ParanoidDrone
Smash Master
Today I'm looking at Kalos Pokemon League, one of my personal favorite stages. (It's so pretty! And Cynthia's theme!)
Shoutouts to @ ぱみゅ who requested I do this stage next.
Previously Covered
Mario Galaxy
Coliseum
Gamer
Wii Fit Studio
Kongo Jungle 64
Windy Hill Zone
Luigi's Mansion
Norfair
Orbital Gate Assault
Woolly World
Skyloft
Garden of Hope
Mushroom Kingdom U
Wuhu Island
Mario Circuit
Layout
Kalos Pokemon League has a simple layout. A main platform with walled sides is flanked by a pair of platforms that hang halfway over the ledge. It periodically transforms into one of four different forms, similar to Pokemon Stadium 1 and 2, before transforming back to its neutral state and repeating the cycle.
Players 1 and 2 start on either side underneath the inner edge of the platforms. Players 3 and 4 start closer to the middle. The Omega form has walled sides.
This stage has numerous hazards of varying intensity. Every transformation except for the neutral has some sort of gimmick, a hazard that activates partway through, and a legendary Pokemon that can drop in to replace the normal hazard with its own.
Transformations
Kalos Pokemon League transforms rather frequently, but the process is consistent regardless of the details. All platforms rise off the top of the screen prior to the stage transforming, which can kill players standing on them at the time. Depending on the current transformation, these platforms are sometimes solid from above, requiring players to run off the side instead of dropping through. As the stage transforms, it flashes white and the background shifts to a solid color indicating the upcoming form. These colors are noted below. The set of platforms for the new transformation then descend from above.
The stage spends 30 seconds in each transformation, with 10 seconds in its neutral form between each. There are a total of 4 transformations, and the stage will give each one a turn before proceeding with the next set of 4. Thus one can predict every fourth transformation with 100% accuracy.
Name|Picture|Notes
Neutral|
|Default form, stage transitions to this for 10 seconds before moving to the next chamber. Other transformations last 30 seconds each.
Ironworks Chamber|
|Indicated by a green background as the stage transitions. Swords do 10% damage if they land on a player. After landing the blades do 4% damage on contact, knockback is minimal even at 999% and cannot kill. Blades are completely solid and act as walls if one manages to avoid the damage. Cross guard forms a platform that's solid from above. Grip forms a wall with a small standing surface on top. Players can attack the hilt, including the decorative eye, to drive the sword down into the ground. Swords require approximately 10% damage to be driven down one notch. Swords can also sink further into the ground than normal when first landing. Because hilts have their own hurtboxes, projectiles such as Pikachu's Thunder Jolt will do damage and vanish instead of moving along the surface. Swords rise out of the ground when the stage transitions back to neutral, at which point the blades do 10% damage again. Unlucky players can ricochet between the blades as they rise for additional damage.
Blazing Chamber|
|Indicated by a red background as the stage transitions. Platforms initially come to rest on the ground before flame geysers erupt and hold them aloft. Platforms are solid from above, although attempting to jump through them from below tends to result in getting hit by the flames. Flames do 4% damage, knockback is minimal even at 999% and cannot kill. Flames are not solid and will not stop most projectiles, although some may still encounter interference. Examples include King Dedede's Gordo Throw, Rosalina's Luma Shot, Olimar's Pikmin (except Red Pikmin, which are immune to fire), and R.O.B.'s Gyro. Flame geysers die down and platforms come to rest on the ground again before the stage transitions back to neutral.
Flood Chamber|
|Indicated by a blue background as the stage transitions. Slides connect to the stage from either side after transitioning, turning it into a walkoff. The slides can be jumped through from below. Slides disengage from the stage and retreat offscreen before the stage transforms back. Slides can be oriented in either direction.
Dragonmark Chamber|
|Indicated by a purple background as the stage transitions.Elemental Hazards
In addition to the bare layouts described above, each transformation has a unique hazard that triggers partway through. These hazards activate only once per transformation, except the Ironworks Chamber.
Name|Picture|Notes
Metal Pool|
|A small pool of metal forms in the center of the stage and lingers for 5 seconds. Players who touch the pool become metal for approximately 15 seconds. The pool of metal appears twice over the course of the transformation.
Flame Pillars|
|Twin pillars of flame erupt offstage. They do not linger, lasting for all of a second at most. They deal 15% damage on contact and knock players sideways in the direction they came from. If it hits Mario back offstage, it can kill starting at around 65%. Players hit into the side of the stage can ricochet back into the pillar for another hit.
Water Surge|
|The camera zooms out and a surge of water flows down the upper slide, across the stage, and down the lower slide. Players on the ground get pushed along for the ride and can die if they don't jump before getting pushed to the blast line.
Energy Blast|
|The dragon statue in the background rears back and releases an energy blast. It can aim at center stage (pictured) or underneath either platform. When aiming to either side, it first rears its head back in the opposite direction. The energy swirls around the point of impact briefly before erupting. Despite the visual effect, the vertical range is poor and will not hit players standing on the platforms. The energy blast does 15% and kills Mario off the top at 140%. The statue fires a total of 3 energy blasts.Legendary Pokemon
Normally when transitioning to a chamber, a collection of Pokemon are released from their Pokeballs in the background, where they observe the battle. Rarely, a Legendary Pokemon will take their place and introduce its own hazard. The presence of a Legendary Pokemon means that the hazards listed above in the "Elemental Hazards" section will not manifest.
Name|Picture|Notes
Registeel|
|Registeel uses Stomp, which buries players on the ground and causes the swords to spin once in midair before landing again. Players grabbing the ledge are not immune, although they will also not get buried. If the swords were driven into the ground, this will reset their height. The stomp and spinning swords both do 15% damage, although the swords are capable of doing 30% damage in a single hit if a player is right next them at the moment Registeel stomps the ground. The stomp cannot kill players since it buries them in the ground. The swords kill at various percents depending on the point of impact. Registeel takes about 12-14 seconds to stomp, counting from the moment it appears in the background, and also makes a weird metallic noise a second or so before stomping.
Ho-oh|
|Ho-oh uses Sacred Fire, which causes all flame pillars on the stage to erupt with greater intensity. The onstage pillars quadruple in height while the offstage pillars do 18% damage instead of 15%. The effects last until the stage transitions back to neutral.
Manaphy|
|Manaphy uses Whirlpool and turns the center of the main stage into a whirlpool. The sloped sides and rushing water pull players toward the middle, where there is a hole with grabbable ledges and walled sides. The outer ring of the main platform is safe, as are the slides and overhead platforms. The whirlpool lasts until the stage transitions back to neutral.
Rayquaza|
|The screen rumbles and a harmless stream of electricity streaks by to indicate the danger zone. A few seconds later, Rayquaza flies across the screen along the path indicated by the electricity. It does not fly across the stage at ground level, but can take a vertical path offstage or a horizontal path overhead that can sometimes hit players standing on the platforms. Its head does 22% damage while the body does 12% damage. The head also deals more knockback. Kill percents vary wildly depending on the point of impact and whether the player hit Rayquaza's head or body. Rayquaza appears a total of 3 times over the course of the transformation.Summary
Shoutouts to @ ぱみゅ who requested I do this stage next.
Previously Covered
Mario Galaxy
Coliseum
Gamer
Wii Fit Studio
Kongo Jungle 64
Windy Hill Zone
Luigi's Mansion
Norfair
Orbital Gate Assault
Woolly World
Skyloft
Garden of Hope
Mushroom Kingdom U
Wuhu Island
Mario Circuit
Layout
Kalos Pokemon League has a simple layout. A main platform with walled sides is flanked by a pair of platforms that hang halfway over the ledge. It periodically transforms into one of four different forms, similar to Pokemon Stadium 1 and 2, before transforming back to its neutral state and repeating the cycle.
Players 1 and 2 start on either side underneath the inner edge of the platforms. Players 3 and 4 start closer to the middle. The Omega form has walled sides.
This stage has numerous hazards of varying intensity. Every transformation except for the neutral has some sort of gimmick, a hazard that activates partway through, and a legendary Pokemon that can drop in to replace the normal hazard with its own.
Transformations
Kalos Pokemon League transforms rather frequently, but the process is consistent regardless of the details. All platforms rise off the top of the screen prior to the stage transforming, which can kill players standing on them at the time. Depending on the current transformation, these platforms are sometimes solid from above, requiring players to run off the side instead of dropping through. As the stage transforms, it flashes white and the background shifts to a solid color indicating the upcoming form. These colors are noted below. The set of platforms for the new transformation then descend from above.
The stage spends 30 seconds in each transformation, with 10 seconds in its neutral form between each. There are a total of 4 transformations, and the stage will give each one a turn before proceeding with the next set of 4. Thus one can predict every fourth transformation with 100% accuracy.
Neutral|
Ironworks Chamber|
Blazing Chamber|
Flood Chamber|
Dragonmark Chamber|
In addition to the bare layouts described above, each transformation has a unique hazard that triggers partway through. These hazards activate only once per transformation, except the Ironworks Chamber.
Metal Pool|
Flame Pillars|
Water Surge|
Energy Blast|
Normally when transitioning to a chamber, a collection of Pokemon are released from their Pokeballs in the background, where they observe the battle. Rarely, a Legendary Pokemon will take their place and introduce its own hazard. The presence of a Legendary Pokemon means that the hazards listed above in the "Elemental Hazards" section will not manifest.
Registeel|
Ho-oh|
Manaphy|
Rayquaza|
- Stage transitions to one of 4 forms, takes a turn with each before repeating.
- Stage spends 10 seconds in neutral and 30 seconds in each transformation.
- Stage transitions back to neutral between transformations.
- Ironworks Chamber features swords, metal pool, and Registeel.
- Swords do 10% damage in motion, 4% on contact and can't kill when stationary.
- Swords can be driven into the ground by attacking the hilt.
- Metal pool lasts 5 seconds, turns players into metal on contact.
- Registeel buries grounded players for 15% and makes swords spin in midair for 15%.
- Blazing Chamber features flame pillars and Ho-oh.
- Onstage flame pillars do 4%, can't kill.
- Offstage flame pillars do 15%, can kill Mario at 65% if it hits him offscreen.
- Ho-oh quadruples onstage flame pillar height, strengthens offstage flame pillars to 18%.
- Flood Chamber features walkoff, water surge, and Manaphy.
- Bridges can be jumped through from below.
- Water surge pushes players offscreen.
- Manaphy creates a whirlpool with a hole in the middle, ledges are grabbable.
- Dragonmark Chamber features energy blasts or Rayquaza.
- Energy blasts do 15%, kill Mario off the top at 140%.
- Energy blasts have poor vertical range, can't hit players on platforms.
- Rayquaza does 10% with its head, 12% with its body.
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