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Okay, with all the talk I do about the Field Effects, I should probably have some kind of guide which communicates their effects. This is just ripped straight from the text document, so anything I miss was omitted from the document and I'm probably not accountable. Probably. A couple of the fields that are listed don't actually have any use in game yet. Control + F and you should be able to search for the following fields using their respective tag:

1. Electric Terrain [ET]
2. Grassy Terrain [GT]
3. Misty Terrain [MT]
4. Dark Crystal Cavern [DCC]
5. Chess Board [CB]
6. Big Top Arena [BTA]
7. Volcanic Field [VF]
8. Swamp Field [SF]
9. Rainbow Field [RBF]
10. Corrosive Field [CF]
11. Corrosive Mist Field [CMF]
12. Desert Field [DF]
13. Icy Field [IF]
14. Rocky Field [ROF]
15. Forest Field [FOF]
16. Volcanic Top Field [VTF]
17. Factory Field [FAF]
18. Short-Circuit Field [SCF]
19. Wasteland [WL]
20. Ashen Beach [AB]
21. Water Surface [WS]
22. Underwater [UW]
23. Cave [CV]
24. Glitch Field [GF]
25. Crystal Cavern [CC]
26. Murkwater Surface [MS]
27. Mountain [MTN]
28. Snowy Mountain [SM]
29. Holy Field [HF]
30. Mirror Arena [MA]
31. Fairy Tale Field [CC]
32. Dragon's Den [DD]
33. Flower Garden Field [FGF]
34. Starlight Arena [SA]
35. New World [NW]
36. Inverse Field [INF]
37. Psychic Terrain [PT]
38. Dimensional Field [DF]
39. Frozen Dimensional Field [FDF]
40. Haunted Field [HF]
41. Corrupted Cave [CCA]
42. Bewitched Woods [BW]
43. Sky Field [SKF]

Electric Terrain [ET]

"The field is hyper-charged!"

* Grounded Pokemon cannot fall asleep

* Created by Electric Terrain (5 turns) and Ion Deluge (3 turns)

* Electric moves from grounded Pokemon increase in base power x1.5

* These moves now apply additional Electric type damage:
Explosion, Selfdestruct, Surf, Muddy Water, Hurricane, Smack Down, Thousand Arrows

* Focus Punch will always fail

* The stat-changing effect of these moves is amplified:
Charge, Eerie Impulse

* Magnet Rise lasts for 8 turns

* These moves increase in base power x1.5:
Explosion, Self Destruct, Surf, Muddy Water, Hurricane, Smack Down, Thousand Arrows

* These moves increase in base power x2:
Magnet Bomb, Plasma Fists

* These moves will terminate this field effect:
Mud Sport, Tectonic Rage

* Nature Power becomes Thunderbolt

* Camouflage changes the user's type to Electric

* Secret Power may Paralyze

* Galvanize boosts attacks to 1.5 instead of 1.2

* Surge Surfer is activated

* Comatose is disabled.

* This field can be created from Electric Surge

* This field can temporarily be created by Stoked Sparksurfer.

* Elemental Seed boosts defense and applies to Charge to the user.



Grassy Terrain [GT]

"The field is in full bloom."

* Grounded Pokemon restore 1/16th max hp at the end of the turn

* Created by Grassy Terrain

* Grass moves from grounded Pokemon increase in base power x1.5

* Fire moves against grounded Pokemon increase in base power x1.5

* The ability Grass Pelt is activated

* These moves increase in base power x1.5:
Fairy Wind, Silver Wind

* These moves suffer a x0.5 decrease of power:
Muddy Water, Surf, Earthquake, Magnitude, Bulldoze

* The base accuracy of these moves becomes 80:
Grass Whistle

* These moves gain double their normal stat-changing effects:
Growth (note: this will not stack with Growth's Sun boost), Coil

* These moves will transform this field into a Corrosive Field:
Sludge Wave, Acid Downpour

* Nature Power becomes Energy Ball

* Camouflage changes the user's type to Grass

* Secret Power may induce Sleep

* Nature's Madness deals 75% HP damage (From 50%)

* This field can be created by:
* Grassy Surge, Bloom Doom (3 turns and when not in Forest or Flower Garden Field)

* Elemental Seed boosts Defense and applies Ingrain to the user



Misty Terrain [MT]

"Mist settles on the field."

* All Pokemon are immune to status conditions

* Created by Misty Terrain (5 turns) and Mist (3 turns)

* Dragon moves decrease in base power x0.5

* Fairy type Pokemon's Sp.Def increases x1.5

* The ability Marvel Scale is activated

* The ability Water Compaction is activated

* Soul Heart additionally boosts Sp. Def on use

* Pokemon with the ability Dry Skin recover 1/16 Max HP each turn

* Pixilate's base power boost becomes x1.5 (from x1.3)

* These moves increase in base power x1.5:
Fairy Wind, Mystical Fire, Moonblast, Magical Leaf, Doom Desire, Icy Wind, Aura Sphere, Mist Ball, Steam Eruption, Dazzling Gleam, Clear Smog, Smog, Silver Wind

* These moves suffer a x0.5 decrease of power:
Dark Pulse, Night Daze, Shadow Ball

* The base accuracy of these moves becomes 100:
Sweet Kiss

* The stat changing effect of these moves is amplified:
Cosmic Power, Aromatic Mist

* Sweet Scent lowers Defense and SpDef

* Wish restores 75% of the user's Max HP (from 50%)

* Aqua Ring restores 1/8 Max HP each turn (from 1/16)

* These moves will terminate this field effect:
Whirlwind, Gust, Razor Wind, Hurricane, Defog, Tailwind, Twister, Supersonic Skystrike

* These moves will transform this field into a Corrosive (possibly corrosive mist) Field after two uses:
Clear Smog, Smog, Poison Gas, Acid Downpour (lol what)

* Prevents use of Selfdestruct and Explosion

* Nature Power becomes Mist Ball

* Camouflage changes the user's type to Fairy

* Secret Power may lower Special Attack

* Misty Terrain blocks confusion

* Created by Misty Surge

* Elemental Seed boosts Sp. Def and applies Healing Wish to the user



Dark Crystal Cavern [DCC]

"Darkness is gathering..."

* These moves increase in base power x1.5:
Dark Pulse, Night Daze, Night Slash, Shadow Ball, Shadow Claw, Shadow Force, Shadow Sneak, Shadow Punch, Aurora Beam, Signal Beam, Flash Cannon, Luster Purge, Dazzling Gleam, Mirror Shot, Doom Desire, Technoblast, Power Gem

* These moves gain double their normal stat-changing effects:
Flash

* The base accuracy of these moves becomes 100:
Dark Void

* Solar Blade always fails.

* Enables Aurora Veil (I.E. you can use the move, not set up by default)

* Moongeist Beam and Shadow Bone damage increased x1.5

* Prismatic Laser and Black Hole Eclipse damage increased x2

* Prism Armor and Shadow Shield Pokemon take x0.5 decreased damage

* Moonlight restores 75% of the user's Max HP

* Synthesis and Morning Sun restores 25% of the user's Max HP

* Solar Beam fails entirely

* Temporarily transformed by sunny weather into Crystal Cavern

* These moves will transform this field into a Cave:
Earthquake, Bulldoze, Magnitude, Tectonic Rage

* These moves transform this field into a Volcanic Field:
Fever Pitch, Magma Drift, Eruption, Lava Plume, Heat Wave, Inferno, Overheat, Fire Lash, Fusion Flare

* These moves transform the field into the Ice Field:
Blizzard, Subzero Slammer

* These moves transform the field into the Mountain Field:
Sky Uppercut

* Two uses of these moves transform the field into the Dragons Den:
Dragon Pulse

* These moves transform the field into the Dragons Den:
Draco Meteor, Devastating Drake

* Nature Power becomes Dark Pulse

* Camouflage changes the user's type to Dark

* Secret Power may lower Accuracy

* Magical Seed boosts Sp.Def and applies Magic Coat to the user



Chess Board[CB]

"Opening variation set."

* These moves become 'Chess Attacks,' gaining a x1.5 increase in power and applying additional Rock type damage.
Psychic, Strength, Ancient Power, Tectonic Rage

* Chess Attacks deal x2 damage to Pokemon with the following abilities:
Oblivious, Simple, Unaware, Klutz

* Chess Attacks deal x2 damage to Pokemon suffering from Confusion (this does not stack with the above abilities)

* Chess Attacks deal x0.5 damage to Pokemon with the following abilities:
Adaptability, Synchronize, Anticipation, Telepathy

* These moves gain double their normal stat-changing effects:
Calm Mind

* Nasty Plot boosts Sp.Atk by a total of 3 stages

* Trick Room lasts for 8 turns

* These moves increase in base power x1.5:
Fake Out, Feint, Feint Attack

* These moves terminate the field:
Stomping Tantrum, Tectonic Rage

* Nature Power becomes Ancient Power

* Camouflage changes the user's type to Psychic

* Secret Power may lower Defense

* Synthetic Seed boosts Sp.Atk and applies Magic Coat to the user

* Final Gambit does nothing. 0/10



Big Top Arena [BTA]

"Now presenting...!"

* Physical Fighting Type attacks and These moves become High Striker attacks, which have deal a random increment of damage between x0.5 and x3
Strength, Wood Hammer, Dual Chop, Heat Crash, Sky Drop, Bulldoze, Icicle Crash, Body Slam, Stomp, Giga Impact, Pound, Smack Down, Iron Tail, Meteor Mash, Crabhammer, Dragon Rush, Bounce, Slam, Heavy Slam, Earthquake, Magnitude, High Horse Power, Ice Hammer, Dragon Hammer, Continental Crush

* Pokemon with the abilities Sheer Force, Huge Power, Pure Power and Guts will always hit high rolls on High Striker attacks.

* A Pokemon's Attack stage impacts the probability of High Striker rolls

* The move Acrobatics will always deal double damage.

* Spotlight rasies the Attack and Sp. Atk of both its user and target

* Dancer boosts Speed and Sp. Atk every time a dance move is used on its own turn.

* Sound-based attacks receive a x1.5 increase in power.

* These moves increase in base power x2:
Payday

* These moves increase in base power x1.5:
Vine Whip, Power Whip, Fiery Dance, Petal Dance, Fly, Acrobatics, Fire Lash, Brutal Swing, Stomping Tantrum, First Impression

* The length of Encore's effect is doubled.

* The stat-changing effect of these moves is amplified:
Dragon Dance, Quiver Dance, Swords Dance, Feather Dance

* The base accuracy of these moves becomes 100:
Sing

* The effect of Rain Dance lasts 8 turns

* The move Belly Drum increases Defense and Sp. Def by 1 stage each

* Nature Power becomes Acrobatics

* Camouflage changes the user's type to Normal

* Secret Power may lower Special Defense

* Synthetic Seed boosts Attack and applies Helping Hand to the user



Volcanic Field [VF]

"The field is molten!"

* Grounded non-fire types take type-scaling Fire damage at the end of each turn

* Created by Grass Pledge + Fire Pledge

* Pokemon with the following abilities are immune to the field damage:
Magma Armor, Flame Body, Flash Fire, Flare Boost, Water Veil, Heatproof

* Pokemon in an Aqua Ring are immune to the field damage

* Pokemon with the following abilities take x2 field damage:
Ice Body, Leaf Guard, Grass Pelt

* Fire moves from grounded Pokemon increase in base power x1.5

* Grass moves against grounded Pokemon decrease in base power x0.5

* Ice moves decrease in base power x0.5

* Fluffy Pokemon take 2x Field Damage

* These moves will change this field into a Cave field
Surf, Muddy Water, Gust, Whirlwind, Razor Wind, Defog, Sand Tomb, Water Sport, Water Pledge, Hurricane, Water Spout, Tailwind, Sparkling Aria, Continental Crush, Hydro Vortex, Oceanic Operetta, Blizzard

* These moves will change this field into a Corrupted Cave Field
Sludge Wave, Acid Downpour

* These moves will turn this field into the Volcanic Top Field:
Sky Uppercut

* Two uses of these moves will turn this field into the Dragons Den:
Dragon Pulse

* These moves will turn this field into the Dragons Den:
Draco Meteor, Devastating Drake

* Hail is terminated.

* Sand and Rain weather effects change the field into Cave field.

* The abilities Flash Fire, Flare Boost, and Blaze are activated

* The base accuracy of these moves becomes 100:
Will-O-Wisp

* No Pokemon can be frozen

* These moves gain double their normal stat-changing effects:
Smokescreen

* These moves increase in base power x1.5 and apply additional Fire type damage:
Smack Down, Thousand Arrows, Rock Slide

* These moves increase in base power x2 and apply additional Fire type damage:
Smog, Clear Smog

* Magma Armor boosts Defense by one stage upon switching

* Nature Power becomes Flamethrower

* Camouflage changes the user's type to Fire

* Secret Power may Burn

* Elemental Seed boosts Sp.Atk, Atk, and Speed and applies Fire Spin to the user



Swamp Field [SF]

"The field is swamped."

* At the end of each turn the speed of each grounded Pokemon is reduced one stage

* Created by Water Pledge + Grass Pledge

* Pokemon with the following abilities are immune to the field slow:
Clear Body, Quick Feet, Swift Swim, White Smoke

* The effect of Gooey is doubled.

* Ingrain damages its user instead of heals, unless the user is Poison or Steel type.

* Pokemon with the ability Dry Skin recover 1/16 Max HP each turn

* Activates Water Compaction each turn

* Strength Sap heals 30% more HP

* Aqua Ring restores 1/8 Max HP each turn (from 1/16)

* Poison moves against grounded Pokemon increase in base power x1.5

* These moves increase in base power x1.5:
Mud Bomb, Mud Shot, Mud Slap, Muddy Water, Surf, Sludge Wave, Gunk Shot, Brine, Smack Down, Thousand Arrows, Hydro Vortex

* Prevents use of Selfdestruct and Explosion

* The base accuracy of these moves becomes 100:
Sleep Powder

* Sleeping Pokemon suffer 1/16 Max HP damage each turn

* Nature Power becomes Muddy Water

* Camouflage changes the user's type to Water

* Secret Power may lower Speed

* Telluric Seed boosts Defense and Sp. Def and applies Ingrain to the user



Rainbow Field [RBF]

"What does it mean?"

* The secondary effect chance of all moves is doubled

* Created by Fire Pledge + Water Pledge, or by cancelling Rainy or Sunny weather with its opposite

* Cloud Nine will randomly boost one stat at the end of each turn

* The ability Marvel Scale is activated

* Wonderskin will evade all status moves (from 50%)

* Normal moves increase in base power x1.5 and apply damage of a random type

* These moves increase in base power x1.5:
Silver Wind, Mystical Fire, Dragon Pulse, Tri Attack, Sacred Fire, Fire Pledge, Water Pledge, Grass Pledge, Aurora Beam, Judgment (Judgement is literally spelled wrong in every instance it appears in this LP; I'm not fixing it here), Relic Song, Hidden Power, Secret Power, Weather Ball, Mist Ball, Heart Stamp, Moon Blast, Zen Headbutt, Sparkling Aria Fleur Cannon, Prismatic Laser, Twinkle Tackle

* These moves suffer a x0.5 decrease of power:
Dark Pulse, Night Daze, Shadow Ball, Never-ending Nightmare

* The following moves' stat-boosting effect is amplified:
Meditate, Cosmic Power

* Wish restores 75% of the user's Max HP (from 50%)

* Enables Aurora Veil

* Prism Armor Pokemon take x0.5 decreased damage

* Soul Heart additionally boosts Sp. Def on use

* Nightmare and Bad Dreams have no effect.

* Sleep Pokemon recover 1/16 Max HP each turn

* Sonicboom deals 140 flat HP damage

* Terminated by Sand and Hail

* Nature Power becomes Aurora Beam

* Camouflage changes the user's type to Dragon

* Secret Power may inflict any status randomly

* Magical Seed boosts Sp.Atk and applies Healing Wish to the user



Corrosive Field [CF]

"The field is corrupted!"

* Contains entry hazard dealing type-scaling Poison damage to grounded non Poison and Steel types (think Poison Stealth Rock)

* Pokemon with the following abilities ignore entry damage:
Toxic Boost, Poison Heal, Immunity, Wonder Guard

* Ingrain and Grass Pelt damage their users each turn

* Floral Healing additionally poisons its target

* Corrosion Pokemon deal x1.5 damage

* Activates Merciless

* The abilities Poison Heal and Toxic Boost are activated for grounded Pokemon

* Grass type attacks deal additional poison type damage

* These moves deal additional Poison type damage and increase power x1.5:
Smack Down, Mud Slap, Mudshot, Muddy Water, Mud Bomb, Whirlpool, Thousand Arrows

* These moves increase in base power x2:
Grass Knot, Acid, Acid Spray

* The stat changing effect of these moves is amplified:
Acid Armor

* Activates Venom Drench and Venoshock

* The base accuracy of these moves becomes 100:
Sleep Powder, Poison Powder, Stun Spore, Toxic

* Sleeping non-Poison/Steel Pokemon without Wonder Guard suffer 1/16 Max HP damage each turn

* Toxic Spikes cannot be absorbed

* These moves will transform this field into Grassy Terrain:
Seed Flare, Purify

* Nature Power becomes Acid

* Camouflage changes the user's type to Poison

* Secret Power may Poison

* Telluric Seed boosts Attack and applies Baneful Bunker to the user



Corrosive Mist [CMF]
https://i.imgur.com/5QHfWrs.png
"Corrosive mist settles on the field!"

* All Pokemon are poisoned at the end of each round

* Aqua Ring and Dry Skin damage their users each turn (unless Dry Skin user is also Poison)

* The abilities Poison Heal and Toxic Boost are activated

* Special Flying attacks and These moves deal additional Poison type damage:
Bubble, Bubble beam, Energy ball, Sparkling Aria

* These moves increase in base power x1.5:
Smog, Clear Smog, Acid Spray, Bubble, Bubble Beam, Sparkling Aria

* The stat changing effect of these moves is amplified:
Acid Armor
* Activates Venom Drench and Venoshock

* Floral Healing additionally poisons its target

* Activates Water Compaction on send out

* Corrosion Pokemon deal x1.5 damage

* Activates Merciless

* The base accuracy of these moves becomes 100:
Toxic

* The ability Aftermath damages for 50% HP (from 25%)

* Fire moves increase in base power x1.5

* These moves will terminate this field effect:
Gust, Whirlwind, Defog, Hurricane, Tailwind, Razor Wind, Twister

* These moves will terminate this field effect, KOing all active Pokemon:
Heat Wave, Eruption, Lava Plume, Searing Shot, Fire Pledge, Flame Burst, Selfdestruct, Explosion, Supersonic Skystrike, Inferno Overdrive

* Pokemon using Endure, or having Sturdy may survive the field-termination damage with 1 HP from full health.

* Pokemon behind protect moves including Wide Guard, or that having the ability Flash Fire are immune to the field-termination damage.

* The stat changing effect of these moves is amplified:
Smokescreen

* These moves will transform this field into a Corrosive Field:
Gravity

* Nature Power becomes Acid Spray

* Camouflage changes the user's type to Poison

* Secret Power may Poison

* Elemental Seed boosts Attack and Sp.Atk and badly poisons the user



Desert Field [DF]

"The field is rife with sand."

* Ground type Pokemon's Sp.Def increases x1.5

* The abilities Sand Veil, Sand Rush and Sand Force are activated

* Sunny Day, Drought, Sand Storm and Sandstream last for 8 turns

* Sandstorm deals 1/8 Max HP damage per turn (from 1/16)

* When Sunny Day is active:
- Grass and Water-type Pokemon take 1/8 Max HP damage at the end of the turn
- Grass and Water-type Pokemon are healed by Water-type moves (similar to dry skin)

* These moves increase in base power x1.5:
Heat Wave, Needle Arm, Pin Missile, Dig, Sand Tomb, Thousand Waves, Burn up, Scald, Steam Eruption

* The stat changing effect of these moves is amplified:
Sand Attack

* Dry Skin damages its user each turn

* Sand Tomb deals 1/6 Max HP damage per turn (from 1/8)

* Soak and Aqua Ring fail

* Water-type moves from grounded Pokemon decrease base power x0.5 (excluding Scald and Steam Eruption)

* Electric moves against grounded Pokemon decrease base power x0.5

* Nature Power becomes Sand Tomb

* Shore up restores 66% HP (from 50%)

* Camouflage changes the user's type to Ground

* Secret Power may lower Accuracy

* Telluric Seed boosts Defense, Sp.Def and Speed and applies Sand Tomb to the user



Icy Cave [IF]

"The field is covered in ice."

* Grounded Pokemon increase Speed when using the following moves
All attacking, physical-contact priority moves, Feint, Rollout, Steamroller, Defense Curl, Lunge

* Ice type attacks have a double chance to freeze

* Ice moves increase in base power x1.5

* Fire moves decrease in base power x0.5

* These moves suffer a x0.5 decrease of power:
Scald, Steam Eruption

* Rock-type attacks become Ice-type attacks.

* Burn damage is halved

* These moves will transform this field into the Water Surface:
Heat Wave, Flame Burst, Lava Plume, Eruption, Searing Shot, Fire Pledge, Inferno Overdrive, Magma Drift

* These moves will turn this field into a Cave Field:
Earthquake, Magnitude, Bulldoze

* These moves will turn this field into the Snowy Mountain:
Sky Uppercut

* Two uses of these moves will turn this field into the Dragons Den:
Dragon Pulse

* These moves will turn this field into the Dragons Den:
Draco Meteor, Devastating Drake

* Hail lasts for 8 turns

* Activates Ice Body and Snow Cloak

* Refrigerate's base power boost becomes x1.5 (from x1.3)

* Nature Power becomes Ice Beam

* Camouflage changes the user's type to Ice

* Secret Power may Freeze

* Enables Aurora Veil

* Liquid Voice's makes attacks Ice type instead of Water.

* Activates Slush Rush

* Elemental Seed boosts Speed two stages



Rocky Field [ROF]

"The field is littered with rocks."

* While a substitute is up or evasion is increased, Pokemon may dodge Bulletproof-blockable attacks behind rocks.

* Missing a physical contact attack causes 1/8 Max HP recoil damage (no effect on Rock Head Pokemon)

* Stealth Rock damage is doubled (yes, it will one shot Pokemon with x4 Rock weaknesses)

* Flinched Pokemon suffer 1/16 Max HP damage (Unless Steadfast or Sturdy are the abilities)

* These moves apply additional Rock type damage and increase in base power x1.5:
Earthquake, Magnitude, Rock Climb, Strength, Bulldoze, Accelerock (I'll test this, but this could result in double STAB because Essentials is kind of wonky)

* Rock moves increase in base power x1.5

* These moves increase in base power x2:
Rock Smash

* The stat-changing effect of these moves is amplified:
Rock Polish
* Nature Power becomes Rock Smash

* Camouflage changes the user's type to Rock

* Secret Power may Flinch

* Telluric Seed boosts Defense and Sp.Def and damages the user with Stealth Rocks



Forest Field [FOF]

"The field is abound with trees."

* Effect Spore's activation chance is doubled to 60%

* Activates Overgrow, Swarm, Grass Pelt and Leaf Guard

* Grass and special Bug moves increase in base power x1.5

* Long Reach Pokemon suffer a x0.9 accuracy loss

* Strength Sap heals 30% more HP

* Infestation deals 1/6 Max HP damage per turn (from 1/8)

* These moves increase in base power x1.5:
Attack Order

* These moves deal additional Grass type damage and increase power x1.5 (Cut is x2):
Cut, Slash, Air Slash, Gale Strike, Fury Cutter, Air Cutter, Psycho Cut

* These moves suffer a x0.5 decrease of power:
Surf, Muddy Water

* Forest's Curse additionally Curses the target

* Sap Sipper gradually restores HP

* Ingrain's healing effect is doubled

* The stat changing effect of these moves is amplified:
Growth, Defend Order

* Heal Order restores 66% of the user's Max HP (from 50%)

* Sticky Web's effect is doubled.

* Nature Power becomes Wood Hammer

* Camouflage changes the user's type to Grass

* Secret Power may induce Sleep

* Nature's Madness deals 75% HP damage (from 50%)

* Telluric Seed boosts Attack and applies Spiky Shield to the user



Volcanic Top Field [VTF]

"The mountain top is super-heated!"

* Tailwind lasts 6 turns and creates Strong Winds for its duration

* Activates Gale Wings during Strong Winds

* Fire moves increase in base power x1.1

* Ice moves decrease in base power x0.5

* Water moves decrease in base power x0.9

* These moves suffer a x0.555 decrease of base power (the weird percentage is so that the total drop if exactly 50%) and generate steam at the end of the attack, once per turn, lowering all active Pokemon's accuracy one stage:
Surf, Muddy Water, Water Pledge, Water Spout, Water Sport, Sparkling Aria, Oceanic Operetta

* The following moves increase in base power x1.3:
Eruption, Heat Wave, Magma Storm, Lava Plume, Magma Drift

* The following moves increase in power 1.2x and gain an additional fire-type:
Ominous Wind, Silver Wind, Razor Wind, Icy Wind, Gust, Twister, Precipice Blades, Smog, Clear Smog

* These moves increase in base power x1.667 (weird percentage to compensate for water debuff, total = 1.5x):
Scald, Steam Eruption

* These moves increase in base power x1.5
Thunder
* These moves transform the field into Sky field:
Fly, Bounce, Heavenly Wing

* These moves transform the field into Volcanic field:
Dig

* These moves will transform the field into a Mountain Field:
Blizzard, Glaciate, Subzero Slammer

* The following moves cause the volcano to erupt:
Bulldoze, Earthquake, Magnitude, Eruption, Precipice Blades, Lava Plume, Magma Drift

* Eruptions will deal 25% of damage to pokemon weak to fire, 12.5% to pokemon neutral to fire, and 6.25% to pokemon resistant to fire.

* Fire-type pokemon and pokemon with the following abilities/moves will take no damage from the eruption:
Magma Armor, Flash Fire, Flare Boost, Blaze, Flame Body, Solid Rock, Sturdy, Battle Armor, Shell Armor, Water Bubble, Magic Guard, Wonder Guard, Prism Armor, Aqua Ring, Wide Guard

* Magma Armor raises Defense and Special Defense after an eruption

* Flare Boost raises Special Attack one stage after an eruption

* Flash Fire and Blaze are activated after an eruption

* The field is cleared of hazards and Leech Seed after an eruption

* Desolate Land causes an eruption at the end of the turn

* Sleeping Pokemon are woken up after an eruption, unless they have Soundproof

* Thunder never misses.

* Hail is terminated

* Smokescreen has its effect doubled

* Poison Gas causes badly poisoned status

* Outrage, Thrash, and Petal Dance fatigue after a single turn

* Nature Power becomes Eruption

* Camouflage changes the user's type to Fire

* Secret Power may Burn

* Telluric Seed boosts Defense and applies Shell Trap to the user



Factory Field [FAF]

"Machines whir in the background."

* Electric moves increase in base power x1.2

* Motor Drive and Download's boosts are doubled

* Technician applies on base powers up to 80

* Gear Up's effect is doubled, and additionally boosts its user

* Galvanize's boost becomes x1.5 (from x1.2)

* Steelworker's damage boost becomes x2 (from x1.5)

* These moves increase in base power x1.5:
Steam Roller, Techno Blast

* These moves increase in base power x2:
Flash Cannon, Gyro Ball, Gear Grind, Magnet Bomb

* The stat changing effect of these moves is amplified:
Metal Sound, Iron Defense, Shift Gear, Autotomize

* Magnet Rise lasts for 8 turns

* These moves will transform this field into a Short-circuit Field:
Discharge, Explosion, Selfdestruct, Magnitude, Fissure, Earthquake, Ion Deluge, Bulldoze, Tectonic Rage, Gigavolt Havoc
Discharge additionally can potentially alternate between the Short-circuit Field and the Factory Field for each instance of damage per attack in double battles

* Nature Power becomes Gear Grind

* Camouflage changes the user's type to Steel

* Secret Power may reduce Attack

* Synthetic Seed boosts Sp. Atk and applies Laser Focus to the user



Short Circuit Field [SCF]

"Bzzt!"

* Static's activation chance is doubled to 60%

* Volt Absorb gradually restores HP

* Activates Plus and Minus

* Activates Surge Surfer

* Electric attacks amplify a random increment of base power between x0.5 and x2

* These moves increase in base power x1.5:
Dazzling Gleam

* These moves increase in base power x1.3:
Dark Pulse, Night Daze, Night Slash, Shadow Ball, Shadow Claw, Shadow Force, Shadow Sneak, Shadow Punch, Shadow Bone

* These moves deal additional Electric type damage and increase power x1.5:
Surf, Muddy Water, Gyro Ball, Magnet Bomb, Flash Cannon, Gear Grind, Hydro Vortex

* These moves will transform this field into a Factory Field:
Charge Beam, Discharge, Wild Charge, Parabolic Charge, Ion Deluge, Gigavolt Havoc
Discharge additionally can potentially alternate between the Short-circuit Field and the Factory Field for each instance of damage per attack

* The stat changing effect of these moves is amplified:
Metal Sound, Flash

* The base accuracy of these moves becomes 80:
Zap Cannon

* Magnet Rise lasts for 8 turns

* Galvanize's boost becomes x2 (from x1.2)

* Steelworker additionally makes all attacks gain Electric typing

* Nature Power becomes Discharge

* Camouflage changes the user's type to Electric

* Secret Power may Paralyze

* Synthetic Seed boosts Sp. Def and applies Magnet Rise to the user



Wasteland [WL]

"The waste is watching..."

* Entry hazards are consumed at the end of the turn, returning a special effect to the side they were on:
- Stealth Rocks deal type-scaling Rock damage double the normal effect to Pokemon
- Spikes deal 33% max HP to grounded Pokemon
- Toxic Spikes deal 12.5% max HP to grounded non-Poison/Steel types, and inflicts damage
- Sticky Web severely lowers Pokemon's speed

* These moves gain a boost of x1.2 and have a chance to inflict a random status condition on any non-poison/steel targets without Immunity, Poison Heal or Toxic Boost
Gunk Shot , Sludge, Sludge Wave, Sludge Bomb

* Effect Spore, Poison Point and Stench's activation chances are doubled

* Liquid Ooze deals double damage

* Activates Poison Heal and Toxic Boost

* Gooey additionally poisons on contact

* Activates Venom Drench and Venoshock

* Spit-up gains a x2 boost in power

* Swallow's healing effect is doubled, curing the user of status at maximum stock

* These moves increase in base power x1.5:
Vine Whip, Power Whip (it's a joke, see)

* These moves increase in base power x1.5 and deal additional Poison type damage:
Mud Bomb, Mud Slap, Mud Shot

* These moves suffer a x0.25 decrease in power:
Magnitude, Earthquake, Bulldoze

* Nature Power becomes Gunk Shot

* Camouflage changes user's type to Poison

* Secret Power may inflict Burn, Paralysis, Freeze or Poison

* Pokemon with Corrosion may trigger the field's random statuses on any Pokemon regardless of typing.

* Activates Mercliess

* Acid Downpour additionally applies a random status to non-Poison/Steel types

* Telluric Seed boosts Atk and Sp Atk and applies a random status to the user



Ashen Beach [AB]

"Ash and sand line the field."

* These moves stir up ash, lowering all active Pokemons' accuracy one stage at the end of the attack, once per turn:
Special Flying attacks, Twister, Fire Spin, Leaf Tornado, Razor Wind, Whirlpool

* Fighting types are immune to confusion

* Pokemon with the following abilities ignore accuracy and evasion changes when attacking, unless an opponent has Unnerve
Own Tempo, Sand Veil, Pure Power, Steadfast

* Activates Sand Veil, Sand Rush and Sand Force

* The following moves' stat-boosting effect is amplified:
Calm Mind, Sand Attack, Kinesis, Meditate

* Sand Storm and Sandstream last for 8 turns

* Psych-up cures the user's status

* Focus Energy boosts the critical hit rate 3 stages (from 2)

* These moves increase in base power x2:
Mud Slap, Mud Shot, Mud Bomb

* These moves increase in base power x1.5 and apply Fighting/Psychic type damage
Strength

* These moves increase in base power x1.5:
Hidden Power, Land's Wrath, Surf, Muddy Water, Thousand Waves, Sand Tomb

* These moves increase in base power x1.3:
Zen Headbutt, Stored Power, Aura Sphere, Focus Blast

* These moves increase in base power x1.2:
Psychic

* Pokemon trapped in Sand Tomb suffer an accuracy drop each turn.

* Nature Power becomes Meditate

* Camouflage changes user's type to Ground

* Secret Power may lower accuracy

* Shore up restores 75% HP (from 50%)

* Water Compaction additionally boosts Sp. Def on use

* Telluric Seed boosts Critical Hit rate and applies Laser Focus to the user



Water Surface [WS]

"The water's surface is calm."

* Ground attacks always fail

* Spikes and Toxic Spikes sink into the water, vanishing

* Dive lasts only one turn

* Water Veil cures all status conditions

* Activates Swift Swim, Hydration, Torrent

* Splash lowers the opponent's accuracy

* Aqua Ring restores 1/8 Max HP each turn (from 1/16)

* Grounded Pokemon with Dry Skin and Water Absorb gradually restore HP

* Whirlpool deals 1/6 Max HP damage per turn (from 1/8) and confuses the target

* Water and Electric moves increase in base power x1.5

* Fire moves against grounded Pokemon decrease base power x0.5

* These moves increase in base power x1.5:
Whirlpool, Dive, Surf, Muddy Water, Sludge Wave, Hydro Vortex

* These moves transform this field into the Underwater field:
Dive, Gravity, Anchor Shot

* These moves transform this field into a Murkwater Surface after two uses:
Sludge Wave, Acid Downpour

* These moves transform this field into an Icy Field:
Blizzard, Glaciate, Subzero Slammer

* Nature Power becomes Whirlpool

* Camouflage changes user's type to Water

* Secret Power may lower speed

* Shore Up activates Water Compaction

* Schooling is active at all times

* Activates Surge Surfer

* Activates Water Compaction each turn

* Elemental Seed boosts Sp. Def and applies Aqua Ring to the user



Underwater [UW]

"Blub blub..."

* Non-water types' Speed is quartered, except for Swift Swimmers

* Fire attacks always fail

* All weather is annulled

* Water attacks deal neutral damage to Water type Pokemon

* Non-Water physical attacks' damage is halved

* Non-Water types that are weak to Water take type-scaling damage each turn

* Pokemon with the following abilities are immune to the field damage:
Magic Guard, Swift Swim

* Pokemon with the following abilities take x2 field damage:
Magma Armor, Flame Body

* Dive lasts only one turn

* Water Veil cures all status conditions

* Activates Swift Swim, Hydration, Torrent

* Aqua Ring restores 1/8 Max HP each turn (from 1/16)

* Dry Skin and Water Absorb gradually restore HP

* Whirlpool deals 1/6 Max HP damage per turn (from 1/8) and confuses the target

* Ground type attacks deal additional Water damage

* Water moves increase in base power x1.5

* Electric moves increase in base power x2

* These moves increase in base power x1.5:
Water Pulse, Sludge Wave, Anchor Shot

* These moves transform this field into the Water Surface field:
Dive, Fly, Bounce, Sky Drop, Shore Up

* These moves increase in base power x2 and transform this field into a Murkwater Surface after two uses:
Sludge Wave, Acid Downpour

* Nature Power becomes Water Pulse

* Camouflage changes user's type to Water

* Secret Power may lower attack

* Schooling is active at all times

* Activates Surge Surfer

* Activates Water Compaction each turn

* Elemental Seed boosts Speed and applies Soak to the user



Cave [CV]

"The cave echoes dully..."

* Ground type attacks can hit airborne Pokemon

* Earthquake, Bulldoze, Tectonic Rage, Continental Crush and Magnitude collapse the cave after two uses, instantly KOing all active Pokemon at the end of the turn.

* Pokemon using Endure, or having Sturdy may survive the collapse with 1 HP from full health.

* Pokemon with Battle Armor and Shell Armor take 50% damage from the collapse.

* Pokemon with Solid Rock take 33% damage from the collapse.

* Pokemon behind protect moves including Wide Guard, or having Bulletproof or Rock Head are immune to the collapse damage.

* Fly and Bounce each last only one turn

* Sky Drop always fails

* Stealth Rock damage is doubled

* Rock moves increase in base power x1.5

* Non-contact Flying moves decrease in base power x0.5

* Sound-based attacks receive a x1.5 increase in power

* These moves gain an additional x1.5 increase in power:
Rock Tomb

* These moves transform this field into a Crystal Cavern:
Power Gem, Diamond Storm

* These moves transform this field into a Volcanic Field:
Fever Pitch, Magma Drift, Eruption, Lava Plume, Heat Wave, Inferno, Overheat, Fire Lash, Fusion Flare

* These moves transform the field into a Corrupted Cave:
Sludge Wave, Acid Downpour

* These moves transform the field into the Icy Cave Field:
Blizzard, Subzero Slammer

* These moves transform the field into the Mountain Field:
Sky Uppercut

* Two uses of these moves transform the field into the Dragons Den:
Dragon Pulse

* These moves transform the field into the Dragons Den:
Draco Meteor, Devastating Drake

* Nature Power becomes Rock Tomb

* Camouflage changes user's type to Rock

* Secret Power may flinch

* Prism Armor Pokemon take 33% damage from the collapse

* Telluric Seed boosts Defense and damages the user with Stealth Rocks



Glitch Field [GF]

"1n!taliz3 .b//////attl3"

* Created for 5 turns by using Conversion and Conversion2 in succession while not holding an Everstone

* The physical/special move split is undone

* Special Attacks, for both the attacker and defender, calculate off of the higher stat between SpAtk and SpDef

* Fairy type attacks become Normal type

* The type chart is altered as follows
- Dragon always deals neutral damage
- Bug now hits Poison types super-effectively
- Ice now hits Fire types neutrally
- Ghost now cannot hit psychic types
- Poison now hits Bug types super-effectively
- Steel types are resistant to Ghost and Dark

* Critical hit rate increases by one stage if an attacker is faster than its target

* Moves with a recharge turn do not need to recharge if the opponent is KO'd with it.

* The moves Roar and Whirlwind fail.

* Rest heals the user when called by Sleep Talk and resets the sleep counter to 2 turns

* Rage locks the user into the move indefinitely

* Psychic moves increase in base power x1.2

* Blizzard is set to 90 accuracy

* Metronome will never choose a move with less than 70 base power

* Explosion and Selfdestruct reduce targets' defense by half

* Nature Power becomes Metronome

* Camouflage changes user's type to Bird

* Secret Power may lower speed

* RKS System's type becomes ??? at all times

* Synthetic Seed boosts Def and Sp. Def and makes user ??? (even though ??? is gen 2, but everything else is halfassed, soo...) type



Crystal Cave [CC]

"The cave is littered with crystals."

* Rock type attacks and These moves randomly gain Fire, Water, Grass, or Psychic typing, and increase in base power x1.5
Judgment, Strength, Rock Climb

* Dragon moves increase in base power x1.5

* These moves increase in base power x1.5:
Power Gem, Diamond Storm, Ancient Power, Rock Smash, Rock Tomb, Prismatic Laser, Multi Attack, Luster Purge

* These moves increase in base power x1.3:
Aurora Beam, Signal Beam, Flash Cannon, Dazzling Gleam, Mirror Shot, Doom Desire, Technoblast, Moongeist Beam

* These moves will transform this field into a Dark Crystal Cavern:
Dark Pulse, Dark Void, Night Daze

* These moves will transform this field into a Cave:
Earthquake, Bulldoze, Magnitude, Tectonic Rage

* These moves transform this field into a Volcanic Field:
Fever Pitch, Magma Drift, Eruption, Lava Plume, Heat Wave, Inferno, Overheat, Fire Lash, Fusion Flare

* These moves transform the field into the Icy Cave Field:
Blizzard, Subzero Slammer

* These moves transform the field into the Mountain Field:
Sky Uppercut

* Two uses of these moves transform the field into the Dragons Den:
Dragon Pulse

* These moves transform the field into the Dragons Den:
Draco Meteor, Devastating Drake

* Rock Polish additionally increases Attack and SpAtk one stage each.

* Stealth Rocks' damage type randomly becomes Fire, Water, Grass or Psychic

* Nature Power becomes Power Gem

* Camouflage changes the user's type to one of Fire, Water, Grass or Psychic

* Prism Armor Pokemon take x0.5 decreased damage

* Enables Aurora Veil

* Secret Power may inflict a random status between Burn, Freeze, Sleep or Confusion

* Magical Seed boosts Sp Atk and applies Magic Coat to the user



Murkwater Surface [MS]

"The water is tainted..."

* Grounded non-water types' Speed is halved, except for Swift Swimmers

* Grounded non-Poison or Steel types take type-scaling Poison damage at the end of each turn

* Pokemon with the following abilities are immune to the field damage:
Immunity, Toxic Boost, Poison Heal, Magic Guard, Wonder Guard

* Pokemon using Dive take x4 field damage

* Pokemon with the following abilities take x2 field damage:
Dry Skin, Water Absorb, Magma Armor, Flame Body

* Grounded Poison-type Pokemon with Dry Skin or Water Absorb gradually recover HP

* The abilities Poison Heal and Toxic Boost are activated for grounded Pokemon

* Activates Mercliess

* Ground attacks always fail

* Spikes and Toxic Spikes sink into the water, vanishing

* Activates Swift Swim

* Water attacks deal additional Poison type damage and increase in base power x1.5

* Poison type attacks increase in base power x1.5

* Electric attacks increase in base power x1.3

* These moves deal additional Water type damage
Sludge Wave

* These moves deal Water/Poison type damage and increase in base power x1.5:
Mud Bomb, Mud shot, Mud Slap, Thousand Waves

* These moves deal additional Poison type damage and increase in base power x1.5:
Smack Down
* These moves increase in base power x1.5:
Acid, Acid Spray, Brine

* The effect of Gooey is doubled

* Stench's activation chance is doubled

* The stat changing effect of these moves is amplified:
Acid Armor

* Activates Venom Drench and Venoshock

* Liquid Ooze deals double damage

* These moves transform this field into the Water Surface:
Whirlpool, Purify, Seed Flare

* These moves transform this field into an Icy Field:
Blizzard, Glaciate, Subzero Slammer

* Nature Power becomes Sludge Wave

* Camouflage changes the user's type to Poison

* Secret Power may inflict poison

* Shore Up activates Water Compaction

* Activates Water Compaction each turn

* Schooling is active at all times

* Activates Surge Surfer

* Elemental Seed applies Soak and Aqua Ring, and poisons the user.



Mountain [MTN]

"Adieu to disappointment and spleen."

* Tailwind lasts 6 turns and creates Strong Winds for its duration

* Rock and Flying type attacks increase in base power x1.5

* These moves increase in base power x1.5:
Thunder, Eruption, Avalanche, Vital Throw, Storm Throw, Circle Throw, Ominous Wind, Razor Wind, Icy Wind, Silver Wind, Fairy Wind, Twister

* These moves increase in base power an additional x1.5 in Strong Winds:
Special Flying Moves, Ominous Wind, Razor Wind, Icy Wind, Silver Wind, Fairy Wind, Twister, Gust

* Sunny Day, and Drought last for 8 turns

* Activates Gale Wings during Strong Winds

* Pokemon with Long Reach deal x1.5 damage

* Thunder never misses

* These moves transform the field into Sky field:
Fly, Bounce, Heavenly Wing

* These moves transform the field into Cave field:
Dig

* These moves transform this field into a Snowy Mountain:
Blizzard, Subzero Slammer

* These moves transform this field into a Volcanic Top Field:
Lava Plume, Magma Drift, Eruption, Inferno Overdrive

* After three consecutive turns, Hail weather will transforms this field into a Snowy Mountain.

* Nature Power becomes Rock Slide

* Camouflage changes the user's type to Rock

* Secret Power may flinch

* Telluric Seed boosts Attack and lowers Accuracy



Snowy Mountain [SM]
https://i.imgur.com/kYJeSGt.png
"The snow glows white on the mountain..."

* Tailwind lasts 6 turns and creates Strong Winds for its duration

* Rock attacks deal additional Ice type damage and increase in base power x1.5

* Rock, Ice and Flying type attacks increase in base power x1.5

* Fire moves decrease in base power x0.5

* Pokemon with Long Reach deal x1.5 damage

* Activates Slush Rush

* Enables Aurora Veil

* Activates Gale Wings during Strong Winds

* These moves increase in base power x1.5:
Powder Snow, Avalanche, Vital Throw, Storm Throw, Circle Throw, Ominous Wind, Razor Wind, Silver Wind, Fairy Wind, Twister

* These moves increase in base power x2:
Icy Wind

* These moves increase in base power an additional x1.5 in Strong Winds:
Special Flying Moves, Ominous Wind, Razor Wind, Icy Wind, Silver Wind, Fairy Wind, Twister, Gust

* These moves suffer a x0.5 decrease in power:
Scald, Steam Eruption

* Sunny Day, Drought, Hail and Snow Warning last for 8 turns

* Thunder never misses

* Activates Ice Body and Snow Cloak

* Refrigerate's base power boost becomes x1.5 (from x1.3)

* These moves transform the field into Sky field:
Fly, Bounce, Heavenly Wing

* These moves transform the field into Icy Cave field:
Dig

* These moves will transform this field into a Mountain:
Heat Wave, Flame Burst, Lava Plume, Searing Shot, Fire Pledge, Inferno Overdrive

* These moves will transform the field into Volcanic Top:
Eruption, Magma Drift

* After three consecutive turns, Sunny weather will transforms this field into a Mountain.

* Nature Power becomes Avalanche

* Camouflage changes the user's type to Ice

* Secret Power may freeze

* Telluric Seed boosts Sp.Atk and lowers Accuracy



Holy Field [HF]

"Benedictus Sanctus Spiritus..."

* Normal type attacks hit Ghost and Dark types for super effective damage

* Ghost and special Dark moves decrease in base power x0.5

* Never-ending Nightmare damage decreased x0.5

* Genesis Supernova damage increased x1.3

* Fairy and special Normal moves increase in base power x1.5

* Dragon and Psychic moves increase in base power x1.2

* These moves increase in base power x1.3:
Psystrike, Aeroblast, Origin Pulse, Precipice Blades, Dragon Ascent, Doom Desire, Mist Ball, Luster Purge, Psycho Boost, Spacial Rend, Roar of Time, Crush Grip, Secret Sword, Relic Song, Hyperspace Hole, Land's Wrath, Moongiest Beam, Sunsteel Strike, Prismatic Laser, Fleur Cannon, Multipulse

* These moves increase in base power x1.5:
Mystical Fire, Magical Leaf, Judgment, Sacred Fire, Ancient Power

* Justified's effect is doubled

* Wish restores 75% of the user's Max HP (from 50%)

* Cursed Body has no effect

* Curses are lifted after each turn

* Miracle Eye additionally boosts SpAtk

* The stat changing effect of these moves is amplified:
Cosmic Power

* These moves transform the field into Haunted Field:
Curse, Phantom Force, Spectral Scream, Shadow Force, Ominous Wind, Trick-or-Treat

* Nature Power becomes Judgment (maybe I'm the crazy one, and I'm just imagining all of these red squiggles)

* Camouflage changes the user's type to Normal

* Secret Power may lower SpAtk

* Nature's Madness deals 75% HP damage (from 50%)

* RKS System's type becomes Dark at all times

* Magical Seed boosts Sp.Atk and applies Magic Coat to the user



Mirror Arena [MA]
The source image is really small for some resaon.
"Mirror, Mirror, on the field, who shalt this fractured power wield?"

* The critical hit rate is increased by one stage for each of the attacker's Evasion/Accuracy buffs, and the target's Evasion/Accuracy de-buffs

* The following moves increase in base power x2 when reflected per the above:
Charge Beam, Solar Beam, Psybeam, Tri-Attack, Ice Beam, Hyper Beam, Bubblebeam, Origin Pulse

* Missing a physical contact attack causes 1/4 Max HP recoil damage

* Pokemon with the following abilities have their Evasion boosted on switch-in:
Sand Veil, Snow Cloak, Illusion, Tangled Feet, Magic Bounce, Color Change

* Pokemon holding the following items have their Evasion boosted on switch-in:
Brightpowder, Lax Incense

* Illuminate lowers opponents' Accuracy on switch-in

* Magic Bounce increases Evasion on successful bounce

* Light Screen and Reflect last 8 turns each and increase the user's Evasion

* Mirror Coat increases Evasion, Defense and SpDef on successful use

* Mirror Move increases Accuracy, Attack and SpAtk on successful use

* Mirror Shot and Prismatic Laser increases in base power x2, will never miss, and will always reduce Accuracy

* The following moves increase in base power x1.5 and will never miss:
Aurora Beam, Signal Beam, Flash Cannon, Luster Purge, Doom Desire, Dazzling Gleam, Techno Blast

* The stat changing effect of the following moves is amplified:
Flash, Double Team
* The following moves terminate this field effect, damaging all active Pokemon for 1/2 of their Max HP:
Earthquake, Bulldoze, Boomburst, Hyper Voice, Magnitude, Tectonic Rage

* Pokemon behind protect moves including Wide Guard, or having Shell Armor or Battle Armor are immune to the shatter damage

* Nature Power becomes Mirror Shot

* Camouflage changes the user's type to Steel

* Secret Power may lower Evasion

* Enables Aurora Veil

* Aurora Veil lasts 8 turns and boosts Evasion on use

* Synthetic Seed boosts Evasion two stages



Fairy Tale Field [FTF]

"Once upon a time..."

* Fairy and Steel type attacks increase in base power x1.5

* Dragon type attacks increase in base power x2

* Steel hits Dragon types super-effectively

* Soul Heart additionally boosts Sp. Def on use

* Floral Healing heals 2/3s target's HP (from 1/2)

* Fire type attacks gain Dragon typing

* Pokemon with Queenly Majesty deal x1.5 damage

* Pokemon with the following abilities have their Defense boosted on switch-in:
Battle Armor, Shell Armor

* Pokemon with the following abilities have their Special Defense boosted on switch-in:
Magic Guard, Magic Bounce

* Pokemon with the following abilities have their Special Attack boosted on switch-in:
Magician

* Activates Marvel Scale

* The following moves become Steel type:
Cut, Slash, Sacred Sword, Secret Sword

* Pokemon with Stance Change boost and lower Attack and Defense one stage when switching between respective forms

* These moves increase in base power x1.5:
Night Slash, Leaf Blade, Mystical Fire, Ancient Power, Relic Song, Magical Leaf, Psycho Cut, Sparkling Aria, Solar Blade, Smart Strike, Moongeist Beam, Fleur Cannon

* These moves increase in base power x2:
Draining Kiss, Mist Ball

* Crafty Shield and Flower Shield boost the user's Defense and Special Defense one stage

* King's Shield and Spiky Shield protect from all moves, attacking or otherwise

* King's Shield additionally lowers an attacker's Special Attack 2 stages on contact

* The stat changing effect of these moves is amplified:
Acid Armor, Swords Dance, Noble Roar

* Sweet Kiss and Draining Kiss cure sleep

* Wish restores 75% of the user's Max HP (from 50%)

* Healing Wish boosts recipient's Attack and Special Attack

* Miracle Eye additionally boosts SpAtk

* Forest's Curse additionally Curses the target

* Nature Power becomes Secret Sword

* Camouflage changes the user's type to Fairy

* Secret Power may induce Sleep

* Power of Alchemy Pokemon take x0.5 reduced Damage

* Magical Seed boosts Attack and applies King's Shield to the user



Dragon's Den [DD]

"If you wish to slay a dragon..."

* Dragon type attacks increase in base power x1.5

* Fire type attacks increase in base power x1.5

* Rock type moves increase in base power x1.3

* Water and Ice type attacks decrease in base power x0.5

* Multiscale additionally annulls user's Dragon type's weaknesses at all times

* Activates Marvel Scale

* Stealth Rocks do Fire type damage.

* Hail is terminated.

* Shed Skin activates at the end of every turn.

* Berserk boosts SpAtk by 2 stages.

* Dragon type Pokemon's Sp.Def increases x1.5

* These moves increase in base power x2 and apply additional Fire type damage:
Smack Down, Thousand Arrows

* These moves increase in base power x2:
Pay Day, Dragon Ascent

* These moves increase in base power 1.5x and deal Fire type damage:
Rock Climb, Strength

* These moves deal additional Fire Type damage:
Earthquake

* These moves increase in base power x1.5:
Lava Plume, Magma Storm, Mega Kick, Stomping Tantrum, Earth Power, Power Gem, Diamond Storm, Matrix Shot, Magma Drift, Shell Trap, Luster Purge, Mist Ball

* The base accuracy of these moves becomes 100:
Dragon Rush

* Fly and Bounce each last only one turn

* Pokemon with the following abilities have their defenses boosted on switch-in:
Magma Armor, Shell Armor

* Magma Armor additionally protects from Fire Attacks

* Magma Storm deals 1/6 Max HP damage per turn (from 1/8)

* The stat-changing effect of these moves is amplified:
Noble Roar, Dragon Dance, Coil

* These moves terminate this field after two uses:
Surf, Muddy Water

* These moves terminates this field:
Glaciate, Subzero Slammer

* These moves change the field into the Fairy Tale field for 3 turns:
Mist, Misty Terrain

* These moves change the field into the Fairy Tale field:
Mist Ball

* Amulet Coin prevents the user from being statused.

* Elemental Seed boosts Sp.Atk and applies Flash Fire boost to the user

* Depending on the field it's created from, the Dragon's Den has various additional effects:

* If base field = Dark Crystal Cavern:
- Moonlight restores 75% of the user's Max HP
- Synthesis and Morning Sun restores 25% of the user's Max HP
- These moves increase in base power x1.5:
Dark Pulse, Night Daze, Night Slash, Shadow Ball, Shadow Claw, Shadow Force, Shadow Sneak, Shadow Punch, Aurora Beam, Signal Beam, Flash Cannon, Luster Purge, Dazzling Gleam, Mirror Shot, Doom Desire, Technoblast, Power Gem

* If base field = Volcanic:
- Grounded non-fire or dragon types take type-scaling Fire damage at the end of each turn.
- Pokemon with the following abilities are immune to the field damage:
Magma Armor, Flame Body, Flash Fire, Flare Boost, Water Veil, Heatproof
- Pokemon in an Aqua Ring are immune to the field damage
- Pokemon with the following abilities take x2 field damage:
Ice Body, Leaf Guard, Grass Pelt
- Fluffy Pokemon take 2x Field Damage

* If base field = Icy Cave:
- Grounded Pokemon increase Speed when using the following moves
All attacking, physical-contact priority moves
Feint Rollout Steamroller Defense Curl
Dragon Rush Flame Charge Wild Charge Lunge

* If base field = Cave(regular):
- Rock type moves get a x1.5 boost in power
- Stealth Rock damage is doubled
- Sound-based attacks receive a x1.5 increase in power

* If base field = Crystal Cavern:
- Rock Polish additionally increases Attack and SpAtk one stage each.
- These moves increase in base power x1.3:
Aurora Beam, Signal Beam, Flash Cannon, Dazzling Gleam, Mirror Shot, Doom Desire, Technoblast, Moongeist Beam
- These moves increase in base power x1.5:
Luster Purge

--- If base field = Corrupted Cave:
- Poison-type moves get a x1.5 boost in power
- The following moves gain a 1.2x boost
Seed Flare

* Nature Power becomes one of Dark Pulse, Flamethrower, Ice Beam, Rock Tomb, Power Gem or Gunk Shot depending on the base field.

* Camouflage changes the user's type to Dragon

* Secret Power may Burn.



Flower Garden Field [FGF]





"Seeds line the field."

* Starts at Stage 1 and increases to a maximum of Stage 5.

* These moves grow the field one stage on use:
Rototiller, Flower Shield, Rain Dance, Sunny Day, Growth

* These abilities grow the field one stage on activation:
Flower Gift, Flower Veil, Drought, Drizzle

* These moves cut the field by one stage on use:
Cut

* Activates Flower Gift and Swarm

* Rototiller additionally boosts user's Attack and Special Attack

* The stat-changing effect of these moves is amplified:
Rototiller

* Growth's effect increases (x2, x3) at stages (1, 3)

* At Stage 2 and later, Cut hits Grass types for super effective damage

* At Stage 2 and later, these moves increase in base power x1.5
Cut

* At Stage 2 and later, always activates Harvest and Leaf Guard

* At Stage 2 and later, Flower Shield additionally boosts Sp. Def and the user's defenses

* At Stage 2 and later, the base accuracy of these moves becomes 100:
Sleep Power, Stun Spore, Poison Powder

* At Stage 3 and later, Flower Veil passively reduces damage x0.5 to its user and allied Grass types

* At Stage 3 and later, and in the absence of Rain or Water Sport, these moves will transform this field into a Volcanic Field:
Heat Wave, Flame Burst, Lava Plume, Eruption, Searing Shot, Fire Pledge, Inferno Overdrive

* At Stage 3 and later, Sweet Scent additionally lowers defenses

* At Stage 3 and later, Fire attacks increase in base power x1.5

* At Stage 3 and later, Fleur Cannon increase in base power x1.5

* At Stage 3 and later, Flower Shield's effect is doubled

* At Stage 4 and later, Chlorophyll is activated

* At Stage 5, the following moves target both opposing Pokemon:
Petal Dance, Petal Blizzard, All Powder Moves

* At Stages 2/3/4/5, Grass type attacks increase in base power x1.2/1.5/2/3

* At Stages 3/4/5, Grass type Pokemon take damage reduced by x0.75/0.67/0.5

* At Stages 2/4 Bug type attacks increase in base power x1.5/2

* At Stages 3/5 Swarm increases Bug attacks' power by x2/3

* At Stages 2/3 Overgrow activates at 66% HP/Any HP amount

* At Stages 4/5 Overgrow increases Grass attacks' power by x2/3

* At Stages 4/5 Sweet Scent's effect increase x2/3

* At Stages 2/4 Ingrain's effect increases x2/4

* At Stages 3/4 these moves' base power increases x1.2/1.5:
Petal Dance, Petal Blizzard

* At Stages 3/4/5 Infestation's deals 1/6 / 1/4 / 1/3 Max HP Damage per turn (from 1/8)

* At Stage 5, Nature Power becomes Petal Blizzard. At all other stages, Nature Power becomes Growth.

* Camouflage changes the user's type to Grass

* Secret Power may lower Evasion, and as of Stage 3 and later, both defense. At Stage 5, this effect doubles.

* Bloom Doom grows field by 1 stage

* Synthetic Seed boosts Sp.Def and applies Ingrain to the user

* Acid Downpour reduces the field to Stage 1



Starlight Arena [SA]
https://i.imgur.com/57y4BwU.png
"Starlight fills the battlefield."

* Temporarily annulled by all weather except Strong Winds

* Psychic type attacks increase in base power x1.5

* Fairy type attacks increase in base power x1.3

* Dark type attacks increase in base power x1.5

* Dark type attacks deal additional Fairy damage

* Enables Aurora Veil

* Solar Blade deals additional Fairy-type damage

* Victory Star additionally boosts user and allies' attacks x1.5

* Activates Marvel Scale

* Shadow Shield Pokemon take x0.5 decreased damage

* Pokemon with the following abilities have their Special Attack boosted on switch-in:
Illuminate

* These moves increase in base power x1.5:
Aurora Beam, Signal Beam, Flash Cannon, Luster Purge, Dazzling Gleam, Mirror Shot, Moonblast, Technoblast, Solar Beam

* These moves increase in base power x2:
Draco Meteor, Meteor Mash, Comet Punch, Spacial Rend, Swift, Hyperspace Hole, Hyperspace Fury, Moongeist Beam, Sunsteel Strike, Black Hole Eclipse

* These moves increase in base power x4 and apply additional Fire type damage:
Doom Desire

* Solar Beam deals Fairy type damage

* The following moves' stat-boosting effect is amplified:
Cosmic Power, Flash

* Adaptability copies Trace's effect

* Wish restores 75% of the user's Max HP (from 50%)

* Healing Wish and Lunar Dance boost recipient's Attack and Special Attack

* Moonlight restores 75% of the user's Max HP

* Nature Power becomes Moonblast

* Camouflage changes the user's type to Dark

* Secret Power may lower Sp. Def

* Magical Seed boosts Sp Atk and applies Lunar Dance to the user



New World [NW]

"From darkness, from stardust, from memories of eons passed and visions yet to come..."

* Pokemon with the ability Multitype randomly become a different type at the end of each turn.

* Grounded Pokemon's Speed is halved

* RKS System matches Multitype's effects, but is selected separately.

* Prevents all weather and generated Field Effects

* Dark type attacks increase in base power x1.5

* These moves increase in base power x1.5:
Mirror Shot, Aurora Beam, Signal Beam, Dazzling Gleam, Flash Cannon, Psystrike, Aeroblast, Sacred Fire, Mist Ball, Luster Purge, Origin Pulse, Precipice Blades, Dragon Ascent, Psycho Boost, Roar of Time, Magma Storm, Crush Grip, Shadow Force, Seed Flare, Judgment, Searing Shot, V-Create, Sacred Sword, Secret Sword, Fusion Bolt, Fusion Flare, Bolt Strike, Blue Flare, Glaciate, Ice Burn, Freeze Shock, Relic Song, Techno Blast, Oblivion Wing, Land's Wrath, Thousand Arrow, Thousand Waves, Diamond Storm, Steam Eruption, Eruption, Power Gem, Earth Power, Fleur Cannon, Prismatic Laser, Sunsteel Strike, Spectral Thief, Moongeist Beam, Multiattack, Continental Crush

* These moves increase in base power x2:
Vacuum Wave, Draco Meteor, Meteor Mash, Moonblast, Comet Punch, Spacial Rend, Swift, Future Sight, Ancient Power, Hyperspace Hole, Hyperspace Fury

* These moves increase in base power x4 and apply additional Fire type damage:
Doom Desire

* Heart Swap additionally gains Pain Split's effect

* Victory Star additionally boosts user and allies' attacks x1.5

* The base accuracy of these moves becomes 100:
Dark Void

* Lunar Dance boosts all of the recipient's stats

* Trick Room, Magic Room and Wonder Room last for 8 turns

* The following moves' stat-boosting effect is amplified:
Cosmic Power, Flash

* Moonlight restores 75% of the user's Max HP

* Nature's Madness deals 75% HP damage (from 50%)

* Shadow Shield Pokemon take x0.5 decreased damage

* Black Hole Eclipse damage increases x4

* Magical Seed boosts all stats and makes the user recharge

* These moves will temporarily transform this field into a Starlight Arena:
Gravity

* These moves will transform this field into a Starlight Arena:
Geomancy

* Nature Power becomes Spacial Rend

* Camouflage changes the user's type to a random type

* Secret Power may lower all stats



Inverse Field [INF]

"!trats elttaB"

* The type chart is inverted

* Created for 3 turns by Topsy Turvy unless the user is holding an Everstone

* Nature Power becomes Trick Room

* Camouflage changes the user's type to Normal

* Secret Power may inflict confusion

* Magical Seed changes the user's type to Normal and gives them Normalize.

Psychic Terrain [PT]

* Priority attacks fail on grounded Pokemon

* Grounded Pokemon's Psychic attacks deal x1.5 increased damage

* Fairy Type attacks gain a 1.3x boost in power

* Dark Type attacks get a decrease in strength by 0.5x

* Hex, Magical Leaf, Mystical Fire, Moonblast and Aura Sphere damage increased x1.5

* Pure Power doubles Sp.Atk instead of Atk

* Anticipation and Forewarn boost Sp.Atk on switch in

* Magician additionally lowers the accuracy of status moves targeted to the user to 50% (similar to Wonder skin)

* Telepathy Pokemon's Speed doubles

* The effect of the following stat-altering moves is increased:
Nasty Plot, Calm Mind, Comsic Power, Meditate, Kinesis

* The following moves deal additional Psychic-type damage:
Strength, Ancient Power, Dragon Pulse, Water Pulse

* Psych Up, Meditate, Mind Reader and Miracle Eye additionally boost Sp.Atk two stages on use

* Hypnosis' accuracy is increased to 90

* Kinesis additionally lowers its target's Attack and Sp.Atk two stages

* Telekinesis additional lowers its target's Defense and Sp.Def two stages

* Gravity, Trick Room, Magic Room and Wonder Room last 8 turns

* Shattered Psyche additionally confuses its target

* Created by Psychic Terrain, Psychic Surge and Genesis Super Nova

* Secret Power may confuse its target

* Nature Power becomes Psychic

* Camouflage becomes Psychic

* Magical Seed boosts Sp.Def and Sp.Atk and confuses the user



Dimensional Field [DF]

"Darkness Radiates"

* Created by Black-Hole Eclipse

* Dark gets a x1.5 boost in power

* Ghost moves get a x1.2 boost in power

* The following moves receive a x1.2 boost in power and never miss:
Dark Pulse, Night Daze

* Shadow moves get a x1.2 boost in power

* Fairy Type moves are weakened by x0.5

* The following move(s) get a x1.5 increase in power:
Dimensional Thrash, Dimensional Pulse, Dimensional Zap, Dimensional Flare, Dimensional Snare, Hyperspace Fury, Hyperspace Hole, Spacial Rend, Roar of Time

* Dark void never misses

* Pokemon put to sleep will take damage over time

* The following moves will instantly KO the user:
Dig, Dive, Fly, Bounce

* The following moves can turn this field into Frozen Dimensional Field:
Blizzard, Sheer Cold, Cold Truth, Ice Burn, Freeze Shock, Glaciate

* The following moves neutralise the field:
Purify

* Quash has boosted priority

* Gravity, Trick Room, Magic Room, and Wonder Room last randomly between 3 and 8 turns

* Lucky Chant fails

* Heal Block effect additionally causes damage over time (1/16 hp)

* Embargo additionally causes the target to be unable to switch

* Rattled boosts the user's Speed upon switch-in

* Beast Boost increases stats by two stages

* Pressure increases PP usage by two, instead of one

* Shadow Shield always halves damage, regardless of HP

* Ghost-type Pokemon are no longer immune to Shadow Tag

* Nature Power becomes Dark Pulse

* Camouflage changes the user's type to Dark

* Secret Power may flinch

* Magical Seed boosts Defense and causes Trick Room



Frozen Dimensional Field [FDF]

"The rage continues..."

* Ice type attacks gain a 1.5x boost in power

* Dark type attacks gain a 1.2x boost in power

* Fire-Type attacks are harshly weakened (0.5x).

* The following attacks gain an Ice sub-type and gain a x1.2 boost in power:
Surf, Muddy Water, Water Pulse, Hydro Pump, Night Slash, Dark Pulse, Hyperspace Fury, Hyperspace Hole

* Activates Ice Body, Slush Rush and Snow Cloak

* Refrigerate's base power boost becomes x1.5 (from x1.3)

* The following moves can transform this field into a dimensional field:
Blast Burn, Inferno, Lava Plume, Heat Wave, Eruption, Flame Burst, Burn Up

* The following moves transform this field into an icy field:
Seed Flare, Purify

* The following moves take one turn to use:
Ice Burn, Freeze Shock

* Snow Warning and Hail last 8 turns

* Dark Void is 100% accurate.

* The abilities Magma Armor, Blaze, Flash Fire, Flare Boost, Solar Power, and Flame Body are nullified

* Berserk boosts special attack by two stages

* Rattled boosts the user's Speed upon switch-in

* Power Trip gains 40 base power for each boost, rather than 20

* Snarl lowers Special Attack by two stages

* Parting Shot additionally lowers Speed

* Nature Power becomes Ice Beam

* Camouflage changes the user's type to Ice

* Secret Power may freeze

* Elemental Seed raises Speed by two stages and torments the user



Haunted Field [HF]

"The field is haunted!"

* Created by Never-ending Nightmare

* Ghost type moves gain a 1.3x boost in power

* Dark and Fairy type moves are 0.7x in power

* The following moves have their accuracy boosted to 90:
Will-o-Wisp, Hypnosis

* Ghost types deal super effective damage to Normal Type Pokemon.

* Nightmare inflicts more damage.

The following move(s) gets a 1.3x increase in power and gain the Ghost type
Flame Burst, Inferno, Flame Charge, Fire Spin

* Spite depletes two more PP than usual.

* Ominous wind has a 20% chance of raising all stats

* Pokemon gradually lose health while asleep

* The following moves can turn this field into a Blessed Field:
Flash, Judgement, Origin Pulse, Seed Flare, Sacred Fire, Dazzling Gleam, Purify

* Curse, when used by a Ghost-type, uses only 25% of the user's HP

* The following moves become single turn moves:
Phantom Force, Shadow Force

* Lick has a 100% chance to Paralyze

* Night Shade deals 1.5x more damage

* Scary Face has its effect doubled

* Rattled boosts the user's Speed upon switch-in

* Destiny Bond can no longer fail when used consecutively

* Nature Power becomes Phantom Force

* Camouflage changes the user's type to Ghost

* Secret Power inflicts curse

* Magical Seed raises Defense and Special Defense and applies burn to the user



Corrupted Cave [CCA]

"The cave is corrupted!"

* Poison-type moves get a x1.5 boost in power

* Rock- and Grass-type get a x1.2 boost in power

* Fairy-type moves gets a 0.5x decrease in power

* Non-contact Flying moves decrease in base power x0.5

* Pokemon with the following abilities are hurt each round:
Grass Pelt, Leaf Guard, Flower Veil

* Pokemon with the following abilities are healed each round:
Poison Heal

* The following abilities have a doubled activation rate:
Poison Touch, Poison Point

* All Grounded non-Poison-type Pokemon are poisoned at the end of the round, unless they have:
Wonder Skin, Immunity

* The following moves gain a 1.2x boost
Seed Flare

* The following moves deal additional Poison-type damage:
Rock Slide, Smack Down, Stone Edge, Rock Tomb, Diamond Storm

* The following moves deal additional Rock-type damage:
Gunk Shot, Sludge Wave

* The following moves will transform this field into a normal cave field:
Seed Flare, Solar Beam, Solar Blade, Purify

* The following moves will transform this field into a Mountain field:
Sky Uppercut

* The following moves will transform this field into a Dragons Den:
Draco Meteor, Devastating Drake

* Two used of the following moves will transform this field into a Dragons Den:
Dragon Pulse

* The following moves will turn this field into volcanic field, and deals 50% of max HP to all Pokemon:
Heat Wave, Blast Burn, Eruption, Lava Plume

* Ingrain damages the user, unless the user is Poison- or Steel-type

* Toxic Thread inflicts badly poisoned status

* The boost from Toxic Boost is doubled from 50% to 100%

* Corrosion boosts the power of Poison-type moves by 50%

* Dry Skin heals the user if they are Poison-type, otherwise it damages the user

* Damage inflicted by Liquid Ooze is doubled

* Stealth Rock deals damage based on the Poison-type type chart

* The effects of Black Sludge is doubled

* Nature Power becomes Gunk Shot

* Camouflage changes the user's type to Poison

* Secret Power inflicts poison

* Synthetic Seed increases Defense by two stages and applies Poison status to the user



Bewitched Woods [BW]

"Everlasting glow and glamour!"

* Pokemon sleeping in the fairy rings take damage equal to 1/16th of max HP.

* Fairy type moves increase in base power by x1.3.

* Grass type moves increase in base power by x1.3.

* Grounded Grass Pokemon restore 1/16th Max HP each turn

* Fairy and Grass types now hit Steel type Pokemon for Super Effective damage.

* Poison attacks deal neutral to Grass and Fairy types.

* Dark- and Fairy-types now hit each other neutrally

* Dark type moves increase in base power by x1.2.

* The following moves gain a 1.4x boost in power:
Ice Beam, Hyper Beam, Signal Beam, Aurora Beam, Bubblebeam, Charge Beam, Psybeam, Flash Cannon, Magical Leaf

* The following moves gain a 1.2x boost in power:
Dark Pulse, Night Daze, Moonblast

* The following moves accuracy has been increased to 95:
Poison Powder, Sleep Powder, Grasswhistle, Stun Spore

* The following moves change the field to Forest Field:
Purify

* Strength Sap now also lowers Special Attack

* Forest's Curse additionally curses the target

* Moonlight restores 75% of the user's Max HP

* Dark-types are no longer immune to Prankster moves

* Effect Spore has a doubled activation rate

* Natural Cure heals status at the end of the turn

* Flower Veil affects all types of Pokemon

* Flower Gift is active regardless of the weather

* Nature Power becomes Dazzling Gleam

* Camouflage changes the user's type to Fairy

* Secret Power may randomly inflict Sleep, Poison, or Paralysis.

* Magical Seed raises Special Defense and applies ingrain to the user



Sky Field [SKF]

"The sky is filled with clouds."

* Flying-type moves increase in base power by 1.3x

* The following moves will be used immediately, rather than charging up:
Razor Wind, Sky Attack, Bounce, Fly

* The following moves are boosted in power 1.5x:
Icy Wind, Ominous Wind, Silver Wind, Razor Wind, Fairy Wind, Aeroblast, Sky Uppercut, Flying Press, Thundershock, Thunderbolt, Thunder, Steel Wing, Twister

* These moves will fail under this field:
Earthquake, Magnitude, Bulldoze, Rototiller, Dig

* These moves will turn the field into Mountain Field:
Gravity, Smack Down, Thousand Arrows, Ingrain

* These moves deal additional Flying-type damage:
Dive, Twister

* Spikes, Toxic Spikes, and Sticky Webs will fail when used

* All weather effects and Tailwind will last 8 turns

* Tailwind creates Strong Winds.

* Thunder and Hurricane never miss

* Big Pecks additionally boosts Defense upon switch-in

* Gale Wings is active regardless of HP

* Early Bird makes the user immune to Sleep

* Levitate additionally boosts Speed upon switch-in

* Cloud Nine removes weather instead of nullifying it (including very harsh sunlight, very heavy rain, and strong winds)

* Mirror Move will boost Attack, Special Attack, and Speed by one stage if used successfully

* Weather Ball becomes Flying-type during Strong Winds

* Nature Power becomes Sky Attack

* Camouflage changes the user's type to Flying

* Secret Power may Confuse

* Elemental Seed lowers Defense and Special Defense and applies Tailwind