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Announcer, Pokémon Stadium

A series of battle simulation Spin-Off console games in the Pokémon series, created with the purpose of allowing players to see creatures from the games duke it out with 3D models, rather than the 2D sprites of the mainline portable consoles games. As such, you're expected to play each title by uploading and battling with Pokémon they've caught in their corresponding series. However, each entry also has "rental" Pokémon available to use instead, if you don't own the necessary game, are unable to connect it, or playing it on the Nintendo Switch Online (when it comes to the first two games).

As detailed below, the series consists of threenote  titles: the Stadium games on the Nintendo 64, developed by HAL Laboratory to correspond with the first two generations of mainline Pokémon games, and a Wii installment entitled Pokémon Battle Revolution, developed by Genius Sonority to correspond with the fourth generation. The closest equivalent to these games during the third generation were the Nintendo GameCube Colosseum duology titles, which while having battle simulation side modes, are principally console JRPGs that are detailed on their respective pages.

Pokémon Battle Revolution ultimately ended up being the final game in the series. Generation V completely lacked any kind of Stadium title, while the following generation had the main series finally make the Video Game 3D Leap. As for storage, subscription-service applications such as Pokémon Bank (for Nintendo 3DS), and Pokémon HOME (for Nintendo Switch and smartphones) would take up that role. With both main functions of the Stadium series now covered by the mainline installments and other applications (especially once Pokémon Sword and Shield entered the picture), Game Freak's Junichi Masuda has stated that they would need a new idea to justify returning to the sub-series.

    Games in the series 
Generation I (Nintendo 64)
  • Pokémon Stadium (1998): The first game in the series, which was never released overseas. While every Pokémon could be viewed in the Pokédex, only 40 of them could be used in the game's Battle Mode (basically just the bigger fully-evolved ones - and Pikachunote ). Other modes included the ability to play the Game Boy games on the TV through the Transfer Pak, as well as store and organize all your Pokémon. The game's high difficulty and limited roster, plus the fact that a more fleshed-out sequel came out just months after Pokémon Red and Blue were released in North America and Europe, meant this title was skipped over. Fans tend to refer to this as "Pocket Monsters Stadium" rather than Pokémon Stadium to distinguish it from the more commonly-known Western release. It's one of the first games to use the Nintendo 64 Transfer Pak to allow connectivity between this game and a Game Boy copy of the first-gen Pokémon games.
  • Pokémon Stadiumnote  (1999JP/2000): This game supported the use of all 151 Pokémon in its battle modes. In addition to adding several more tournament levels, it included a "Gym Leader Castle" to battle the Gym Leaders and Elite Four from the Generation I games, a "Kids Club" to play minigames, and an expanded "Pokémon Lab" to manage the Pokémon and items in your mainline games (including trading between Transfer Paks). The ability to play the Game Boy games on the TV through the Transfer Pak also returns.

Generation II (Nintendo 64)

  • Pokémon Stadium 2note  (2000JP/2001): Compatible with all Gen I titles in addition to the new Gen II games (Pokémon Gold, Silver, and Crystal). It included most of the same modes and features as the original Stadium, with a more expansive Gym Leader Castle and a new, larger slew of minigames. New modes include Mystery Gift, which will grant you a random item whenever you connect daily, and "Earl's Pokémon Academy", where one can learn basic and advanced game concepts and even fight puzzle-style training battles.

Generation IV (Wii)

  • Pokémon Battle Revolution (2006JP/2007): Compatible with the Gen IV mainline installments (Pokémon Diamond, Pearl, and Platinum), as well as the Gen II remakes (HeartGold and SoulSilver). The game has a far more extensive tournament mode, with several different cups that utilize various battle styles, as well as allowing for double battles. However, it in turn removes several modes such as Gym Leader Castle, minigames, and training; storing Pokémon has been off-loaded to a different game as well. Mystery Gift is now a store where you can purchase clothing for Character Customization, as well as items to send back to the mainline games using in-game currency. The game also features an online mode that allows you to fight both friends and random people. Finally, as opposed to the freer rental system of previous entries that allowed you to pick individual Pokémon, Battle Revolution makes use of a "Rental Pass" system where you're given specific teams of six, though you are eventually able to swap Pokémon between passes the more you collect.

The series provides examples of:

  • 100% Completion:
    • Pokémon Stadium has the Hall Of Fame, which lists any Pokémon that was on the player's team when beating the final division of a Stadium Cup or the Rival in the Gym Leader Castle. Getting all 151 species of Pokémon into the Hall Of Fame gets you a Lvl. 15 Psyduck with Amnesia, a move it otherwise can't learn normally in the Gen 1 games, to transfer to Red/Blue/Yellow. That said, it's impossible to do this without connecting your own copy of the game, as Mewtwo isn't available as a Rental, thus requiring you to use your own.
    • In Stadium 1 and Stadium 2, if you complete the Gym Leader Castle, every rank of each Stadium Cup, and each game's final boss (Mewtwo in 1, Silver in 2), you'll unlock Round 2, which significantly ramps up the difficulty of the opposing teams you fight. Additionally in the second game, upon fully completing Round 1 you'll get a Lvl. 5 Farfetch'd with the move Baton Pass, and beating everything again in Round 2 will net you a Lvl. 5 Gligar with the move Earthquake.
    • After beating every Colosseum in Battle Revolution, you get a Lvl. 10 Pikachu with Volt Tackle and Surf. Unlike previous games, it can be downloaded repeatedly to different save files. In addition, you unlock this game's Round 2, which includes new battle formats for some of the Colosseums (Gateway gets Trade Battles, Sunny Park gets Little Battle, Courtyard gets Survival Battles, and Stargazer gets Master Battles) on top of the increased difficulty.
  • Action Bomb: The Super Nerd in Pokémon Stadium 1 uses an entire team of Pokémon that use Self-Destruct or Explosion as his main strategy for Petit Cup and Gym Leader Castle. The male Rocket Grunt also uses this strategy in Pokémon Stadium 2's Gym Leader Castle. Both of them are aware of the self-destruct clause, however, and won't blow up their last Pokémon.
  • Adaptational Badass: Some trainers are much more formidable here than they ever were in the mainline games:
    • The Lass is one of the weakest trainer classes, typically encountered at the beginning of the game alongside Bug Catchers and Youngsters. In Stadium 1, one of them serves as the penultimate boss in both the Petit Cup and Pika Cup in both Rounds, with a formidable team in each Cup to match her placement.
    • The Fishermen are typically a mid-tier class with rather weak fish-based teams, but in Stadium 1, a Fisher is the final opponent in both rounds of the Pika Cup. In addition, Round 1 gives him a few non-Water Pokémon that includes a Dragon Rage-abusing Dragonairnote , while Round 2 completely diversifies his team and includes a notoriously broken Lvl. 20 Alakazam.
    • Lt. Surge in the mainline games is a notoriously easy Gym Leader in all his appearances, but in Stadium 1 he serves as a Wake-Up Call Boss that introduces first-time players to the harsh reality that trainers will have movesets with type coverage. Those expecting to sweep with Ground-types will be caught off guard with his Surfing Raichu and Pikachu.
      • The Gym Leaders in general are a lot more difficult and befitting of their titles in this series than they are in the mainline games, heavily averting the Poor, Predictable Rock that a majority suffer from by wielding significantly more diverse teams that pack a lot more coverage moves, and even having some interesting strategies that are bound to catch you off-guard. This is especially so in Stadium 2 with its higher difficulty.
  • Adaptation Dye-Job:
    • Lt. Surge has sandy blond hair instead of bright blond.
    • In Stadiums 1 and 2 Erika has green hair instead of black.
  • After-Combat Recovery: Averted in the the "Survival" battle format in Round 2 of Courtyard Colosseum in Battle Revolution. You aren't guaranteed a full team recovery, but you do have a small chance of getting it on the roulette wheel you spin between matches, which also has options for HP, PP, or full recovery for each individual Pokémon. There's also the option of no one getting any sort of recovery.
  • all lowercase letters: The names of the Cueball's Pokémon in Stadium 1.
  • Announcer Chatter: Has its own section at the bottom.
  • Anti-Frustration Features:
    • To preserve the mindgame element of the original games when playing local versus, your menu navigation is hidden in Stadium 1; so, if you choose to attack that turn, the screen where you choose your attacks is identical to the screen where you select your next Pokémon, ie. not showing any information about your team or your Pokémon's moves at all. If you don't remember how your attacks or team are mapped to the controller, however, you can press the R button to review it.
    • Unlike in the mainline Pokémon games, in the Stadium series you get to see the exact HP your opponent's Pokémon have instead of just a health bar. This lets players know the exact damage they're doing and keeps them better informed for what moves and risks they should do.
    • If you're in a hopeless battle, have to stop playing, or just don't want to continue a battle for whatever reason, there is a surrender option you can select at any turn during battle to immediately end and forfeit the battle, so you don't need to sit through the rest of the battle to get it over with.
    • Earl's Academy and the Library in Stadium 2 are extremely helpful to go through early on to brush up on Gen 2 mechanics (even noting changes from Gen 1) and help with building your own trained teams to tackle the main game.
  • Artificial Brilliance: One of the primary reasons why the Stadium games are harder than the mainline entries. Whereas the handheld games, especially Gen I with its A.I. Roulette, have pretty basic AI for the trainers you fight (even post-game trainers seem to forget you can switch out your Pokémon) the AI can and will utilize complicated strategies, make accurate predictions with switches on the player's part, and will switch out themselves when faced with an unfavorable matchup. Sending out a Pokémon with a type advantage and blindly clicking a super-effective move to win isn't going to work whatsoever in the latter half of Cups or in the Gym Leader Castle.
  • Artificial Stupidity: In the second game, any Pokémon that knows DynamicPunch will repeat the low-accuracy move ad nausea until it hits once before using its other moves, even if you have a Ghost-type out or one of their other moves would be super-effective. Gym Leader Chuck is especially bad because each of his Pokémon knows this move as part of his strategy, making it nearly impossible to lose if you just use a Gengar or Misdreavus.
    • In Battle Revolution, the AI will just never switch out their Pokémon no matter how bad the match-up is, despite being fully capable of doing so in the Stadium games. This is a big reason why Battle Revolution is seen as considerably easier than its predecessor, despite the added complexities and better balance Gen IV brought.
  • Ascended Glitch: Swift hitting even Pokémon that used Dig or Fly was an error in the original Red and Blue, but the first Stadium game kept the effect despite the other glitches it fixed, and even has the stars fly upward or downward when used on such an opponent.
  • Awesome, but Impractical:
    • In Gen I, you could skip the recharge turn of Hyper Beam if you managed to KO'd the opponent with it, making it a game-breaking move when used by strong Normal types that got STAB off it and could reliably One-Hit KO. Stadium 1 made it so that the recharge turn happens regardless, making it impractical much of the time. In fact, it was made unavoidable, as unlike in Gen II onwards, the Pokémon has to recharge even if it misses.
    • OHKO moves for the player. Since Gym Leader Castle requires winning up to five straight battles at a time with no continues, and the Cups require winning eight battles with very limited continues, gambling with 30% accuracy moves is unlikely to get the player far compared to more consistent strategies. That said, opponents who rely on OHKO moves like the Gamblers are much more threatening, as just some bad luck can cost you a precious continue or just end your run right there.
    • Whenever you use strong coverage moves with Pokémon who don't have the Attack or Special Attack to make much use of them. Sure, a Hitmonchan with all the Elemental Punches looks cool and can hit a ton of Pokémon super effectively, but when all those moves were special-based before Gen IV and Hitmonchan has a pitiful 35 base Special Attack? You'll barely be hurting opponents even when doubled from being super-effective. Earl's Academy in Stadium 2 has a lesson warning players about this, telling them how even if a move is super effective it doesn't mean it'll do more damage than the Pokémon's typical moves if their corresponding stat is lacking.
  • Battle Tops: A mini-game in Pokémon Stadium 2 is a battle between four Hitmontop with the goal of knocking the others out of the ring.
  • Book Ends: The first Colosseum in Pokémon Battle Revolution, Gateway Colosseum has its theme remixed into both the theme of the final Colosseum, Stargazer Colosseum as well as the theme for its Colosseum master, Mysterial.
  • Bowdlerize: Nidoqueen's Idle Animation in the Japanese version of the first game involves grabbing at her own breasts. Globally, this was changed to the less-suggestive animation of her roaring while shaking her torso.
  • Boss Battle: Battle Revolution has each Colosseum end with a boss fight against a Colosseum Leader or Colosseum Master.
  • Bribing Your Way to Victory: The point of the series is for these to be a home console battle-focused extension of the mainline Pokémon games for you to use your own teams in far greater challenges than the mainline games offer. Stadium 1 and 2 do have a Rental Pokémon system that allows you to play them without already having a mainline game, but it is very difficult to tackle many of the challenges and especially the Round 2 content with just rental Pokémon due to them having suboptimal to awful move sets and poor stats (and it's flatout near impossible in Stadium 2 with its even greater challenge and even worse Rentals), thus you're encouraged to bring your own Pokémon that you raised yourself in another game.
  • But Thou Must!: In Stadium 2's Pokémon Academy, there are the test battles you must complete to pass each course. These test battles require you to utilize specific preset Pokémon and win via the intended strategy covered in the course, with the other Pokémon you're given being ill-suited for countering your opponent. Though difficult to do, it is still possible to win these test battles without using the intended Pokémon, but you won't be credited for the win and will fail the test, requiring you to retake the course and redo the test battle.
  • Color-Coded Multiplayer: the Nintendo 64 games support four players for the minigames and Free Battle. The order of colors of each port are blue, green, red, and yellow.
  • The Computer Is a Cheating Bastard: These games are quite notorious for this:
    • Several trainers will have moves that are impossible for their Pokémon to learn. For example, a Juggler in Koga's Gym in the first Stadium has a Slowbro that knows Metronome, which it cannot learn legitimately under any circumstances. When Pokémon in battle know moves they shouldn't be able to know, their trainer's name will be highlighted pink.
    • In the Pika Cup in the first game, some of the trainers have Pokémon that normally cannot be obtained at their level in that Generation. For example, Hiker (Round 1) and Swimmer (Round 2) have a Seadra at level 15 and 17, respectively. The minimum level a Seadra can be legitimately obtained in Gen 1 is at level 20 in the Yellow version. However the Rental Pokémon available for the Pika Cup are all at level 15, which for most of the evolved ones isn't normally possible in the Gen 1 games, letting the player technically cheat too. Additionally by exploiting ingame trades with NPCs (where the Pokémon you get has the same level as the Pokémon you traded) and tradebacks from the Gen 2 games, it's possible for the player to get Pokémon at even lower levels than what's normally possible in the Gen 1 games and get most Pokémon that evolve beyond level 20 at legal levels for the Pika Cup.
    • There is also a large amount of trainers' Pokémon that have move combinations which are impossible to obtain. For example in Stadium 2 one Blastoise has Haze and Mirror Coat, which are two of its egg moves but together they are a combination that is impossible to breed onto a Squirtle.
  • The Computer Shall Taunt You: Pokémon Stadium 2 (or Pokémon Stadium: Gold and Silver) has the AI trainers gloat or mock you whenever they successfully pull off their main strategy, land a critical hit, defeat a Pokémon in a single move, and win the battle. On the flip side, they also react with everything from annoyance to horror to begrudging respect if you pull any of these off yourself.
  • Confusion Fu: Metronome teams, which are a very common strategy of the Jugglers in many rounds. The Gamblers also uses this strategy in other Prime Cup rounds, whenever they are not using their other strategy.
  • Com Mons: You're pretty much guaranteed to run into at least two or three trainers with a Wigglytuff, a Butterfree, or both per tournament in Battle Revolution.
  • Convection, Schmonvection: Battle Revolution's Magma Colosseum is set just above the lava of an active volcano. The weather can't even be sunny at the start of the battle to show for it.
  • Cosplay: The main visual difference between the Colosseum Leaders and Colosseum Masters in Battle Revolution is that the Colosseum Leaders wear an outfit inspired by a Pokémon and the Masters don't. Pachirisu for Taylor, Kyogre for Marina, Roserade for Rosie, Electivire for Voldon, Groudon for Terrell, and Lucario for Dusty. These outfits have a tiny chance of being based on those Pokémon's Shiny palette.
  • Crippling Overspecialization: The Tamer, whose main theme is using a team of one trick ponies, with very little coverage, poor variety, and less than 4 moves. The Juggler to a lesser extent, sometimes using only Metronome.
  • Critical Hit Class: The Tamer's favorite tactic, as the most common of his Crippling Overspecialization strategies. Giovanni's Persian in Stadium 1 is also a particularly nasty example. This is only possible due to critical hit rate being based on a Pokémon's speed in Gen I, rather than having a completely separate calculation, meaning Stadium 2 and Battle Revolution lack this trope.
  • Damn You, Muscle Memory!: While Stadium 1 did fix some issues present in the Gen I games, it was still created before many of the changes from Pokémon Gold and Silver were introduced. This means that some type matchups are different than they are in Gen II onward (e.g., Bug and Poison are super-effective against each other, rather than Poison resisting it and doing neutral damage in return), Dark- and Steel-types don't exist, and some moves work differently (e.g., Karate Chop is a Normal-type move instead of Fighting-type).
  • Developer's Foresight: The announcer has an impressive variety of voice lines, including one for nearly every move and contrived situations like missing a move multiple times in a row, preventing an enemy from using a move by Disabling it first, or two low-HP Pokémon continually failing to finish each other off.
  • Double Knockout: Averted.
    • Destiny Bond (if the user faints, so does the foe) and Perish Song (both the user and opponent faint after three turns if they don't switch out) fail if the user is the only Pokémon left on their team.
    • A player using any other suicide move, such as Self-Destruct, with their last Pokémon automatically loses, even if they KO the foe's last Pokémon with it, as the user loses all their HP first.
    • With recoil moves, it's the reverse of above. If both teams are down to their last Pokémon and the user KOs the opponent, the user will not take recoil damage and their team will win, even if the recoil damage would have KO'd the user, since the opponent lost all their HP first.
  • Drama Queen: Most Pokémon take a few seconds to go through their fainting animation, rather than just collapsing. Especially noticeable when compared to the simpler animations in the mainline games from Generation VI onwards.
  • Easter Egg:
    • If you import your starting Pikachu from Yellow to the Stadium games, it uses Ikue Otani's voice acting rather than the standard cry.
    • In the first two Stadium games, a Pokémon with a certain pattern in its nickname (reversed syllables, one syllable followed or preceded by another word, etc.) changed the creature's color. It's pretty fun trying to figure out what patterns will cause what changes.
  • Emulation: The GB Tower in the first two games is akin to the SNES's Super Game Boy peripheral, using the Transfer Pak to read your Pokémon cartridge and allow you to play any Gen I or Gen II mainline game on your television. Completing certain goals will even unlock the ability to speed up the emulation.
  • Evolving Title Screen: In Stadium games once you clear Round 1. The initial title screens showcase the respective Generation's Pokémon. After you beat Round 1, it changes - Mewtwo and the version mascots in Stadium and the fully evolved Johto starters with the legendary beasts in Stadium 2. In Stadium 2 it changes a second time after clearing Round 2, with the third title screen showcasing Lugia and Ho-Oh.
  • Expansion Pack: Battle Revolution noticably has very little to offer players who don't already own the corrosponding mainline Pokémon games in compared to the previous titles, making it feel less of its own game and more of a Battle Frontier expansion pack for Diamond and Pearl, which notably gives it even less value for Platinum, Heart Gold and Soul Silver, as those games have their own Battle Frontiers which grant similar rewards.
  • Expy: The male protagonist from Stadium looks a lot like Red's classic design except with a "P" sign on his hat and brown hair. The female protagonist introduced in Stadium 2 similarly looks like Kris from Pokémon Crystal, except for the brown hair, "P" hat, and less extreme pigtails.
  • Final Boss:
    • Mewtwo in Stadium 1. Yes, just Mewtwo. And you get to use up to 6 Pokémon in Anything Goes rules to try and take it out. This more than anything illustrates Mewtwo's standing as the unquestionably strongest Pokémon in Gen I by a country mile. And if that isn't hard enough for you, in round 2 it has its maximum possible stats and uses Amnesia.
    • Silver in Stadium 2 who uses Lugia, Ho-oh, and Mewtwo. However, thanks to the former two having shared weaknesses, and the latter was (mercifully) nerfed, the sequel's 6-on-3 match is barely on a par with the first game's 6-on-1.
  • Flawless Victory: When competing in a Cup, completing a match without losing a Pokémon gives you a continue. Building them up in the early easier matches is quite helpful, as you'll probably need them in the more difficult later matches at some point (especially if you get screwed over by bad luck). This doesn't apply to the Gym Leader Castle though, where you are not given continues and must clear each Gym in one go.
  • Flying Seafood Special: Every fish-based water Pokémon summoned into battle falls into this, floating aboveground as if they were in an aquarium... except, of course, for Magikarp, for flops on the ground.
  • Forced Level-Grinding:
    • Since Stadium 1 and 2 lack any auto-leveling mechanic for its various Cups, instead having strict level requirements, if you want to actually use your own Pokémon, you'll have to grind your team in the mainline games to those specific levels. In particular, the Prime Cup in both games technically allow Pokémon of any level to join... but since all opponents will be at level 100, you're essentially required to grind your team to at least the 90s.note 
      • Battle Revolution subverts this; under Lv. 30 Open rules, enemy Pokémon will only be as high-levelled as your team's highest member (and anyone Lv. 29 or lower on your team will be bolstered to 30), which discourages exclusively grinding your starter but does not disadvantage a casual player. Under Lv. 50 All rules, every Pokémon - ally and enemy - is automatically adjusted to Lv. 50, though this setting is only unlocked for Colosseum usage after beating the Pokétopia Master once.
    • Gym Leader Castle has a minimum of Level 50 and scales to the highest-level Pokémon on your team if they are above it, so if you want to use a Pokémon far above that level, you'll have to grind any lower-leveled team members so they're up to par.
    • For your Pokémon to be better or at least as good as the Rentals, they'll need a good amount of stat experience (Gen 1/2's equivalent of the EV system). Any Pokémon you played through most of the game with should have sufficient Stat EXP to outclass the Rentals and be competitive with the opponents, with any Pokémon you grinded up to level 100 (assuming you didn't just use a truckload of Rare Candies) will definitely have enough Stat EXP to be outright stronger than most opponents even without having good DVsnote  If you want to train up a new Pokémon to use in the Stadium games though, you'll have to make sure to grind out the Stat EXP by actually fighting Pokémon instead of just getting their level up as fast as possible, or you'll be disadvantaged. Yes, you can use vitamins that boost Stat EXP to pick up the slack, but with how expensive they are, you'll have needed to cheat/glitch or grind out a lot of money in Elite Four rematches regardless.
      • In Battle Revolution, despite using the EV system that has an overall limit to how much you can influence your stats (and that limit being much smaller than what the previous Stat EXP system allowed), you'll still be disadvantaged if you don't make sure your Pokémon's EVs are maxed out and well-distributed, though the existence of EV-boosting held items aid with this.
  • Game of Chicken: The "Rock Harden" minigame in Stadium. The players are four Metapod or Kakuna that are assaulted by endless waves of boulders. The players can use Harden to deflect the boulders; using Harden costs a small amount of HP, but getting hit with a boulder depletes a larger chunk of HP. As such, the players are pushed to use Harden at the very last possible moment. The winner is the last player standing.
  • Gimmick Level: Unlike the Stadium games, where every Cup and Gym followed the format of "beat several trainers in a row to win", Battle Revolution makes use of eight different battle formats, with each Colosseum ending in a Boss Battle:
    • Main Street Colosseum, and Round 1 of Sunny Park and Courtyard Colosseums use the the classic style, now referred to as a Knockout Battle, where you simply have to KO all three (or four, in a Double Battle) of the opponent's Pokémon. The final Colosseum, Stargazer, has both the Round 1 Boss Rush and the Round 2 "Master Battles" utilize this format as well.
    • Gateway Colosseum forces you do to Rental and Trade Battles in Rounds 1 and 2, respectively, where you have to use Rental Passes; clearing the Colosseum with a new Rental Pass grants you permission to use it elsewhere. The latter format allows you to trade one of your Pokémon with a defeated opponent at the end of each match, further diversifying the options for those without a team from the DS games.
    • Waterfall Colosseum uses Team Battles, which are a series of one-on-one (or two-on-two in Double Battles) fights where you pick a Pokémon from your team for each round, with no switching allowed. You must win three rounds (two in Double Battles).
    • Neon Colosseum uses Fortune Battles, which are Luck Based Missions. Both your Pokémon and your opponent's are placed on a spinning wheel, and you must throw a dart select your Pokémon, with the possibility you get your opponent's instead.
    • Crystal Colosseum uses Tournament Battles, where you are in a 16 Trainer elimination tournament. You're always guaranteed to fight the same trainer at the start, but your opponent for Rounds 2-4 are increasingly random. You fight the Colosseum Leader after beating the tournament.
    • Magma Colosseum uses League Battles, where you battle six trainers in a round robin-style tournament, being rewarded points for each Pokémon you have left standing at the end of every match. The trainer with the highest point total goes against the Leader.
    • Sunset Colosseum uses Select Battles, forcing you to pick 12 random Pokémon will be put up for you to pick from to use in the battle.
    • Stargazer Colosseum is a Boss Rush against all the previous Colosseum Leaders and Colosseum Masters.
    • After completing the game, Courtyard switches to Survival Battles, where you battle trainer after trainer without After-Combat Recovery, sans a roulette wheel that might heal one or all of your Pokémon to varying degrees.
  • Good Thing You Can Heal: The Scientist in the Prime Cup sometimes specializes in moves like Recover, Rest, and Leech Seed. He is fairly tame in Round 1 Great Ball, with some minor annoyances like Porygon (though Reflect Chansey can be a right pain), but in Round 2 Prime Cup Ultra Ball, he is possibly the most annoying enemy to face, as he has Starmie, Alakazam, and Porygon with Recover, Chansey with Softboiled, Snorlax with Rest, and Exeggutor with Leech Seed, all with buffed stats and Pokémon compared to Round 1.
  • Ground Punch: How Earthquake is performed by some Pokémon, with the user punching the ground and the shockwave traveling out.
  • Harder Than Hard: The Hyper difficulty for minigames in Stadium 1; some of the minigames are already hard as they are on Hard - on Hyper the AI gets cranked up to the point some are effectively unwinnable.
  • Hates Wearing Dresses: Inverted with the Little Girl from Battle Revolution, who "refuses to wear anything but dresses".
  • Kabuki Sounds: Various ones used in the Sushi Go-Round and Clear-Cut Challenge minigames.
  • Large-Ham Announcer: The games all have announcers that narrate the action as it happens, but this trope is especially in play for the first game. For example, if you manage to One-Hit KO an opponent's Pokémon on the first turn, he'll excitedly and loudly announce that they've been "TAKEN DOWN ON THE WORD GO!"
  • Level Scaling: In both Stadium games, all opponents in Gym Leader Castle have their Pokémon at level 50 by default. You can still use Pokémon of any level, but if you use any over level 50, all of the opponents' Pokémon will be scaled up to match your highest-leveled Pokémon, preventing you from getting an advantage by over-leveling. As noted above, this doesn't apply in either game's Stadium mode, which have strict level ranges Pokémon must be within to be eligible, or in the case of the Prime Cup, have all opposing Pokémon at Level 100 no matter what.
    • Battle Revolution uses a similar system in Lv. 30 Open rules, though (obviously) baselining at 30 rather than 50; it also bolsters any of your Pokémon below Lv. 30 to the same degree. Lv. 50 All instead rescales all Pokémon, ally and enemy, to Lv. 50.
  • Loads and Loads of Loading: In Stadium 2, whenever a Pokémon is sent out in battle at any point, it is accompanied by a long extravagant animation of closing up on the Poké Ball as it lands on the ground, and then opening in a blinding flash until the Pokémon is finally revealed, whereas in the first Stadium and every other Pokémon game, the ball itself is not focused on and the Pokémon just pops out nigh-instantly. This was probably done to mask the game loading the Pokémon's model and it's nice to look at the first time around, but since it takes a few seconds each time and the animation is needlessly dramatic, it gets tiring real fast, especially if a battle involves a lot of switching.
  • Loophole Abuse: Generation I and II remain the only two Generations of Pokémon games where a Pokémon can be sent back, which absolutely breaks Stadium 1 in half.
    • The only trading restriction was that Pokémon being sent to Gen I they couldn't know any Gen II moves. All Gen I moves were fair game, however, and many Pokémon got revamped movesets that included moves that were available in Gen I but they couldn't learn at the time. Naturally, this can give you a significant advantage over opponents in Stadium 1 as it doesn't do anything to prevent you from using these Pokémon. Some particularly notorious examples of abusing "tradeback moves" include Alakazam with the elemental punchesnote , Persian with Hypnosisnote , and an event Snorlax with Lovely Kissnote .
    • The Pika Cup technically allows any Pokémon besides Mewtwo and Mew to be used, given that you can obtain it by Level 20, the highest level allowed in the Cup. This level restriction normally bars you from using many Pokémon who just can't be obtained below level 21 (barring glitches or cheating that is). However, if you utilize tradebacks with the Gen II games, you can legitimately get the vast majority of Pokémon by Level 20, whether it be through finding evolved Pokémon in those games at lower levels than they normally evolve by, exploiting in-game trades, or utilizing breeding, which will get you any breedable Pokémon in its lowest evolution stage at Level 5. With tradebacks, there's only 11 Pokémon that are still impossible to legitimately obtain below level 21 note . Additionally, through tradebacks, you can utilize TMs, breeding, and move tutors in the Gen II games to get you valuable moves for this Cup that your Pokémon normally can only learn in the Gen I games at levels beyond level 20 (such as Flamethrower or Fire Spin for the Fire Types and Razor Leaf for the Grass types). Exploiting this will give you a massive advantage, as your opponents are mostly designed around the availability limitations of the Gen 1 games.
  • Luck-Based Mission:
    • The "Challenge" Cup, which randomly generates your team and half of the opponent's team.
    • Generation II was the generation that introduced hold items, including the Scope Lens and the Miracle Berry, items that can only be obtained via the Mystery Gift system, which can be used if the player has a transfer pak, Stadium 2 and a Generation II game. The problem is that those two items and others are hard to obtain because the chances of getting said items are lower than the much more common items like berries, that can be found on any tree in Gold/Silver/Crystal.
    • Evasion teams. If you're not able to act before the AI opponent and quickly knock out their Pokémon before they boost their evasion a few times, then there's a good chance you'll lose the match because you're unlucky enough to never land a hit. You can try to use the available never-miss attacks to "counter" this strategy, but since all but Aura Sphere only have 60 base power (while Aura Sphere didn't exist before Gen 4 and had very limited distribution), trying to use them would just make your Pokémon substantially weaker for all the other battles (not to mention that since nearly everything can learn Double Team, any never-miss moves you pack can still be completely ineffective from the opponent resisting them or being outright immune). From Pokémon Stadium 2 onward, you can also use moves like Foresight that removes the opponent's evasion boosts, but since its only other use is to allow Normal- and Fighting-types to hit Ghost-type Pokémon (when most players would either just switch out or give said Pokémon a move that can hit them), it's an even bigger waste of a moveslot than the never-miss moves. All that said, there's nothing stopping the player from using this tactic themselves.
    • OHKO teams turn the match into a pure RNG roll of the opponent having a near 1/3 chance of OHKOing your Pokémon regardless of all other factors (besides type immunity). In Stadium 1, this can be countered by simply using a faster Pokémon, since the user needs to be faster for that 30% chance to even happen. From Gen 2 onward though, the ability for OHKO moves to work is changed to be based on being an equal or greater level, and the only time you can have Pokémon higher leveled than the opponent is in Stadium 2's Poké Cup. Of course, the move also won't work if the target is immune to the OHKO's move typing (e.g. Horn Drill and Guillotine can't hit Ghosts, and Fissure can't hit Flying-types nor Pokémon with the Levitate ability). Similar to evasion above, you can try using this tactic yourself.
    • In Battle Revolution's Courtyard Colosseum, the Fog effect can randomly occur in any battle, causing both the player and CPU have their moves reduced to 60% of their usual accuracy, adding a huge luck element to fights where some crucial misses because of the Fog can very well decide the match. Moves that are designed to never miss will ignore the Fog, but considering that all of them (sans Aura Sphere) are on the weaker side, the player will be disadvantaged having them take up moveslots when the Fog isn't there. Using the move Defog will get rid of the Fog, but using it will give the opponent a free move unimpeded by the Fog, still putting you at a disadvantage.
    • The aforementioned Fortune and Select Battles in Battle Revolution. In the former, you could find yourself snagging a pretty good Pokémon from your opponent while they take a subpar one from you... or the opposite can happen if you have poor timing, leaving your heavy-hitters in the hands of the AI. And in the latter, it's completely up to chance whether or not you get a good team.note 
  • Modesty Shorts: In Battle Revolution, the Young Girl's fashion choices all involve shorts under a Minidress of Power.
  • Mutually Exclusive Party Members: In Pokémon Red and Blue, the player is repeatedly presented with a choice of Pokémon from sets of two or three, and the unchosen Pokémon cannot be obtained for the rest of the adventure. In Stadium, conquering the Gym Leader Castle will cause the game to present you with one of these selectable Pokémon at random.
  • Mythology Gag: The Gym Leaders' castle sections reflect a certain Ascended Extra pair from the anime. Brock in the first game (Round 1) has a Vulpix and has a Forretress in the second game. Misty in the second game (Round 1) has a Togetic. Forretress is an odd case of foreshadowing, as Brock's Pineco hadn't evolved yet in the anime at the time Stadium 2 was released.
  • Nerf: Stadium 1 made some changes that nerfed some mechanics and moves from Gen I:
    • Besides Sleep Clause being introduced to prevent players from just putting their opponent's entire team to sleep, the maximum duration for sleep was also reduced from a crippling seven turns to a manageable three turns. This makes the Sleep status a lot less broken, but waking up still takes a turn, so faster Pokémon can still perpetually keep their opponent asleep without retaliation.
    • When a Pokémon caught in a trapping move is switched out, the move automatically ends and the new Pokémon switched in does not get hit. Besides now making it completely safe to switch out during these moves, this also means you will take a lot less damage from stalling out their power points and fishing for a miss when all your available Pokémon are slower than the opposing trapper.
    • The critical hit ratio has been modified, so while it's still tied to a Pokémon's base Speed stat, the difference between slower and faster Pokémon has been made less extreme; Pokémon with a base Speed slower than 75 had their rates buffed, and those faster had their rates nerfed, with the fastest Pokémon losing over 5% on their crit rate.
    • When a paralyzed or burned Pokémon uses a move that increases their Speed or Attack respectively, the Speed loss from Paralysis and Attack loss from Burn is no longer nullified.
    • Hyper Beam no longer skips its recharge turn when it KOs the opponent, breaks a Substitute, or misses, turning the move from one of the best in the game to firmly Awesome, but Impractical.
    • Bide can no longer hit Pokémon during the semi-invulnerable phases of Dig and Fly.
  • Nintendo Hard: For both Stadium and Stadium 2, which are considered to be the hardest standalone Pokémon games in the series, with their Round 2's rivaling/surpassing the various Battle facilities in the mainline games. Alongside the aforementioned Artificial Brilliance, you can’t use healing items like in the original games, you can't play on the Shift/Switch battle mode like you can in the mainline games (meaning you're not given the option to switch out your Pokémon when you KO the opponent's, so players have to actually think about safe switch-ins), many enemies utilize various advanced strategies and type coverage, and the opposing AI here will actually utilize Stat EXPs/EVs to make their Pokémon stronger. Additionally, as you progress in the game, opposing trainers won’t just use a complete team of their specialty type, instead mixing in Pokémon of various other types to cover their weaknesses, preventing you from just using a Pokémon with a type advantage to mindlessly sweep their team. Then there's the fact you can bring six Pokémon, but you can only use three in each battle for a 3 vs 3 (while the opponent selects three of their own), which makes battles a lot faster but introduces another element of luck to each battle, as battles become a lot harder or even nigh-unwinnable if the opponent's picks ended up being good counters to yours. Then if you complete the Gym Leader Castle and all the Cups on all the ranks, there's the even harder Round 2, where opponents diversify their teams farther, have ramped up stats, and have even better movesets. Beating Round 1 with just the Rental Pokémon, infamous for having poor movesets and/or stats (especially in Stadium 2), is already seen as a challenge. Attempting to do so with Round 2 is considered pure madness.
  • No Fair Cheating:
    • Subverted in the two Stadium games, which highlight moves a Pokémon aren't able to learn in pink, and when that Pokémon with "illegal moves" is in battle, their trainer's name will also be highlighted in pink. This becomes most obvious in Stadium 1 if you're using "tradeback moves" from Generation II, where Pokémon can learn Gen I moves in the Gen II games that they couldn't originally, so it'll use the pink highlights even if the Pokémon is, in fact, completely legit. Fortunately, this doesn't actually affect your ability to battle and all wins obtained with that Pokémon will be counted.
    • Battle Revolution prevents the uploading of anything it reads as hacked, turning the Pokémon into a bad egg. Potentially annoying if it's legit, but has a special event move that makes the game think it's hacked.
  • No Name Given: The protagonists of the Stadium games are near featureless and can't even be named.
  • Obvious Rule Patch:
    • These games introduced the standard clauses that typically get used in any "competitive" environment (be it in-game or PvP battles). These include the Sleep clausenote , the Freeze clausenote , the Uber clausenote , and the Double KO clause (see Double KO above). Without these, battles could get degenerate in horribly unfair and frustrating situations of people trying to put the opponent's entire team to sleep or 1-on-1 scenarios being decided by whose Pokémon had Explosion/Self-Destruct.
    • Stadium 2's and Battle Revolution's Little Cup has Dragon Rage and Sonic Boom always fail if they're used. Since all Pokémon in these Cups are Level 5, and only unevolved Pokémon are allowed on top of that, the vast majority of Pokémon in these Cups barely more than 20 HP at max, and only Chansey can have more than 40 HP. Because these attacks always deal 40 and 20 damage, respectively, they would OHKO or 2HKO every usable Pokémon regardless of stats and typing, and devolve every match into "who can land a Dragon Rage first."
  • Old Save Bonus:
    • The games are all very difficult without using a copy of the mainline handheld games, as the rental Pokémon usually have very poor movesets and subpar stats.
    • There are a handful of Secret Characters in Pokémon Stadium 2's minigames that are unlocked if the player has a certain Pokémon in their party or box.
      • If the player has a Crobat, the player will be able to play as Crobat in Gutsy Golbat.
      • If the player has a Scizor, the player will be able to play as Scizor in Clear Cut Challenge.
      • If the player has a Girafarig, the player will be able to play as Girafarig in Furret's Frolic.
      • If the player has an Omanyte, the player will be able to play as Omanyte in Tumbling Togepi.
      • If the player has an Igglybuff, the player will be able to play as Igglybuff in Streaming Stampede.
      • If the player is using Pokémon Yellow, the player will be able to play as Pikachu in Pichu's Power Plant.
    • In Stadium 2, if the player connects a copy of Pokémon Crystal to it, it'll expand the Academy's information database to include info particular to Crystal, such as the various moveset changes that Crystal made.
    • Each of the Stadiums and Battle Revolution will give you various gift Pokémon and items to transfer over to the mainline games upon achieving certain accomplishments (or in Revolution's case, buying the items from its in-game shop with the in-game currency you win). For example in Stadium 1, whenever you beat the Elite Four and Champion Blue in Gym Leader Castle, you're randomly given one of eight Pokémonnote , all Pokémon you can normally only obtain one of per file in the Gen I games and who lock you out from ever obtaining their counterparts (or, in the case of Eevee, the rest of its evolutions once you evolve it) without trading.
  • Palette Swap: The Colosseum Leaders of Battle Revolution have a tiny chance of wearing a palette swapped version of their costume, based on the Shiny of what Pokémon they're cosplaying. The player can obtain this shiny costume variant too, however...
  • Permanently Missable Content: ...In Battle Revolution, the player can only obtain one version of the Pokémon cosplay from the Colosseum Leaders. If the player was lucky enough to face off against a Colosseum Leader in their Shiny outfit before defeating them in the postgame for the first time, they'll get the Shiny outfit but miss out on the regular one. Likewise, if they're wearing the regular outfit when defeated for the first time in the postgame, the player gets the regular outfit but misses out on the Shiny one.
  • Psychic Powers: Sabrina from Gym Leader Castle, and the Psychic trainer from Poké Cup, both of whom use psychic type Pokémon and are especially powerful in Stadium.
  • Pstandard Psychic Pstance: Mewtwo does this when attacking.
  • Red Eyes, Take Warning: A more realistic example than most: Venusaur's eyes turn a bloodshot red when attacking.
  • Save-Game Limits: While the Nintendo 64 games have a single save file that accommodates all your games, Battle Revolution has four save slots, each one synced to one DS game. Which means that if you own all five mainline Generation IV games, one will miss out on playing PBR.
  • Secret Character: In addition to all the Pokémon mentioned in 100% Completion, Battle Revolution has codes that can be entered on the "Self-Introduction" screen. One nets you a Lv. 50 Electivire to transfer to a game and a Gold Pass for use in Revolution, and the other a Lv. 50 Magmortar and a Silver Pass. Unlike the Pikachu, however, there is only one of each.
  • Shaking the Rump: In the Stadium games, Flareon occasionally taunts the opposing Pokémon this way as an idle animation.
  • Shout-Out:
    • Mewtwo's animation when it uses Psychic and various other attacks looks suspiciously similar to the Kamehameha motion. Whoever animated his motion had taken a definite stance on the "Giegue or Frieza?" argument that Mewtwo's appearance has so often sparked.
    • Hitmonlee's faceplant when KO'd looks an awful lot like the Flair Flop.
    • The final trainer of Prime Cup, who uses the time-traveling Celebi in Round 2, is named Cooltrainer Marty. As in Marty McFly.
  • Stock Footage: Pay close enough attention to every game in the series and you'll notice that they only ever create new models for the new Pokémon. Even in Battle Revolution, Gen I and II Pokémon still had the same outdated models they had in the first Stadium game, though Battle Revolution did at least apply texture updates to several of them.
    • The same can be said for the animation as well. All the original Kanto and Johto Pokémon retain their N64 animations all the way up to Battle Revolution. While they do create new animations when needed and the canned animations are high enough quality that it's never really a glaring issue, they do sometimes look a bit overly dramatic when put up against the more conservatively animated Pokémon of later generations.
  • Sudden Name Change: Several Trainer Classes in the two Stadium games. For example, Youngsters are called "Lads".
  • Superboss: The second rematch with Battle Revolutions Final Boss Mysterial. As expected, he uses a team of Legendaries, but if you've connected one of the 4th Generation games, he'll also use either a sun team or rain team centred around Groudon or Kyogre respectively. The latter is especially notorious because Kyogre in the 4th generation was considered the most centralizing Pokémon in the metagame other than Arceus.
  • Surfer Dude: If a Pikachu knows Surf (which is obtainable in each of the games), a special animation will play if it uses the move, which consists of it riding a wave on a surfboard. If Raichu uses Surf, it has the same animation, except it surfs on its tail instead of a surfboard.
  • This Looks Like a Job for Aquaman: The very final battle of Battle Revolution has Mysterial lead with the notorious Olympus Mons Kyogrenote , which uses the extremely powerful Water Spoutnote  and has a Choice Scarf to outspeed almost anything you can throw at it. You could use your own Legendaries against him, but one of the best Pokémon to go up against this leviathan is the non-legendary Ludicolo. It has a Water / Grass typing that 4x resists Water Spout and fares well against Mysterial's team's other moves, and two excellent abilities that use the orca's rain generating ability against it. Swift Swim will allow Ludicolo to outspeed Kyogre and hit it for super-effective damage that severely weakens Water Spout. Rain Dish gives it Regenerating Health and incredible survivability against the strong moves it will be tanking. Overall, Ludicolo is one of the best choices if you plan to take Mysterial on without Legendaries, and even with them.
  • Trash Talk: Almost all of the Stadium 2 opponents will taunt you in some way, shape, or form. The biggest exception being Red, who speaks in Visible Silence.
  • Triumphant Reprise:
    • The final boss theme in Battle Revolution is an orchestral variant of Gateway Colosseum, the first arena in the game.
    • Cross-game variation: The battle theme for Stadium 2's Poké Cup's final roundnote  is simply the regular Trainer battle theme from Gold/Silver/Crystal, but remixed in a slower and more dramatic way to make a more fitting climax.
  • Unintentionally Unwinnable: The Challenge Cup of Stadium 2 is a good example of this. If your randomly selected team is filled with Pokémon with a crap movesets and/or matched up disadvantageously against your opponent, odds are you'll be biting the dust pretty quickly... unless you were lucky enough to receive a continue.
  • Unlockable Content:
    • When playing Stadium 1 with a team consisting solely of Pokémon from a Red/Blue/Yellow save file, if you clear the Prime Cup's Master Ball rank in Round 2 while having Pikachu on your chosen squad for the final battle (you don't have to use it, but you must choose it as one of the three you're taking into the fight), you will be given an opportunity to teach said Pikachu the move Surf. When Pikachu uses Surf in the game, it will use a surfboard as part of the animation (in reference to an episode of the anime), while its evolved form Raichu will ride on its tail. In Pokémon Yellow, the overworld Surfing sprite will change to Pikachu on a surfboard and unlock an Excitebike clone called "Pikachu's Beach" in a house south of Fuchsia City.
      • As a Call-Back to this, in Battle Revolution, Surfing Pikachu can be unlocked as a Mystery Gift by completing the game.
    • In Stadium 1, if you actually go through the effort to get all 151 Pokémon into the Hall Of Fame (which entails having said Pokémon on your team when you beat the Elite Four + Champion or clear the final rank of any Cup), you'll be given a Psyduck with the move Amnesia. Amnesia being a stat-boosting move in Gen I, raising a Pokémon's Special by 2 stages (i.e., doubling it) with each use, that made an Psychic-type that had it even more overpowered.
    • In Stadium 1, you can unlock a Rental Mew for the Prime Cup when you're playing Round 2. Stadium 2 also gives you access to a Rental Mew and Celebi for its Prime Cup in Round 2. That said, like most final stage or Legendary Rentals, they have poor movesets and terrible stats, making them resoundingly not worth it even if you're insane enough to try tackling its Round 2 with Rentals.
  • The Unreveal: If Diglett or Dugtrio somehow manages to use the move Fly, they'll be animated as if their bodies are somehow made up of only their heads and the gravel around them (as this video demonstrates).
  • Unwinnable by Design: A merciful example. In Stadium 2's Pokémon Academy, you are put into test battles where you're given six preset Pokémon and must select three for the battle, with three of them being the intended correct choice and having the moves to counter your opponent's strategy as covered in the course. The other three mons you're given are ill-suited for the task and often cannot win you the battle... but you still can if you're skilled/lucky enough. Earl will fail you anyway if you manage the feat, but allow you to redo the battle with the intended mons to pass.
  • Versus Character Splash: Before each battle in both Stadium games, Colosseum, XD, and Battle Revolution, you'll see who you get to face and their Pokémon. You and your Pokémon are also shown. Averted in the main story modes of Colosseum and XD.
  • Vocal Evolution: The three Stadium games use more realistic sounding noises than the digitized cries of the handheld games. This was stopped with Colosseum.
  • Warmup Boss: Brock, the first Gym leader in Stadium 1, where the only fully-evolved Pokémon on his team is a lowly Onix that's barely stronger than most first-stage Pokémon, his only non-Rock type is a Vulpix, and his only defense against Water-types is a Kabuto with the pitiful Grass move Absorb. Any decent Water Pokémon will sweep his entire team with ease no matter what he picks, and if he can somehow hack one of your mons down, he'll have no chance against a full team of Water Pokémon. Rentals or not, everyone should be able to stomp Brock their first try, and then be brought into a false sense of security before the difficulty ramps up severely after Brock.
    • Falkner, the first Gym Leader in Stadium 2, isn't quite as pathetic as Brock, since his team actually consists entirely of fully-evolved Pokémon. But when it consists of Com Mon birds, Farfetch'd and Delibird, and a crappy Togetic, he is going to be really easy to beat with any decent team, and Electric Pokémon will sweep him with ease. His only chance is getting lucky with his annoying Mud Slap accuracy drops, which you can reset by switching out anyway. Just watch out for his Fearow, the only remotely decent Pokémon on his team, who carries the move Drill Peck. But the fact the first Gym Leader's team is already all fully-evolved in Round 1 and makes some attempt at coverage with most of his team having Mud Slap, his Delibird having Blizzard, and his Togetic having Fire Blast, does show returning veterans that Stadium 2 is going to make greater effort towards giving its Gym Leaders better teams and more diverse tools to make mindless sweeping with type advantages a lot less viable.
    • The first trainer in a Cup is usually really easy, as they use weak or even unevolved Pokémon, Pokémon that are all a single easily-countered type, and/or outright useless Pokémon. They're there to essentially guarantee players will get at least one continue for the rest of the Cup.
  • Wake-Up Call Boss:
    • In Stadium 1's Gym Leader Castle, Lt. Surge will probably hand new or more casual players their first loss. Up to this point, if they're using the Rentals, players have probably been chocking their team full of Pokémon strong against the gym's type and succeeding with it up to this point, so against the Vermillion Gym they naturally fill up their team with Ground types. Such players then get a rude awakening against Surge, where both his Raichu and Pikachu have Surf, which outspeed all the Ground Rentals except for Dugtrio, and with said move will one-shot all the Ground Rentals besides the Nidos, leading to many players their first time through getting their mono-Ground team helplessly swept by Surge. Once you're aware of this and don't just try tackling Surge with a team of only slow Ground types he really isn't hard, but he shows you're very much going to have to deal with trainers covering their weaknesses and having access to good coverage moves from that point forward.
    • In Stadium 2's Johto Gym Leader Castle, Jasmine of the Olivine Gym serves as the wake-up call. While previous trainers and Gym Leaders did do so occasionally, Jasmine will constantly switch out her Pokémon to get the advantage on you, and her team is more varied compared to previous trainers and Gym Leaders. If you plan/react wrongly to Jasmine's switching, she will get the advantage and can defeat you. Though if you anticipate and react to her switching correctly, she can be pretty easy especially if you exploit her team's weaknesses. Overall, Jasmine basically reminds you that your future opponents can and will switch their Pokémon on you to give themselves the advantage.
  • Weak, but Skilled: Enforced in Stadium and Stadium 2, for better or worse. Generally if a rental Pokémon has a pre-evolved form, its pre-evolution(s) will have better moves than it does, and stronger Pokémon that don't evolve will also be given intentionally worse moves. For example, Stadium 2's rental Totodile line all have a Water-type move, but each form's respective move is ascendingly worse: Totodile knows the overall-powerful and very accurate Surf, Croconaw has the Powerful, but Inaccurate Hydro Pump, and final form Feraligatr has the pitiful Water Gun. This is more extreme in Stadium 2, as strong fully-evolved rental Pokémon in the first game often still had good or at least moderate moves, which is a big reason why Stadium 2 is significantly harder with rental Pokémon.
  • Westminster Chimes: Used at the beginning of the "Clefairy Says" minigame in the first game, and for battles in Earl's Academy in the second.

The announcer has unique chatter for the following:

  • Broken Record: One-shot an opponent's Pokémon at the beginning of a match, and you might get these three lines in succession:
    "A mighty blow from the word 'Go'!"
    "This is a wild one from the word 'Go'!"
  • Captain Obvious:
    • "The Pokémon are entirely different types!"
    • "OH! It's [insert Pokémon name here]!"
  • Continue Your Mission, Dammit!:
    • "The trainer hasn't issued an order. What's the matter, trainer?"
    • "They're staring each other down."
      • "They're eying each other warily."
  • Critical Hit: From the Stadium series: "Nailed the weak spot!"
  • Curb-Stomp Battle: "Ooh, it was casually cast aside!" (defeat a foe in one hit with a NVE move)
    From Stadium 2: "Taken down with one hit, that was just too quick."
    Also from Stadium 2: "Is there anyone that can stop this incredible Pokémon force?"
  • Death of a Thousand Cuts: "Oh! It's finally taken down!"
  • How Much More Can He Take?: From Stadium 2 where the last surviving Pokémon on each side wittle their HP down to critical levels:
    "This has turned into one wild, roller-coaster ride."
  • Irony: "Such irony ... Its own teammate was the only one to go down!" Earthquaking with a weak partner while both opponents are using Protect will do that.
  • Large-Ham Announcer:
    • The Stadium 1/2 announcer is very dramatic due to being Ted Lewis who in particular voiced Yami Bakura:
    "OH!! It's [Pokémon name]!"
    • In 2 when a one-hit KO move hits:
    • The Battle Revolution announcer gets worked up a lot:
  • One-Hit KO: "Taken down in one hit!" "It's a one-hit wonder!"
  • Pun: The Revolution announcer likes to make these depending on the Pokémon and/or moves that were just used. These are just a few examples you'll hear:
    • (When there's 2 Ghost/Ice/both Pokémon on the field): "Is it just me, or is it getting a little chilly in here?"
    • (When being KO'd by a burn): "It's all burned up now!"
    • (After an Electric move was used): "The air in the Colosseum is tense and charged!"
  • Senseless Sacrifice: In Battle Revolution, if a suicide attack fails to take anyone else out: "It was an amazing attack, sacrificing itself like that, but it was the only one who went down!"
  • Status Effects:
    Toxic/Poison (Stadium 2): "The poison will steadily weaken the victim!"
    Burn (Stadium 2): "Oh! It got burned!"
    Paralyze (Stadium 1): "Oops, it's paralyzed!" "It's paralyzed on the spot!"
    Fainted (Stadium 1): "Waah! Going down!"
    Attract (Stadium 2): "Hey, hey, it became attracted to the opponent!"
    Sleep (Stadium 2): "It's fast asleep and can't be moved!"
    Confuse (Stadium 2): "Oh no, it attacked itself!"
    Freeze (Stadium 1): "It's frozen rock-solid!"
    Curse (Stadium 2): "A curse was cast!" "Oh, it's been cursed!"
  • That's Gotta Hurt: Usually preceded by an "Ooh!"
  • What the Hell, Player?:
    • In Stadium 1, if a Pokémon uses Splash (a move that literally does nothing):
    "What's the point of splashing?"
    • "What would make it attack its OWN TEAMMATE?" In Battle Revolution.
    • If said teammate actually faints from the attack:
    "The Blue/Red Corner loses a Pokémon to an attack from its OWN TEAMMATE! What's going on here?!"
  • You Can Barely Stand:
    • "One looks raring to go, but the other appears weak!"
    • "One Pokémon is still capable of going on. But the other one looks tired!"
    • "It's barely hanging on!" in Battle Revolution.

Alternative Title(s): Pokemon Battle Revolution, Pokemon Stadium 2