> For the complete documentation index, see [llms.txt](https://wiki.apexcobblemon.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://wiki.apexcobblemon.com/features/battling/battle-arcade.md).

# Battle Arcade

{% columns %}
{% column width="58.333333333333336%" %}
The **Battle Arcade** is a Battle Frontier facility where luck rewrites the rules of every fight. Before each battle, a roulette board selects **1** of **27** events that may boost your team, sabotage it, empower the opponent, or transform the battlefield. Battles are **3v3 Singles** at **Level 50** in a **Bring 6, Pick 3** format, with your consecutive win streak determining Battle Point payouts and Arcade Star milestones.
{% endcolumn %}

{% column width="41.666666666666664%" %}

<figure><img src="https://722257079-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FDZYUul2mf9zcdDxeTpsK%2Fuploads%2F3DM28DSBs3ytyARuoU63%2Fbattle_arcade_gui.png?alt=media&amp;token=7f4063fe-6c54-46df-a7dc-945ea3000a1b" alt="" width="308"><figcaption><p><em>Battle Arcade menu</em></p></figcaption></figure>
{% endcolumn %}
{% endcolumns %}

{% hint style="info" %}
Nothing in the Arcade permanently changes your Pokémon. Levels are normalized only for the run, and your original held items are returned when it ends.
{% endhint %}

## Getting Started

1. **Open the Arcade menu** - Travel to the Battle Arcade NPC at `/warp battlearcade` to open the main menu.
2. **Choose a team source** - Select one of two options:
   * **Live Party**: brings **6** eligible Pokémon from your current party
   * **Rental Team**: pick **6** rentals from a random offering of **14**
3. **Spin the roulette** - Before every Game, the Roulette Board selects the event applied to that battle
4. **Battle** - Select **3** of your **6** Pokémon and defeat the NPC Trainer
5. **Decide** - After each win, your team is fully healed and you choose your next move:

<table><thead><tr><th width="200" align="center">Option</th><th align="center">Description</th></tr></thead><tbody><tr><td align="center"><strong>Resume</strong></td><td align="center">Proceed to the next roulette spin and battle</td></tr><tr><td align="center"><strong>Rest</strong></td><td align="center">Pause the run and store its progress for <strong>3 days</strong></td></tr><tr><td align="center"><strong>Retire</strong></td><td align="center">End the run and keep all earned rewards</td></tr></tbody></table>

Losing a battle ends the run and locks in all rewards earned up to that point, unless you have a [battle retry](#battle-retries) available.

## Battle Rules

* **3v3 Single Battle**, Bring 6 Pick 3, with all Pokémon normalized to **Level 50**
* Your original held items are removed for the run; only roulette-granted items appear in battle
* Rental teams are rolled once before the run begins and cannot be swapped mid-run
* Rental Pokémon have **31** IVs in every stat, while Live Party Pokémon keep their own IVs
* Opposing Trainers use **3** Pokémon that mirror the tiers of the **3** Pokémon you bring into that battle, as described under [Opposing Trainers](#opposing-trainers)
* Healing, PC, breeding, and flight commands are blocked during a run

## Run Structure

* A run lasts up to **7 Sets** of **7** Games each, for a maximum streak of **49** consecutive wins
* Completing a Set pays out Battle Points and advances you to the next Set, where stronger Trainers, different item pools, and more disruptive events unlock
* A sidebar tracks your current Set and Game, win streak, pending event, and your next reward and Arcade Star milestones
* Only one run can exist at a time: a rested run must be continued or discarded before starting a new one, and expires after **3 days**
* After a loss you can start a new run in **20 minutes**; after completing a full run, in **60 minutes**
* Leaving the arena during a run (for example with `/spawn` or `/warp`) ends it as a loss. If you leave before winning your first battle, the run ends without counting as a loss and no cooldown applies

## Opposing Trainers

Every opposing Trainer builds a fresh team for each battle by mirroring the **3** Pokémon you pick for that battle, so the rest of your team has no effect on the draw. For this purpose every Pokémon falls into one of four tiers based on its Smogon tier: **Uber** (including Anything Goes), **OU** (including UUBL), **UU** (including RUBL), and **RU** (every tier below).

Each opposing slot takes the tier of one of your three Pokémon, then may shift by one tier depending on the Set:

| Sets |               Opponent Tier               | Minimum Tier | IVs | AI Skill |
| :--: | :---------------------------------------: | :----------: | :-: | :------: |
|  1-3 | **50%** same tier, **50%** one tier below |     None     |  0  |  2 / 10  |
|  4-5 | **70%** same tier, **30%** one tier above |      UU      |  20 |  5 / 10  |
|  6-7 | **50%** same tier, **50%** one tier above |      UU      |  31 |  7 / 10  |

* Slots that land below the Set's minimum tier are raised to it
* An opposing team can never hold more than one Uber beyond the number of Ubers you brought; any extra Uber slot is drawn from OU instead
* Every Trainer weighs type matchups. From Set **4** Trainers also predict your next move, and from Set **6** they calculate damage, so higher AI Skill picks the strongest move more consistently
* [Arcade Stars](#arcade-stars) build their teams the same way but always have **31** IVs and their own, higher AI Skill

## Battle Retries

Losing a battle while a retry is available opens a menu offering **Retry Battle** or **Accept Defeat**, in place of ending the run.

* **Retry Battle** fights the same battle again with the same team against the same Trainer
* **Accept Defeat** ends the run with your current win streak and locks in all rewards earned so far
* The roulette event carries over to the retry. A held item it handed out stays the same, while effects applied during the battle (such as a random ability or weather) are rolled again
* You receive **1** retry every **2** Sets. Your first retry may be used from Set **1**, and each retry you use unlocks the next one **2** Sets later (a retry used in Set **1** unlocks the next in Set **3**). The retry menu shows the Set your next retry unlocks in
* A retry is spent the moment it is offered, so disconnecting, a server restart, or resting the run does not give it back
* Forfeiting a battle never offers a retry
* The battle start message shows a retry icon whenever a retry is available

## Roulette Board

Before every Game, the Roulette Board spins through a ring of event spaces. The space it stops on becomes that battle's event.

* Events may help you, hinder you, target the opponent, alter the battlefield, or resolve instantly without a battle
* An event applies only to the Game it was spun for, and its effects wear off when the battle ends. Held items an event gives to your Pokémon stay on it for the rest of the Set
* Side-wide events reapply to each Pokémon as it switches in; weather, terrain, and room effects run their listed durations
* The board spins faster as your win streak climbs
* Players using the [Apex Cobblemon modpack](/features/modpack.md) see the board as an animated **12**-space wheel, while everyone else sees it as a chest menu
* The result is decided before the board starts spinning, so closing the board early skips straight to it

## Performance Score

The Arcade secretly grades every victory on a **0-24** point scale. Fast, clean wins score high; slow or costly wins score low.

<table data-search="false"><thead><tr><th align="center">Category</th><th align="center">Result</th><th align="center">Points</th></tr></thead><tbody><tr><td align="center">Turns taken</td><td align="center">3 or fewer</td><td align="center">10</td></tr><tr><td align="center">Turns taken</td><td align="center">4-5</td><td align="center">6</td></tr><tr><td align="center">Turns taken</td><td align="center">6-7</td><td align="center">4</td></tr><tr><td align="center">Turns taken</td><td align="center">8-10</td><td align="center">2</td></tr><tr><td align="center">Turns taken</td><td align="center">11 or more</td><td align="center">0</td></tr><tr><td align="center">Your Pokémon knocked out</td><td align="center">0</td><td align="center">8</td></tr><tr><td align="center">Your Pokémon knocked out</td><td align="center">1</td><td align="center">5</td></tr><tr><td align="center">Your Pokémon knocked out</td><td align="center">2</td><td align="center">2</td></tr><tr><td align="center">Your Pokémon knocked out</td><td align="center">3+</td><td align="center">0</td></tr><tr><td align="center">Your Pokémon with a status</td><td align="center">0</td><td align="center">6</td></tr><tr><td align="center">Your Pokémon with a status</td><td align="center">1</td><td align="center">4</td></tr><tr><td align="center">Your Pokémon with a status</td><td align="center">2</td><td align="center">2</td></tr><tr><td align="center">Your Pokémon with a status</td><td align="center">3+</td><td align="center">0</td></tr></tbody></table>

The total score determines which target category the next spin favors:

| Score | Ally | Foe | Field | Other |
| :---: | :--: | :-: | :---: | :---: |
|  0-4  |  75% | 10% |  10%  |   5%  |
|  5-10 |  40% | 25% |  30%  |   5%  |
| 11-15 |  30% | 30% |  35%  |   5%  |
| 16-20 |  20% | 35% |  30%  |  15%  |
| 21-24 |  15% | 15% |  40%  |  30%  |

* Low scores strongly bias the next spin toward events that target your side, reaching a **75%** Ally chance at 0-4 points
* Foe-targeted events peak at **35%** for scores of 16-20
* Near-perfect scores shift the board toward Field events (**40%**) and Other results (**30%**)
* **Other** covers No Event, Skip Battle, BP Boost, and Swap Teams
* The first spin of a run has no earlier battle to grade and uses the 11-15 row

## Roulette Events

**Positive** events help you, **Negative** events hinder you, and **Chaotic** events can swing either way depending on the matchup. Higher Sets unlock more of the board: events listed with a minimum Set cannot appear before it, and a few only appear in specific Sets or Games.

Each spin first picks a **Category** from the [Performance Score](#performance-score) table, then picks one of that category's events available in the current Set and Game, in proportion to its **Weight**. For example, at Set **5**, Game **2** the Other category holds only No Event and Skip Battle, both at a weight of **1.5**, so each has a **50%** chance whenever Other is picked.

<table data-search="false"><thead><tr><th width="130" align="center">Event</th><th width="100" align="center">Type</th><th width="100" align="center">Category</th><th width="130" align="center">Availability</th><th width="90" align="center">Weight</th><th align="center">Effect</th></tr></thead><tbody><tr><td align="center">Ability Scramble</td><td align="center">Chaotic</td><td align="center">Ally</td><td align="center">Set 4+</td><td align="center">0.6</td><td align="center">Each of your Pokémon receives a random ability from the ability pool whenever it switches in</td></tr><tr><td align="center">Ability Swap</td><td align="center">Chaotic</td><td align="center">Ally</td><td align="center">Set 3+</td><td align="center">0.8</td><td align="center">Your lead swaps abilities with the opposing lead at battle start</td></tr><tr><td align="center">Berry Harvest</td><td align="center">Positive</td><td align="center">Ally</td><td align="center">Sets 1-3, 7</td><td align="center">2</td><td align="center">Your first healthy Pokémon holds a random Berry for the rest of the Set, replacing its current item</td></tr><tr><td align="center">BP Boost</td><td align="center">Positive</td><td align="center">Other</td><td align="center">Set 4+ (Games 1, 3, 5)</td><td align="center">0.4</td><td align="center">Your next Set reward is multiplied by <strong>3x</strong></td></tr><tr><td align="center">Choice Lock</td><td align="center">Negative</td><td align="center">Ally</td><td align="center">Set 3+</td><td align="center">0.8</td><td align="center">Each of your Pokémon is locked into the first move it uses until it switches out</td></tr><tr><td align="center">Focus Sash</td><td align="center">Positive</td><td align="center">Ally</td><td align="center">Set 4+</td><td align="center">0.8</td><td align="center">Your first healthy Pokémon holds a Focus Sash for the rest of the Set, replacing its current item</td></tr><tr><td align="center">Foe Berry</td><td align="center">Negative</td><td align="center">Foe</td><td align="center">Sets 1-3, 7</td><td align="center">1</td><td align="center">The opposing lead holds a random Berry</td></tr><tr><td align="center">Foe Item</td><td align="center">Negative</td><td align="center">Foe</td><td align="center">Set 4+</td><td align="center">1.5</td><td align="center">The opposing lead holds a random held item</td></tr><tr><td align="center">Free Item</td><td align="center">Positive</td><td align="center">Ally</td><td align="center">Set 4+</td><td align="center">1.5</td><td align="center">Your first healthy Pokémon holds a random held item for the rest of the Set, replacing its current item</td></tr><tr><td align="center">Level Down</td><td align="center">Negative</td><td align="center">Ally</td><td align="center">Set 2+</td><td align="center">1</td><td align="center">Lowers all of the affected Pokémon's stats by one stage</td></tr><tr><td align="center">Level Up</td><td align="center">Positive</td><td align="center">Ally</td><td align="center">Set 2+</td><td align="center">1</td><td align="center">Raises all of the affected Pokémon's stats by one stage</td></tr><tr><td align="center">No Event</td><td align="center">Neutral</td><td align="center">Other</td><td align="center">Any</td><td align="center">1.5</td><td align="center">The battle starts as normal</td></tr><tr><td align="center">Poison Foe</td><td align="center">Positive</td><td align="center">Foe</td><td align="center">Any</td><td align="center">1.5</td><td align="center">Poisons each active opposing Pokémon at battle start</td></tr><tr><td align="center">Quick Claw</td><td align="center">Positive</td><td align="center">Ally</td><td align="center">Set 4+</td><td align="center">1.2</td><td align="center">Your first healthy Pokémon holds a Quick Claw for the rest of the Set, replacing its current item</td></tr><tr><td align="center">Random Ability</td><td align="center">Chaotic</td><td align="center">Ally</td><td align="center">Set 2+</td><td align="center">1</td><td align="center">Replaces the affected Pokémon's ability with a random one from the ability pool</td></tr><tr><td align="center">Skip Battle</td><td align="center">Positive</td><td align="center">Other</td><td align="center">Set 5+ (Games 2, 4, 6)</td><td align="center">1.5</td><td align="center">Fully heals your party and advances past the Trainer for a free win</td></tr><tr><td align="center">Sleep or Freeze</td><td align="center">Negative</td><td align="center">Ally</td><td align="center">Set 5+</td><td align="center">0.7</td><td align="center">Puts one of your Pokémon to sleep or freezes it</td></tr><tr><td align="center">Slow Down</td><td align="center">Negative</td><td align="center">Ally</td><td align="center">Sets 1-3, 7 (Games 1-6)</td><td align="center">1.2</td><td align="center">Lowers the affected Pokémon's Speed by two stages</td></tr><tr><td align="center">Speed Up</td><td align="center">Positive</td><td align="center">Ally</td><td align="center">Games 1-6</td><td align="center">1.2</td><td align="center">Raises the affected Pokémon's Speed by two stages</td></tr><tr><td align="center">Status Ally</td><td align="center">Negative</td><td align="center">Ally</td><td align="center">Sets 3, 7</td><td align="center">1.5</td><td align="center">Burns, paralyzes, or poisons your active Pokémon at battle start</td></tr><tr><td align="center">Swap Teams</td><td align="center">Chaotic</td><td align="center">Other</td><td align="center">Sets 1-2 (Games 1-6)</td><td align="center">0.1</td><td align="center">You and the opponent exchange parties for the battle, and the Pokémon you borrow have <strong>31</strong> IVs</td></tr><tr><td align="center">Terrain Shift</td><td align="center">Chaotic</td><td align="center">Field</td><td align="center">Set 4+</td><td align="center">1</td><td align="center">Starts a random terrain (Electric, Grassy, Misty, or Psychic) for <strong>5</strong> turns</td></tr><tr><td align="center">Toxic Start</td><td align="center">Negative</td><td align="center">Ally</td><td align="center">Sets 3, 7</td><td align="center">0.8</td><td align="center">Badly poisons each of your active Pokémon at battle start</td></tr><tr><td align="center">Trick Room</td><td align="center">Chaotic</td><td align="center">Field</td><td align="center">Set 4+</td><td align="center">0.8</td><td align="center">Starts Trick Room for <strong>5</strong> turns</td></tr><tr><td align="center">Type Roulette</td><td align="center">Chaotic</td><td align="center">Ally</td><td align="center">Set 3+</td><td align="center">0.6</td><td align="center">Each of your Pokémon becomes a random type whenever it switches in</td></tr><tr><td align="center">Weather Shift</td><td align="center">Chaotic</td><td align="center">Field</td><td align="center">Sets 1-3, 7</td><td align="center">1</td><td align="center">Starts random weather (Sun, Rain, Snow, or Sandstorm) for <strong>5</strong> turns</td></tr><tr><td align="center">Wonder Guard</td><td align="center">Positive</td><td align="center">Ally</td><td align="center">Set 6+</td><td align="center">0.25</td><td align="center">The affected Pokémon's ability becomes Wonder Guard</td></tr></tbody></table>

Ability Scramble and Random Ability draw from a fixed ability pool: Intimidate, Levitate, Sturdy, Guts, Technician, Adaptability, Huge Power, and Sheer Force.

## Item Pools

Berry and held-item events (Berry Harvest, Foe Berry, Free Item, Foe Item) draw from pools that scale with your current Set. Berry events only appear in Sets **1-3** and **7**, and held-item events from Set **4** onward:

<table><thead><tr><th width="130" align="center">Sets</th><th width="260" align="center">Berries</th><th align="center">Held Items</th></tr></thead><tbody><tr><td align="center">1-3</td><td align="center">Sitrus, Lum, Cheri, Chesto, Pecha, Rawst, Aspear, Persim</td><td align="center">None</td></tr><tr><td align="center">4-5</td><td align="center">None</td><td align="center">Leftovers, Quick Claw, Choice Band, Choice Specs, Choice Scarf, Expert Belt, Muscle Band, Wise Glasses, Scope Lens, King's Rock, Shell Bell, Bright Powder, Rocky Helmet, Assault Vest, Safety Goggles, Wide Lens, Zoom Lens, Razor Claw, Focus Band, Metronome, Float Stone, Grip Claw, Binding Band, White Herb, Sticky Barb, Black Sludge, Ring Target</td></tr><tr><td align="center">6-7</td><td align="center">Sitrus, Lum, Custap, Salac, Liechi, Petaya, Ganlon, Apicot, Starf, Lansat, Micle, Kee, Maranga, Jaboca, Rowap, Enigma, and all <strong>18</strong> type-resist Berries (Occa, Passho, Wacan, Rindo, Yache, Chople, Kebia, Shuca, Coba, Payapa, Tanga, Charti, Kasib, Haban, Colbur, Babiri, Chilan, Roseli)</td><td align="center">Life Orb, Focus Sash, Leftovers, Choice Band, Choice Specs, Choice Scarf, Assault Vest, Rocky Helmet, Weakness Policy, Expert Belt, Heavy-Duty Boots, Air Balloon, Clear Amulet, Covert Cloak, Loaded Dice, Mirror Herb, Punching Glove, Throat Spray, Eject Button, Red Card, Blunder Policy, Room Service, Flame Orb, Toxic Orb, Eviolite, Eject Pack, Ability Shield, Utility Umbrella, Fairy Feather, Power Herb, White Herb, Mental Herb, Shed Shell, Protective Pads, Light Clay, Terrain Extender, Heat Rock, Damp Rock, Smooth Rock, Icy Rock, Electric Seed, Grassy Seed, Misty Seed, Psychic Seed, Sticky Barb, Iron Ball, Ring Target</td></tr></tbody></table>

{% hint style="warning" %}
Not every item is a prize. The pools deliberately include junk and harmful items, and an item event can backfire on whichever side receives one.
{% endhint %}

## Status Immunities

Status events respect type and Ability immunities. An immune Pokémon ignores the event, while other eligible Pokémon on the same side can still be affected.

|   Status  |    Ability Immunity    | Type Immunity |
| :-------: | :--------------------: | :-----------: |
|   Poison  |        Immunity        | Poison, Steel |
|    Burn   |       Water Veil       |      Fire     |
| Paralysis |         Limber         |     Ground    |
|   Sleep   | Insomnia, Vital Spirit |      None     |
|   Freeze  |       Magma Armor      |      Ice      |

## Arcade Stars

Deep win streaks are interrupted by an **Arcade Star**, one of the Battle Arcade's boss Trainers: **Dahlia**, **Elesa**, **Guzma**, **Leon**, or **Marley**, selected at random for each encounter. Defeating an Arcade Star earns a soulbound **Commemorative Print** as proof of your victory.

| Milestone |           Opponent          | AI Skill | IVs |           Reward           |
| :-------: | :-------------------------: | :------: | :-: | :------------------------: |
|  21st win | Random Arcade Star (Silver) |  7 / 10  |  31 | Silver Commemorative Print |
|  49th win |  Random Arcade Star (Gold)  |  10 / 10 |  31 |  Gold Commemorative Print  |

Arcade Stars mirror the tiers of the Pokémon you bring in the same way as other [Opposing Trainers](#opposing-trainers). Defeating the Gold Arcade Star completes the Battle Arcade at a perfect **49**-win streak.

Arcade Star victories also progress the **Arcade Battler** [badge](/features/player/badges.md), found on the Battling page of `/badges`. A Silver Arcade Star counts as **1** toward the badge and a Gold Arcade Star as **2**. The badge has **8** phases, requiring **3** to **100** total progress.

## Rewards

Each completed Set awards ![:battle\_point:](https://cdn.discordapp.com/emojis/1250586559015686296.webp?size=56)**Battle Points**, scaling with the Set number up to a cap of **96** per Set. Runs on a Rental Team earn **1.5x** Battle Points, applied after the cap:

|    Team    |                                             1                                            |                                             2                                            |                                             3                                             |                                            4-7                                            |
| :--------: | :--------------------------------------------------------------------------------------: | :--------------------------------------------------------------------------------------: | :---------------------------------------------------------------------------------------: | :---------------------------------------------------------------------------------------: |
| Live Party | ![:battle\_point:](https://cdn.discordapp.com/emojis/1250586559015686296.webp?size=56)32 | ![:battle\_point:](https://cdn.discordapp.com/emojis/1250586559015686296.webp?size=56)64 |  ![:battle\_point:](https://cdn.discordapp.com/emojis/1250586559015686296.webp?size=56)96 |  ![:battle\_point:](https://cdn.discordapp.com/emojis/1250586559015686296.webp?size=56)96 |
|   Rental   | ![:battle\_point:](https://cdn.discordapp.com/emojis/1250586559015686296.webp?size=56)48 | ![:battle\_point:](https://cdn.discordapp.com/emojis/1250586559015686296.webp?size=56)96 | ![:battle\_point:](https://cdn.discordapp.com/emojis/1250586559015686296.webp?size=56)144 | ![:battle\_point:](https://cdn.discordapp.com/emojis/1250586559015686296.webp?size=56)144 |

* A full 49-win run earns ![:battle\_point:](https://cdn.discordapp.com/emojis/1250586559015686296.webp?size=56)**576** on a Live Party or ![:battle\_point:](https://cdn.discordapp.com/emojis/1250586559015686296.webp?size=56)**864** on a Rental Team, plus any BP Boost multipliers landed along the way
* The **BP Boost** roulette event multiplies your next Set reward by **3x**, after the Rental bonus. Landing it more than once in the same Set does not stack
* Rewards are locked in the moment you lose or retire; nothing earned is ever lost

## FAQ

**Do I keep Pokémon or items granted by the roulette?** No. Roulette-granted items, swapped teams, and every other event effect are temporary. Your own Pokémon, levels, and held items are restored when the run ends.

**What happens if I disconnect?** Mid-battle, you have **3 minutes** to reconnect before the run ends. If a run is interrupted in another way (such as a server restart), it can be resumed from the Arcade menu.


---

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