attack against a target over 1/3rd Max HP strikes with priority, deals double damage, and ignores Protect, Substitute, and opposing abilities; you then lose 10 Breakthrough Points * Run Away, Anxiety, Klutz, Defeatist, Zero to Hero, and Fidgety give +2 Breakthrough Points on entry and +3 Breakthrough Points when K.O.'ing an opponent * Not Fully Evolved Pokemon deal x1.25 to and take x0.8 damage from fully evolved Pokemon * Attacks deal x1.25 damage if an ally fainted the previous turn * Pokemon with the following abilities or holding Heart of Courage take x0.5 damage when below 1/3rd Max HP: Finishing Touch Own Tempo Mold Breaker Guts Hustle Adaptability Protean Defiant Competitive Friend Guard Resourceful Soul-Heart Rivalry Relentless Soloist * These moves gain 1 additional Breakthrough Point: Tackle Eat Dirt Water Pulse Flame Wheel Paroxysm Cliff Hanger Epic Snowball Phantom Force Cutting Edge Rocket Fist Miracle Catharsis Last Resort Hidden Power Secret Power Retaliate Revenge Payback Consuming Wrath Rage Outrage Outcry Boomburst Crushing Blow Horizon Breach Dive Bomb Sky Scraper Brave Bird Sky Uppercut Power-Up Punch Dynamic Punch Superpower Buster Beetle Take Down Insurgence Reversal Force Palm Shock Wave E.M.P. Buzzer Beater Roar Majestic Roar Howl Work Up Feral Fervor Wish Healing Wish Shooting Star Fall from Grace Lumina Crash Luster Purge Afterglow Overheat Trailblazer Trial by Fire Endeavor Ricochet Counter Mirror Coat Self-Destruct Explosion Destiny Bond Final Gambit Giga Impact Hyper Beam Comet Spear Rock Wrecker Soulblaze Scales Full Throttle Gigaton Hammer Photon Geyser Pierce the Veil Sacred Fire Seed Flare Plasma Fists Meteor Mash Stored Power Eruption Star Power * The accuracy of these moves becomes 100: Payback Revenge Take Down Seed Flare Sacred Fire Pierce the Veil Shooting Star Fall from Grace Lumina Crash Luster Purge Hyper Beam Giga Impact * The accuracy of these moves becomes 80: Dynamic Punch * Nature Power becomes Endeavor * Camouflage immunes Normal type damage * Secret Power may give +1 Breakthrough Point #--------------------------- 6. Crimson Forest ---------------------------# "Every time I think I'm out of the woods..." * Pokemon with Sap Sipper, Symbiotic, Stalwart Beak, Thick Trunk, Harvest, Ripen, Cheek Pouch, Natural Cure, and Honey Gather restore 1/16th Max HP each turn * Berries' effects are doubled, but have a 30% chance to Poison * Activates Sun Screen and Chlorophyll * Verdant Terrain lasts additional turns * Heal Order restores 66% Max HP * Effect Spore's activation chance is doubled * Bonfire has an additional proc * Black Mold and Infestation deal 1/6th and 1/4th Max HP damage per turn, respectively * Parasite drains 1/12th max HP (from 1/16th) * Wood Hammer has no recoil damage * Ingrain heals for 1/8th Max HP each turn (from 1/12th) * Hyper Cutter gives +1 Attack * Fire type moves and these moves deal x1.25 damage: Cross Chop Bulldoze Air Strike Bug Buzz Bombardment Mental Edge Defile Chitin Crumpler Karate Chop Leaf Storm Seed Flare Wood Hammer Hedge Clippers Nature's Call Energy Ball Seed Bomb Crown of Horns Thaumaturgy Deciduous Drop Leafage Bullet Seed Grass Knot Tripwire Root Megahorn Black Mold Mandible Munch Skitter Scatter Attack Order Infestation Scourge Blight X-Scissor Razor Wind Toxic Thread Terraforming Petal Dance Petal Blizzard Silk Road Cut-in-Two Trailblazer Composting Brood Cocoon Phoenix Flower * These moves deal x2 damage: Writhing Rend Brutal Swing Cutting Edge * The accuracy of these moves becomes 100: Sleep Powder Stun Spore Leech Seed Deathsap Cutting Edge Cross Chop Megahorn Leaf Storm Toxic Thread * The stat changing effects of these moves are amplified: Growth Defend Order Toxic Thread Worry Seed Sticky Web (+1 atk/sp.atk) (+1 def/sp.def) (-1 spe) (-1 def) (-1 def) * Nature Power becomes Wood Hammer * Camouflage immunes Grass type damage * Secret Power may induce Sleep #--------------------------- 7. Cave ---------------------------# "Understand dependence when you know the maker's land." * Pokemon are not considered Airborne * Spread moves have 1/4th Recoil damage * Type Gems deal x1.5 damage (from x1.33) * Pokemon holding Terrain Boots take x0.8 damage from Neutrally Effective attacks * Bioluminescence and Finishing Touch give +1 Special Attack and Accuracy * Rocky Helmet deals 1/4th Max HP damage (from 1/6th) * Stealth Rock damage is doubled * Circadian Rhythm lasts an additional turn * Diamond Dust always sharply raises Defense * Sky Scraper, Bounce, Crepuscular Ray, Rocky Payload, Aftershocks, and Undermine execute in one turn * Entrench heals for 1/8th Max HP each turn (from 1/12th) * Non-contact Flying moves and Wind moves deal x0.8 damage * Sound-based attacks, Rock and Dark type moves, and these moves deal x1.25 damage: Terraforming Aurora Beam Signal Beam Mirror Shot Dazzling Gleam Flash Cannon Luster Purge Drill Run Earthquake Chip Away Undermine Drill Peck Earth Power Eat Dirt Fault Lines Night Shade Composting Dungeon Trap Tunnel Network * The accuracy of these moves becomes 100: Supersonic Rock Tomb Earthquake Rock Slide Stone Edge Diamond Dust * The stat changing effects of these moves are amplified: Tail Glow Rock Polish Flash Block Rock Tomb (+1 acc) (+1 sp.atk/acc) (-1 acc) (-2 spe) (-1 spe) Endure Treasure Hoard Calm Mind Ley Line Luster Meditate (+1 spe) (+1 sp.def) (+1 sp.def) (+1 sp. atk) (+1 sp. def) * Nature Power becomes Rock Tomb * Camouflage immunes Rock type damage * Secret Power may flinch #--------------------------- 8. Festival ---------------------------# "Vergnügen ist ein Lied der Freiheit, - Aber es ist keine Freiheit." (Pleasure is a song of freedom; it is not freedom.) * Berries' effects, as well as Enchantment and Effect Spore's chances are doubled * Pokemon with Gluttony, Ripen, Bioluminescence, Comatose, Chainsmoker, and Own Tempo take x0.8 damage from Neutrally Effective attacks * Magician, Mystical, Rapturous, Skill Link, Soloist, Flash Fire and 'Dance' moves give +1 Speed * Harvest and Honey Gather always work * Assist, Helping Hand, and Leftovers have 50% increased effectiveness * Refresh, Milk Drink, Wish, Cheek Pouch, and Bestow restore 66% Max HP * Rejuvenate restores 1/6th Max HP each turn (from 1/8th) * Caretaker restores 1/3rd Max HP (from 1/4th) * Lunar Dance, Heart Swap, Skill Swap, and Switcheroo also lower the target's Attack and Sp. Attack * Encore lasts 6 turns * Splendid Spiral and Bonfire last an additional turn or proc, respectively * Pheromone Blur lasts additional turns * Future Sight triggers in one less turn * Belly Drum only cuts 1/6th of the user's Max HP (from 1/4th) * Kicking moves and these moves deal x1.25 damage: Ebb and Flow Heart Breaker Drum Beating Petal Dance Natural Gift Red Tempest Revelation Dance Break Dance Wheel of Fate Mystical Fire Curtain Call Flame Wheel Flamethrower Tea Party Trump Card Dazzling Gleam Pixie Dust Pick Your Poison Living Colors Facade Bounce Me First Hex Chatter Hymn of Faith Signal Beam Aerial Ace Fire Lash Extrasensory Puff Magic Present Acrobatics Flametongue Hallucinate Rapid Spin Egg Bomb Spellbind Thaumaturgy Mind Blown Overdose Fungal Spores * The accuracy of these moves becomes 100: Sweet Embrace Stun Spore Lullaby Hypnosis Sleep Powder * The following moves' and abilities' stat-changing effect is amplified: Captivate Charm Feather Dance Flash Stuff Cheeks (-2 sp. atk) (-2 atk) (-2 atk) (-1 acc) (+1 def) Memento Role Play Spotlight Lunar Dance Anxiety (-1 atk/sp.atk) (+1 sp.atk/-1 sp.atk) (+1 def) (-4 atk/-4 sp.atk) (+1 def) Sweet Scent Decorate Teeter Totter (+2 sp.atk) (+1 sp.atk) (+1 spe) * Nature Power becomes Trump Card * Camouflage immunes Normal type damage * Secret Power may restore 50% Max HP #--------------------------- 9. Open Fields ---------------------------# "The flag of my disposition, out of hopeful green stuff woven." * Pokemon deal x1.25 damage on their first turn in battle ('Decisive!'), or x1.5 damage if they have Initial Surge, Reckless, Hardheaded, Relentless, Grenadier, Fever Pitch, Hustle, Quick Feet, Guts, or Dynamo ('Devastating!') * Pokemon with Stamina, Bulletproof, Duelist, Indomitable, Sturdy, Emergency Exit, Run Away, Scout, Resolute, Friend Guard, Aura Guard, and Plate Armor take x0.8 damage instead * Contact moves heal their users for 1/3rd damage dealt when the user is below 1/3rd Max HP, or 1/2 damage dealt if the user has Sun Screen, Harvest, Honey Gather, Truant, Halcyon, Symbiotic, or Sap Sipper * Pokemon below 1/3rd Max HP cannot use status moves * Trapped Pokemon deal x0.8 damage * Rain, Sun, and Eye of the Storm last additional turns * Guard Duty restores 1/6 Max HP each turn (from 1/8) * Reconnaissance executes in one turn * Morning Sun, Milk Drink, and Heal Order heal for 66% Max HP (from 50%) * Pokemon gain +1 Sp. Def when using the following moves: Rolling Stone Rolling Thunder Steeplechase Outflank Entrainment High Horsepower Bull Rush Flame Wheel Flame Charge Wild Charge Flare Blitz Brave Bird Dive Bomb Aerial Ace Head Charge Bide Wide Guard Quick Guard Rest Entrench Defense Curl Cotton Guard Blastin Bastion * Ball and Bomb moves and these moves deal x1.25 damage: Cutting Edge Extremespeed Scourge Close Combat Submission Rototiller Brushburn Blight U-Turn Pursuit Burnout Heat Wave Inferno Saber Strike Infestation Comet Spear Eat Dirt Attack Order Bug Buzz Writhing Rend Smart Strike * Special Flying type moves, Wind moves, and these moves deal x0.8 damage but always lower opponents' Speed by 2 stages: Lurching Murk Tidal Wave Whirlpool Earthquake Bulldoze Riptide Defile Sludge Wave Eruption Water Spout Quicksand Sand Tomb Rock Tomb Rock Slide Rock Blast Glaciate Blizzard Rock Wrecker Icicle Crash Avalanche * The following moves' and abilities' stat-changing effects are amplified: Growth Coil Cotton Spore Defend Order Swords Dance (+1 atk/sp.atk) (+1 def) (-4 spe) (+1 def/sp. def) (+1 acc/crit) King's Shield Outflank Stamina Promised Land (-1 atk) (-2 spe) (+1 def/+1 sp. def) (+1 stats) * Nature Power becomes Bull Rush * Camouflage immunes Grass type damage * Secret Power may raise Defense #--------------------------- 10. Distorted Reality ---------------------------# "The eye sees only what the mind is prepared to comprehend..." * All positive stat changes become negative * Gravity lasts additional turns and damages non-Psychic and Ground types each round for 1/16th Max HP * Pokemon with these abilities deal 1/16th max HP damage to opponents at the end of each round: Pressure Black Mirror Teravolt Turboblaze Continuum Conduit RKS System * Pokemon holding a Metronome, Trapezohedron, or with the following abilites are exempt to their positive stat changes becoming negative, they cannot be Frozen, and take no damage from this field effect or Gravity: Aura Guard Black Mirror Magic Bounce Magic Guard Dark Soul Multitype Pressure Ghoulish Clear Body Wanderlust Download Sixth Sense Contrary Filter Continuum Frigid Air Turboblaze Teravolt Fairy Aura Dark Aura Conduit RKS System * The following moves still raise the user's stats (instead of lowering them): Aurora Beam Calm Mind Cosmic Power Pierce the Veil * All weather except Hail is annulled * Topsy-Turvy, Hyperspace Hole, Zone Control, Blastin' Bastion, and Trapping moves (but not partial-trapping moves) Freeze their targets * Priority moves deal x0.5 damage, except Vacuum Wave * Activates Icebreaker, Aura Guard, and Aurora Veil * Twisted Terrain, Embargo, and Safeguard last additional turns * Circadian Rhythm lasts an additional turn * Geomancy restores 1/6th Max HP each turn (from 1/8th) * Water- and Fairy-type moves deal x0.8 damage * Psychic-type moves and these moves deal x1.25 damage: Goosebumps Secret Power Hidden Power Apotheosis Ancient Power Dark Pulse Sonic Boom Aura Sphere Earthquake Aftershocks Hyper Beam Tri-Attack Venoshock Absolute Zero Pierce the Veil Earth Power Discharge Razor Wind EMP Dark Void Techno Blast Thousand Waves Eternabeam Oblivion Wing Paraxysm * These moves deal x1.5 damage: Extrasensory Force Palm Psyshock Aurora Beam Shock Wave Roar of Time Spacial Rend Anti-Matter Hyperspace Hole Hyperspace Fury Frost Breath Puzzle Box * These moves deal x2 damage: Topsy Turvy Wheel of Fate Weather Ball * The accuracy of these moves becomes 100: Dark Void Permafrost Anti-Matter Glaciate Earthquake Pierce the Veil Hyper Beam * The following moves' and abilities' stat-changing effects are amplified: Force Field Cosmic Power Eerie Impulse Anxiety (-1 sp. atk) (+1 spe) (-1 sp. atk) (-1 def) * Nature Power becomes Topsy Turvy * Camouflage immunes Psychic type damage * Secret Power may Freeze #--------------------------- 11. Field of Cinders ---------------------------# "Tradition is not the worship of ashes, but the preservation of fire." * The type chart is altered as follows: Dragon resists Fighting and Steel Electric deals neutral damage to Dragon Fire and Steel deal super-effective damage to Ghost and Dark * All moves consume double PP, except 2-turn moves * Healing and Draining moves recover 50% more HP or don't reduce stats, but consume quadruple PP instead of double * Attackers heal for 1/2 of damage dealt when KO'ing a Pokemon, but become Cursed if they heal by this effect * Curses deal 1/6th damage (from 1/4th) each turn, but cause moves to consume double PP * Pokemon with Corrosion, Vainglory, Super Luck, Cursed Body, Defeatist, Ghoulish, and Shed Skin become Cursed * Pokemon with the following abilities cannot be Cursed: Solar Power Duelist Berserk Justified Dragon Force Mystical Technician Mold Breaker Eagle Eye Inner Focus Hidden Locus Dark Soul Soul Furnace Soul Heart Aura Guard Soloist * Solar Power, Soloist, Soul Furnace, Dark Soul, and Soul Heart restore 1/16th Max HP at the end of each round, or 1/8th Max HP in Sun * Morning Sun restores full HP and cures status * Afterglow lasts additional procs * Most Fire, Electric, Dragon, and Dark type moves and these moves deal x1.25 damage: Secret Power Cutting Edge Rolling Kick Spirit Shackle False Swipe Rolling Stone Smart Strike Necromancy Rage Hex Saber Strike Blight Writhing Rend Jump Scare Last Resort Solar Beam Sacred Sword Secret Sword Puzzle Box * These moves deal x1.5 damage: Counter Soul Harvest Core Enforcer Dragon Claw Infestation Mind Blown Incinerate Dragon Breath Feint Dungeon Trap Mystical Fire Sacred Fire Solar Blade * These moves deal x2 damage: Struggle Embers Primordial Spear * Nature Power becomes Embers * Camouflage immunes Fire type damage * Secret Power may lay a Curse #--------------------------- 12. Molten Core ---------------------------# "Fire tests gold; lava tests bravery." * Pokemon become over-exerted after using STAB moves 3 turns in a row Over-exerted Pokemon must wait a turn before they are able to use STAB moves again * Non-Fire-, Rock-, or Dragon-type Pokemon take type-scaling (10% base) Fire-type damage at the end of each turn * Pokemon with the following abilities are immune to the field damage: Magma Mail Flamewreathed Flash Fire Noxious Fumes Water Veil Heatproof Water Bubble Aura Guard Badlands Frigid Air Dragon Force Guardian Core Guardian Glass * Pokemon holding Terrain Boots take 1/2 field damage * Pokemon with Reckless, Fur Coat, Fluffy, Snow Cloak, and Snow Shoes take double field damage * Magma Mail gives +1 Defense/Sp. Defense on entry * Activates Flash Fire and Chainsmoker * Burn damage is doubled * Stealth Rock damage is doubled and applies Fire-type damage instead * No Pokemon can be Frozen * Aqua Ring always fails * Circadian Rhythm, Pressure Plate, and Afterglow lasts additional turns/procs * Hellfire deals 1/6th Max HP damage each turn (from 1/8th) * Fire, Dragon, and Rock Moves and Flamewreathed have a +20% chance to Burn * Grass, Water, and Ice type moves deal x0.8 damage * Rock-type moves and these moves deal x1.25 damage: Eruption Steam Eruption Magma Cone Explosion Self-Destruct Lava Plume Earthquake Earth Power Bulldoze Searing Shot Drill Run Rototiller Aftershocks Embers Incinerate Heat Crash Fault Lines Terraforming Cluster Mines * The accuracy of these moves becomes 100: Will-O-Wisp Rock Slide Rock Tomb Heat Wave Magma Cone * The accuracy of the following moves becomes 80: Inferno * Nature Power becomes Lava Plume * Camouflage immunes Fire type damage * Secret Power may Burn #--------------------------- 13. Industrial Zone ---------------------------# "Und das Atmen fällt mir ach so schwer." (And it becomes oh so hard to breathe.) * After every 3 attacks, each Pokemon takes 1/6th Max HP damage and is switched out * Electric-, Fire-, or Steel-type Pokemon or Pokemon with the following abilities are immune to the switch out and heal for 1/6th Max HP instead: Magma Mail Mold Breaker Flash Fire Lightning Rod Steelworker Shatterproof Plate Armor Filter Dynamo Motor Drive Conduit Power Construct Catalyst Core * Pokemon with those abilities as well as Power Surge, Static, Pressure, Eagle Eye, Technician, Skill Link, Steam Vent, Chainsmoker, and Grenadier OR Pokemon holding Elastic Putty take x0.8 damage * Pokemon with Heatproof, Volt Absorb, and Water Absorb restore 1/16th Max HP each turn * The following abilities slightly lower Defense and Sp. Defense on switch-in: Truant Oblivious Simple Fidgety Corrosion Klutz No Guard Comatose Unaware Bogged Down Thick Fat Verdant Surge Defeatist Reckless * Burn's damage is doubled * Iron Briary always activates * Aftermath deals 50% bonus damage * Shock Helmet and Rocky Helmet deal 1/4 max HP (from 1/6); Hellfire deals 1/6 max HP (from 1/8) * Smog, High-Powered Terrain, Electric Fence, Industrial Grade, Magnet Rise, and Embargo last additional turns * Lock-On lasts for 3 turns * Eject Button, Recycle, and Stockpile heal for an additional 1/4th Max HP * Verdant Terrain, Swallow, and Slack Off always fail * These moves have a 30% chance to either Paralyze, Flinch, or deal 1/6th Max HP damage to their target(s) Wood Hammer Hydra Hammer Hammer Arm Ice Hammer Crushing Blow Gear Grind Vise Grip Iron Head Overclock Rocket Fist Explosion Self-Destruct Trailblazer Heavy Slam Gyro Ball Metal Burst Smart Strike Scrapheap Salvo Rising Mercury Overheat Fire Blast Flare Blitz Searing Shot Embers Incinerate Heat Crash Burnout Thunderclap Discharge Pay Day High Horsepower Volt Switch Fuse Box Thunder Shock Tar Spewer Storm Grenade Sonic Boom Drumfire Surge Haywire Disfigure Daily Grind Techno Blast Steam Eruption Eruption Clear Smog Tri Attack Strange Steam Short Circuit Cluster Mines Hydraulic Lift Integration Ray Salvage Scrap Heap * The accuracy of these moves becomes 100: Steam Eruption Thunder Wave Metal Sound Gear Grind Magma Cone Hydra Hammer Hammer Arm Ice Hammer Hydraulic Lift * The accuracy of the following moves becomes 80: Inferno Zap Cannon * The following moves' and abilities' stat-changing effects are amplified: Sharpen Metal Sound Autotomize Eerie Impulse Iron Dome (+1 crit) (-4 def) (=1 sp. atk) (-2 sp. atk) (=8 acc) Shift Gear Magnetic Flux Charge Download Smokescreen (+2 sp.atk) (+1 atk/sp.atk) (+1 spe) (+1 atk/sp.atk) (-1 acc) * Nature Power becomes Drumfire Surge * Camouflage immunes Steel type damage * Secret Power may Paralyze, Flinch, or deal 1/6th Max HP damage #--------------------------- 14. Starless Streets ---------------------------# "I stand on the rooftop of my existence, arms stretched out, begging for more." * Taunted Pokemon deal x0.8 damage * If a Taunted Pokemon KO's another Pokemon, that Taunt wears off * After a Taunt wears off, that Pokemon gains Attack, Sp. Attack, Speed, and heals for 1/3rd Max HP * Fighting-type Pokemon and Pokemon with the following abilities are Taunted on entry: Moxie Guts Competitive Defiant Relentless Mold Breaker Rivalry Resourceful Pressure Iron Fist Tough Claws Sheer Force Hustle * Pokemon with the following abilities take x0.8 damage and cannot be Taunted: Bulletproof Intimidate Super Luck Stalwart Beak Scout Own Tempo Unnerve Pure Power Indomitable Rapturous Serene Grace Resolute Vicious Cute Charm Innards Out Storm Drain Assassin Infiltrator Pickpocket * Sleeping Pokemon, Enchanted Pokemon, and Pokemon with the following abilities take x1.25 damage, stacking: Oblivious Simple Fidgety Unaware Klutz Truant Run Away Defeatist Comatose * The following moves apply Heal Block for 3 turns: Cutting Edge Slash Nightfall Dragon Claw Cross-taminate Eviscerate Stone Edge Saber Strike Mental Edge Backstab * Consuming an Herb restores an additional 1/8th Max HP * Pursuit deals super-effective damage to Dark types * Insult to Injury always works * Larceny, Bandersnatch, and Switcheroo raise their user's Speed. Bandersnatch also steals the target's held item. * Swagger additionally gives the user +3 Attack * Moonlight restores 66% Max HP (from 50%) * These moves deal x1.25 damage: Fake Out Take Down Trump Card Punishment Sucker Punch Eviscerate Payback Revenge Last Resort U-turn Shadow Sneak Zone Control Low Kick Brutal Swing Heart Breaker Foul Play Bullet Seed Acid Break Dance Daily Grind Retaliate Covet Nuzzle Double Slap Glistening Fangs Throat Chop Overdose Nightfall Slash Insurgence Larceny Backstab Beat Up Cold Blood Pursuit Pay Day Fall from Grace Moonblast Dishearten Moongeist Beam Rime Spitter Shooting Star Dazzling Gleam Pick your Poison * The following moves' and abilities' stat-changing effect is amplified: Parting Shot Ego Boost Fake Tears Charm Flash (-2 spe) (+1 def) (-1 sp.atk/sp.def) (-2 atk) (-1 acc) Captivate Hone Claws Nasty Plot Leer (-2 sp.atk) (+1 crit) (+1 sp.atk) (-1 atk/def) * Nature Power becomes Taunt * Camouflage immunes Dark type damage * Secret Power may Taunt the target #--------------------------- 15. Laboratory ---------------------------# "Nothing in life is to be feared; it is only to be understood." * All Pokemon deal x0.66 damage, or x0.5 damage if Compromised * Power of Alchemy, RKS System, Blood Sucker, Crucible, Analytic, Poison Point, Finishing Touch, Neuroforce and Download ignore this damage reduction * Compromised Pokemon (except Sleeping Pokemon), Trapped Pokemon, or Pokemon with Fever Pitch, Defiant, Innards Out, Berserk, Klutz, Own Tempo, Corrosion, Simple, or Truant take 1/16th Max HP damage at the end of each round, stacking * Regenerator, Immunity, Sadist, Triage, Healer, Natural Cure, Slime Body, Clear Body, and Run Away are immune to this damage * Magic Guard does not protect from these stacking damages or from Poison damage * Sleeping or Comatose Pokemon heal 1/8th Max HP at the end of each round, unless they're having Bad Dreams * Confusion always lasts 5 turns * Shock Helmet deals 1/4th max HP damage (from 1/6th) * Heal Block lasts additional turns * Bad Dreams and Asphyxiate deal 1/6th max HP damage (from 1/8th) * Milk Drink, Swallow, Softboiled, and Gastro Acid poison their user or target, respectively * Mental Herbs heal their user for 1/4th max HP (from 1/8th) * Physical Poison-type moves and these moves deal x1.25 damage: Shock Therapy Hartshorn Subjugate Twineedle Dark Void Searing Shot Explosion Upheave Venoshock Pick your Poison Blight Contagion Smart Strike Leech Life Spit Up Torment Techno Blast Hallucinate Mind Meld Psyshock Extrasensory Psystrike Creeping Doubt Impale Brain Freeze Night Shade Mental Edge Rising Mercury Pierce the Veil Mood Swings Unstable Matter Acid * These moves deal x2 damage: Mental Block Bind Sweet Embrace Poison Sting Centrifuge * The accuracy of these moves becomes 80: Hypnosis Lethal Injection * The following moves' and abilities' stat-changing effect is amplified: * Amnesia Acid Armor Magnetic Flux Anxiety (+1 spe) (+1 spe) (+1 def/sp.def) (+1 sp.def) * Nature Power becomes Mental Block * Camouflage immunes Psychic type damage * Secret Power may Confuse #--------------------------- 16. Primordial Park ---------------------------# "Uniqueness is the commodity of glut." * Each battle starts an expedition to discover a treasure! Every four turns, you discover a random treasure: Stealth Rock (40%), Vine Snare (30%), Magic Coat (20%), or Treasure Hoard (10%) * Bug, Grass, Rock, Flying and Dragon types take x0.8 damage * Pokemon holding Terrain Boots take x0.8 damage from Neutrally Effective attacks * Hardheaded, Scout, Symbiotic, Dragon Force, Sap Sipper, Mummy, Regenerator, Slime Body, Sand Force, Keelhauler, and Gorilla Tactics restore 1/16th Max HP at the end of each round * Eating a Berry has a 30% chance to poison the user * Weather effects except Hail last additional turns. Hail always fails. * Activates Sun Screen, Sand Force, Bogged Down and Stench * Stalwart Beak and Effect Spore's activation chances are doubled * These moves accelerate discovering your next treasure by one turn: Jurassic Impact Relic Burst Boulderdash Giant Wingbeat Acrobatics Half-life Chitin Crumpler Bulldoze Accelerock Power Gem Ancient Power Secret Power Nature Power Hidden Power Agility Trailblazer Rock Polish Natural Gift Fracture Draco Meteor Treasure Hoard Cutting Edge Writhing Rend Reconnaissance X-Scissor Pillars of Law Onslaught Recycle Core Enforcer Extremespeed Cut-in-Two Natural Selection Aerial Ace * These moves delay your opponent from discovering their next treasure by one turn: Riptide Lurching Murk Defile Sludge Wave Primordial Spear Quicksand Sand Attack Sand Tomb Rock Tomb Stealth Rock Power Whip Whiplash Vine Snare Tripwire Root Miasma Rock Slide Forbidden Fruit Undermine Electroweb Sticky Web Toxic Thread Parasite Whirlpool Block Rock Wrecker Thousand Waves Spirit Shackle Fault Lines Terraforming Bind * The accuracy of these moves becomes 100: Sleep Powder Stun Spore Leech Seed Cut-in-Two Lurching Murk Electroweb Cutting Edge Power Whip Toxic Thread Draco Meteor * The following moves' and abilities' stat-changing effect is amplified: Growth Sand Attack Toxic Thread Coil Sticky Web (+1 atk/sp.atk) (-1 acc) (-1 spe) (+1 def) (-1 spe) * Nature Power becomes Jurassic Impact * Camouflage immunes Grass type damage * Secret Power may accelerate discovering your next treasure #--------------------------- 17. Fae Garden ---------------------------# "For there is nothing lost, that may be found, if sought." * Lowers the Attack of all Pokemon on switch-in, except Normal-, Bug-, Grass- or Fairy-types * Effects that increase Attack or Speed increase Sp. Defense instead, except Bonfire and Splendid Spiral * All Pokemon heal status conditions when switching out * Fairy-type attacks deal super effective damage to Ghost-types * Mystical, Synchronize, Serene Grace, Aura Guard, Symbiotic, Magic Guard, Magic Bounce, Continuum, Natural Cure, Halcyon, and Comatose restore 1/16th Max HP at the end of each round * Enchantment and Bioluminescence have their activation chances doubled * Verdant Terrain and Pheromone Blur last additional turns * Purify additionally curses Ghost-types * Nasty Plot always fails * Wish and Moonlight restore 2/3rds Max HP (from 1/2) * Amnesia and Life Dew restore 1/2 Max HP (from 1/4th and 1/3rd HP, respectively) * Magic Coat only cuts 1/4th of the user's Max HP (from 1/2) * Poison-, Dark-, and Ghost-type moves deal x0.8 damage, except Spectral Glitter and Moongeist Beam * Powder Moves and these moves deal x1.25 damage: Bug Buzz Disarming Voice Dazzling Gleam Wheel of Fate Petal Dance Extrasensory Black Mold Aura Sphere Spellbind Nature's Call Seed Flare Energy Ball Moongeist Beam Moonblast Leaf Storm Sparkling Aria Living Colors Echoed Voice Chatter Hymn of Faith Signal Beam Puff Magic Hedge Clippers Luster Purge Hallucinate Petal Blizzard Fleur Cannon Shooting Star Spectral Glitter Fatal Flourish Star Power * These moves deal x1.5 damage: Pixie Dust Thaumaturgy Silver Wind Fairy Wind Fairy Tail Bide Sleep Talk * The accuracy of these moves becomes 100: Sleep Powder Hypnosis Pixie Dust Fleur Cannon Deathsap Leaf Storm * The stat changing effects of these moves are amplified: Growth Captivate Flash Calm Mind Anxiety (+1 sp.atk/sp.def) (-1 sp. atk) (-1 acc) (+1 sp. def) (+1 def) Tail Glow Leafage (+1 sp.def) (+1 def) * Nature Power becomes Pixie Dust * Camouflage immunes Fairy type damage * Secret Power may lower Attack #--------------------------- 18. Battle Arena [BA] ---------------------------# "The best techniques are passed on by the survivors." * The first time each Pokemon would be KO'd by an attacking move, it lives on 1 HP (unless at 1 HP) * Weather and Terrains are ineffective (except Weather in the Atmospier) * Non-contact moves deal x0.8 damage, or x0.66 damage to Pokemon with the following abilities: Pure Power Stamina No Guard Guts Sheer Force Plate Armor Thick Trunk Thick Fat Limber Relentless Inner Focus Stalwart Beak Iron Fist Technician Arena Trap Duelist Soloist Indomitable Mold Breaker Finishing Touch * Arena Trap, Duelist, Soloist, Indomitable, Mold Breaker, and Finishing Touch additionally raise Sp. Def * Weak Armor, Defeatist, Reckless, and Fidgety lower Defense on entry * Pokemon phazed out by moves like Whirlwind or Circle Throw take 1/6th Max HP Damage * Heal Block lasts 12 turns (from 8); moves that apply Heal Block/Grievous Wounds apply it for 8 turns (from 5) * Pokemon holding Muscle Band, Protective Pads, Assault Vest, Black Belt, Expert Belt, or Master Belt deal x1.1 damage * Spotlight, Taunt, Ego Boost, and Bulk Up raise the user's Defense * Endure raises Attack * Quick Guard and Wide Guard last additional turns * Physical Fighting- and Flying-type moves, Punching moves, and these moves deal x1.25 damage: Take Down Foul Play Payback Fake Out Throat Chop Feint Knock Off Punishment Pay Day Trop Kick Brutal Swing Sizzle Kick Body Slam Crushing Blow Seismic Toss Heavy Slam * These moves deal x1.5 damage: Counter Karate Chop Struggle Submission Ground n' Pound Tackle Circle Throw Beat Up * The stat changing effects of these moves are amplified: Scare Tactics Outflank (-4 spe) (-2 spe) * Nature Power becomes Circle Throw * Camouflage immunes Fighting type damage * Secret Power may raise Defense #--------------------------- 19. Imperial Grounds ---------------------------# "A true ruler does not rule others; he rules himself." * Pokemon apply effects with damaging attacks depending on how much higher their BST (Base Stat Total) is than their target's: 30 or more BST: removes the target's Item, but raises their Crit Ratio 1 stage. 60 or more BST: prior effect + suppresses the target's Ability, but raises their Crit Ratio 2 stages. 90 or more BST: prior effects + applies Grievous Wounds, but raises their Crit Ratio 3 stages. * Mythical, Legendary, Pseudo-Legendary, Ultra Beast, and Mega Pokemon deal x1.1 damage and receive x0.9 damage * Mega Launcher, Grenadier, Motor Drive, Assassin, Sniper, Rescue Team, Triage, Duelist, Steelworker, and Gorilla Tactics give +1 Sp. Attack * Magician, Disguised, Imposter, Illusion, Scout, Infiltrator, and Multitype give +1 Critical Hit Ratio * Pokemon with Iron Fist, Rivalry, Halcyon, Indomitable, Healer, Resourceful, Friend Guard, Plate Armor take x0.8 damage * Pokemon with Royal Majesty, Serene Grace, Vainglory, Stance Change, Power Construct, and Justified gain all 3 buffs: (+1 Sp. Attack, +1 Critical Hit Ratio, and take x0.8 damage) * No Guard, Weak Armor, Truant, Unaware, Oblivious, Reckless, Hardheaded and Defiant lower Sp. Defense * Heal Order restores 66% Max HP (from 50%) * Guard Duty restores 1/6 Max HP each turn (from 1/8) * Splendid Spiral, Embargo and Ruthless Terrain last an additional turn(s) * Instruct, Entrainment, and Bestow raise the target's Sp. Def * These moves deal x1.25 damage: Take Down Punishment Primordial Spear Majestic Roar Torment Attack Order Uproar Sacred Sword Secret Sword Blastin Bastion Saber Strike Outrage Outcry Onslaught Fall from Grace Disarming Voice Justice Hammer Judgment Tackle Memento Mortar Hedge Clippers Rubble Bludgeon Doom Desire Subterfuge Backstab Reign of Terror Cut-in-Two * These moves deal x1.5 damage: Pursuit Subjugate Power Trip Rage Pay Day * The following moves' and abilities' stat-changing effect is amplified: King's Shield Inquisition Leer Berserk Flatter (-1 atk) (-1 sp.def) (-1 atk/def) (+1 sp.atk) (-2 def) Outflank Sharpen Nasty Plot Substitute Stockpile (-2 spe) (+1 spe) (+1 acc/crit) (+1 crit) (+1 spe) Swords Dance Defend Order Ego Boost Calm Mind Treasure Hoard (+1 acc/crit) (+1 spe/acc) (+1 sp.atk) (+1 acc) (+1 sp. def) Iron Dome Screech (=8 acc) (-2 sp.def) * Nature Power becomes Power Trip * Camouflage immunes Steel type damage * Secret Power may raise Sp. Defense #--------------------------- 20. Fog of War --------------------------------# #--------------------------- 21. Spooky Swamp ---------------------------# "Anxiety is the dizziness of freedom." * All moves consume double PP, or quadruple if the Pokemon has Mummy or Fidgety * Flinches and Confusion's self-damage deal an additional 40 base power typeless attack * Topsy-Turvy, Spite, Memento, Splash, Soak, Role Play, and Switcheroo cause Confusion * Torment, Spectral Glitter, Mental Block, Boulderdash, Mirror Move, and Disable trap the target * If a Pokemon is Trapped, it loses Speed at the end of each turn * Water, Ground, and Dark types cannot be Trapped * Rain, Misty Terrain, Pressure Plate, Trick Room, Safeguard, Lucky Chant, Mud Bath, and Witching Hour last additional turns * Paresthesia's damage reduction is removed * Pokemon with Unnerve, Prankster, Magician, Black Mirror, Disguised, Illusion, Cursed Body, Ghoulish, and Ghost-type attacks have their secondary effect chances doubled * Inner Focus, Aura Guard, Resolute, Guts, Rescue Team, Sixth Sense, Soundproof, Oblivious, Zen Mode, and Bioluminescence prevent Flinching, Confusion, and Trapping * Water Veil, Natural Cure, Symbiotic, Bogged Down, Oblivious, Water Bubble, and Water Absorb restore 1/16th Max HP each turn * Aqua Ring restores 1/6 Max HP each turn (from 1/8) * Moonlight and Shore Up restore 66% and 50% max HP, respectively * Fire- and Fighting-type moves deal x0.8 damage * These moves gain a 30% chance to Flinch their target Tea Party Lurching Murk Mud Shot Mud Bomb Teeter Totter Screech Metal Sound Lick Goosebumps Block Quash Scare Tactics Petrify Eerie Impulse * Ghost and Water type moves and these moves deal x1.25 damage: Pierce the Veil Nightfall Feint Subterfuge Defile Foul Play Punishment Sucker Punch Tripwire Root Extrasensory Sludge Wave Mud Bomb Present Outcry Hallucinate Hyperspace Hole Creeping Doubt Vine Snare Mirror Shot Mirror Coat Mud Shot Night Shade * The accuracy of these moves becomes 100: Screech Metal Sound Dark Void Pierce the Veil Lurching Murk Mud Bomb Mud Shot Outcry * The stat changing effects of these moves are amplified: Hone Claws Snarl Withdraw Calm Mind Focus Energy (+1 crit) (-1 sp.atk) (+1 sp.def) (+1 sp.def) (+1 sp.def) Meditate Endure Sticky Web Anxiety (+1 sp.def) (+1 crit) (-1 spe) (-1 def) * Nature Power becomes Lurching Murk * Camouflage immunes Ghost type damage * Secret Power may Flinch #--------------------------- 22. Museum ---------------------------# "History doesn't repeat itself; it rhymes." * After a Pokemon is directly KO'd, the field rotates in this order: 'Natural History' --> 'Art Gallery' --> 'Concert Hall' --> * The Museum is air-locked; all weather is annulled * Safeguard and Wonder Room heal for 1/16th Max HP each round * Pokemon with Corrosion, Continuum, Klutz, Emergency Exit, and Air Lock deal x1.25 damage: * Mundane Terrain lasts additional turns * Endure, Spotlight, and Instruct give +1 Speed #---Natural History---# * Normal resists Rock and Dragon * Stealth Rock deals double damage * Mold Breaker, Mummy, Crucible, Shatterproof, Catalyst Core, Weak Armor, and Power of Alchemy give +1 Defense * Pokemon with the above abilities or any of these abilities take x0.9 damage: Indomitable Hardheaded Rough Skin Pressure Sturdy Solid Rock Protean Shield Dust Regenerator Sheer Force Strong Jaw Tough Claws Shed Skin * Rock-type moves and these moves deal x1.25 damage: Draco Meteor Shadow Bone Bone Club Bone Rush Bonemerang Acid Chip Away Primordial Spear Larceny Giant Wingbeat Tea Party Roar of Time Majestic Roar Drill Run Core Enforcer * The accuracy of these moves becomes 100: Bone Rush Bonemerang Rock Wrecker Half Life Draco Meteor * The stat-changing effect of these moves and abilities is amplified: Rock Polish Harden Treasure Hoard Petrify (+1 def) (+1 def) (+1 sp.def) (-1 def) * Nature Power becomes Draco Meteor * Camouflage immunes Rock type damage * Secret Power may raise Defense #---Art Gallery---# * Normal resists Water and Poison * Proc'ing a pseudo hazard (Spectral Glitter, Royal Jelly, Zone Control, Cluster Mines, etc.) raises Speed * Magic Coat only cuts 1/4th of the user's Max HP (from 1/2) * Color Change, Caretaker, Finishing Touch, Dark Soul, Filter, Skill Link, and Trace heal the user for 1/16th Max HP each round * Pokemon with the above abilities or any of these abilities take x0.9 damage: Heatproof Shatterproof Magic Guard Wonder Guard Water Veil Aura Guard Magic Bounce Shield Dust Immunity Technician Contrary Imposter * These moves deal x1.25 damage: Larceny Hidden Power Secret Power Spellbind Facade Natural Gift Forgotten Arts Pay Day Copycat Brine Fatal Flourish Living Colors * The stat-changing effect of these moves and abilities is amplified: Captivate Calm Mind Ego Boost Master Stroke (-1 sp. atk) (+1 acc) (+1 sp.atk) (win the game) * Nature Power becomes Facade * Camouflage immunes Normal type damage * Secret Power may restore 50% Max HP #---Concert Hall---# * Normal resists Dark and Electric * Encore lasts 6 turns * Perish Song activates after 2 turns (from 3) * Rapturous, Soloist, Own Tempo, Fever Pitch, Synchronize, Amplifier, Harmonious, and Comatose give +1 Sp. Defense * Pokemon with the above abilities or any of these abilities take x0.9 damage: Oblivious Soundproof Rivalry Competitive Analytic Download Ice Scales * Sound-based moves and these moves deal x1.25 damage: Sacrament Metal Burst Natural Gift Phantom Force Curtain Call Shadow Sneak * The accuracy of these moves becomes 100: Lullaby Outcry * The stat-changing effect of these moves and abilities is amplified: Metal Sound Ego Boost Screech Yawn Spotlight (-2 def) (+2 sp.atk) (-2 sp.def) (-2 sp.def) (+1 def) * Nature Power becomes Symphonic Clash * Camouflage immunes Steel type damage * Secret Power may raise Sp. Defense #--------------------------- 25. Chaparral ---------------------------# "Every grain... a story of the earth..." * Dealing Super-effective damage has a 30% chance to Burn, Confuse, or lower the Accuracy of the user * Sandstorms last indefinitely; Sunny Weather lasts additional turns * Grass, Rock, and Ground Types, Pokemon holding Terrain Boots and Pokemon with these abilities cannot be Burned, Confused, or have their Accuracy lowered: Overcoat Shield Dust Water Veil Water Bubble Wanderlust Adaptability Sand Force Badlands Sand Rush Unburden Heatproof Pickpocket Mummy Sand Stream Disguised Water Absorb Zen Mode Flash Fire Drought Solar Power Sun Screen Super Luck Illusion Resourceful Healer * Amnesia, Overheat, Upheave, Spit Up, and Mass Hysteria Confuse the user * Growth, Recycle, Ripen, and Harvest have no effect * Illusion does not break * Circadian Rhythm lasts an additional turn * Undermine, Solar Beam, Reconnaissance, and Solar Blade execute in 1 turn * Silk Road deals x1.25 damage * Life Dew, Refresh, Shore Up, Aromatic Mist, and Aromatherapy restore 1/2 Max HP * Aqua Ring restores 1/6th Max HP each turn (from 1/8th) * Water-, Steel-, and Ice-type moves deal x0.8 damage * These moves have a 30% chance to Burn the target: Heat Wave Heat Crash Drill Run Pay Day Relic Burst Searing Shot Blight Scourge Energy Ball Precipice Blades Sand Tomb Quicksand Sand Attack Diamond Dust Thornsplitter Faustian Bargain Switcheroo Red Tempest Dust Devil * These moves have a 30% chance to Confuse the target: Needle Arm Pin Missile Subterfuge Dazzling Gleam Thousand Waves Rock Tomb Rock Slide Gale of Ruin Spiky Shield Silver Wind Scrapheap Salvo Ancient Power Hallucinate Winds of Change Miasma Nature's Call Leaf Storm Hartshorn Mental Block Twister Earthquake Earth Power Aftershocks Thaumaturgy * The accuracy of these moves becomes 100: Sand Tomb Rock Tomb Heat Wave Diamond Dust Scourge * The stat changing effects of these moves and abilities are amplified: Sand Attack Cotton Spore Cotton Guard Unburden Ley Line Luster (-1 acc) (-4 spe) (+1 sp. def) (+1 spe) (+1 sp. atk) * Nature Power becomes Heat Wave * Camouflage immunes Ground-type damage * Secret Power may Confuse, Burn, or lower Accuracy #--------------------------- 26. Tropical Paradise --------------------------------# "Grass grows; birds fly; waves pound the sand." * Battles begin at High or Low Tide, changing every 5 turns. Wind Moves, Ebb and Flow, Moonblast, and Moonlight accelerate this by 1 turn. * The following abilities restore 1/16th Max HP every turn: Zen Mode Own Tempo Inner Focus Oblivious Unaware * Eye of the Storm lasts additional turns * Refresh restores 1/2 Max HP (from 1/4th) * These moves deal x1.25 damage: Ebb and Flow Moonblast Winds of Change Zen Headbutt * Nature Power becomes Ebb and Flow * Camouflage immunes Water type damage * Secret Power may restore 50% Max HP #---During Low Tide---# * The Sp. Attack stat cannot be raised, except by Ground, Fighting, and Fire types * Sun is treated as Harsh Sunlight * The following abilities restore 1/16th Max HP every turn: Klutz Chainsmoker Simple Sun Screen Ripen Truant Sand Force Defeatist Sand Rush No Guard * Sleeping or Comatose Pokemon take x0.8 damage * Recover restore 2/3rds Max HP (from 1/2) * Slack Off no longer lowers Sp. Defense * Rejuvenate restores 1/6 Max HP each turn (from 1/8) * These moves deal x1.25 damage: Hartshorn Aftershocks Trop Kick Sand Tomb Quicksand Focus Punch Thaumaturgy Scrapheap Salvo Petal Dance Jungle Fever * The following moves' and abilities' stat-changing effect is amplified: Meditate Anxiety Aromatic Mist Sand Attack Sweet Scent (+1 sp.def) (+1 def) (+1 sp.def) (-1 acc) (+1 sp. def) #---During High Tide---# * The Attack stat cannot be raised, except by Water, Flying, and Electric types * Rain is treated as Heavy Rain * Pokemon with Keelhauler, Water Absorb, Swift Swim, Wanderlust, or Rescue Team restore 1/16th Max HP every turn * Sleeping or Comatose Pokemon take x1.25 damage * Shore Up restores 1/2 Max HP (from 1/3rd) * Softboiled no longer lowers Defense * Aqua Ring restores 1/6 Max HP each turn (from 1/8) * These moves deal x1.25 damage: Hurricane Riptide Swellbreaker Tidal Wave Whirlpool Crabhammer Razor Shell Brine Clamp Thunderclap * The following moves' and abilities' stat-changing effect is amplified: Splash Shell Smash Focus Energy Salvage Soak (-1 acc) (+1 def/sp.def) (+1 sp.def) (-1 def) (-1 sp. atk) #--------------------------- 28. Battleship --------------------------------# #--------------------------- 29. Abyssal Depths --------------------------------# #--------------------------- 30. Polar Sanctuary --------------------------------# "I write history on the souls of you and your descendants, forever." * Each team auto-recycles its first consumable each battle * Ice- and Bug-type attacks have a +20% chance to Freeze * Water-, Grass-, Bug-, Rock-, and Ice-type Pokemon are immune to Hail and Stealth Rock damage * Activates Icebreaker, Snow Shoes, and Snow Cloak * Haze, Hail, Aurora Veil, and Verdant Terrain lasts additional turns * Honey Gather always works * Smog and Slack Off always fail * Bide, Endure, and Endeavor reset the target's stat boosts * Ingrain and Entrench heal for 1/8th Max HP each turn (from 1/12th) * Recycle, Refresh, Heal Order, and Tectonic Shift heal for an additional 1/4th Max HP * Pokemon holding Terrain Boots take x0.8 damage from Neutrally Effective attacks * Fire-, Electric-, and Poison-type attacks, Desolation, and Defile slightly raise targets' Attack, Sp. Attack, and Speed * These moves deal x1.25 damage Earth Power Earthquake Silver Wind Ebb and Flow Seed Flare Steam Eruption Whirlpool Water Spout Bug Buzz Glaciate Sparkling Aria Cleansing Flood Boulderdash Glacial March Blizzard Terraforming Epic Snowball Bleak Winter Ice Hammer Wood Hammer Attack Order Buster Beetle Signal Beam Nature's Call * These moves increase in base power x1.5: Natural Gift Aurora Beam Royal Jelly * The accuracy of these moves becomes 100: Permafrost Icicle Crash Cold Front Seed Flare Entrainment Half-life Rock Slide Rock Tomb Stone Edge Rock Blast * The stat changing effects of these moves are amplified: Defend Order Verglas Powder Snow Competitive Defiant (+1 spe) (+1 spe) (-1 acc) (+1 sp.atk) (+1 atk) Promised Land (+1 stats) * Nature Power becomes Bleak Winter * Camouflage immunes Rock-type damage * Secret Power may slightly raise Attack, Sp. Attack, and Speed