Pokémon Beige

Battling

 * The standard format for trainer battles is now doubles (two Pokémon from both sides out at once, up to four Pokémon in battle at once).
 * Super Effective Hits and the Apex State
 * Super effective hits now do 1.25x damage, 1.50x if it's a double weakness.
 * Every Pokémon now has their own Apex Meter in battle. The meter is filled (somewhat slowly) by dealing damage to opposing Pokémon. Taking damage does not reduce the meter.
 * Hitting a weakness drains the target's Apex Meter by a decent amount, and conversely, fills the attacker's Apex Meter by a significant amount.
 * When a Pokémon's Apex Meter is full it enters an Apex State
 * In this state the Pokémon is at the height of its strength. For a limited time, all stats are increased, and powerful Apex Moves are available
 * Using an Apex Move cancels the Pokémon's Apex State prematurely
 * Now you may be thinking that you could just wait until the last turn of the Apex State and then use the move to get the most out of it, and you would be right... but the strength of an Apex Move decreases the closer the Pokémon is to the end of its Apex State.
 * So this leads to a choice: do you blow your Apex State early to get off a single, powerful attack, do you just ride out your Apex State for those sweet sweet boosts, or do you keep your state for a couple of turns and then use a weakened Apex Move? Woah, decisions!
 * In the interest of keepings things as balanced as possible, perhaps the Apex State could gradually lose potency as it goes on as well, meaning the Pokémon is at its strongest the turn immediately after its state activates.
 * I'm thinking there should be some way to "train" or improve aspects of the Apex State as well, like an expansion on the idea of improving your Pokémon's Dynamax form with Dynamax Candy in SwSh