3v3 Triples 2 day DQ time 2 recovers/5 chills Switch=LAWL No items All abilities And the arena is... Yume Nikki (Move your mouse to reveal the content) Yume Nikki (open) Yume Nikki (close) Yume Nikki Field Type: Depends on the battlefield (see below) Complexity: Ridiculously Intense Restrictions: Depends on the battlefield (see below) Description: The pokemon fight within the dreams of a little girl who may or may not be severely f***ed up. Who knows what could happen... At the end of each round, unless using an effect dictates otherwise, the ref will RNG d6 (or higher if there are more than two players). Depending on what is rolled, the corresponding event happens: 1. Nothing happens - Continue the battle as normal. 2. Change battlefield - Change the arena See Battlefields). 3. Change battlefield - Change the arena (See Battlefields). 4. Effect (Player 1) - Player 1 gains an effect (See Effects). 5. Effect (Player 2) - Player 2 gains an effect (See Effects). 6. Arena Event - What happens depends on the arena the battle is currently in (See Battlefields). If the battle is a brawl, push the arena event by 1 for each additional player, while all the numbers in between result in effects for those respective players. Battlefields: If the RNG at the end of the round lands on a 2 or a 3, the ref will RNG d5. Whatever number it lands on, the environment will turn into the corresponding arena: 1. The Nexus - A creepy place full of aztec-like paintings on the floor and a circle of doors in the center. This arena is pretty vanilla, as despite there being no plants, dust or even weather, it is somehow possible to use grass knot and weather moves. The only real restriction is that there's no actual water source. This is the arena at the start of the battle. Field Type: Neutral Restrictions: No water source Arena Event: Strange eggs pop up in front of the pokemon. Each player gains an effect. 2. Snowfield - A vast field of snow, the occasional tree, and a few igloos. It is always hailing, and only the umbrella effect can override this. There's no water source, unless you have a fire move to melt some of the snow. Also, there's too much snow to take advantage of Grass Knot. Field Type: Ice Restrictions: Always hailing (only umbrella effect can change the weather), no water source initially, no Grass Knot Arena Event: Brrr! All pokemon in play are frozen. Ice- and fire-types are immune to this. 3. Corpse Road - A rainy, forested highway with a dead body in the center, hit by a car, most likely. It is always raining, and only the yukionna effect can override this. Puddles are everywhere, making moves like surf viable. Field Type: Ghost Restrictions: Always raining (only yukionna effect can change the weather) Arena Event: Your pokemon swears it sees that corpse twitching...for next three actions, all pokemon in play suffer -2 to their attack and special attack stats. 4. Pastel Lake - An island in a strangely pink body of water and balloons floating in the sky. If the pokemon is not holding an item, it can grab onto one and gain the benefits of an air balloon - however, it will only work in this arena. There's also an odd house that's home to a girl with a ponytail...and a horrifying abomination, too... Field Type: Water Restrictions: Pokemon gains air balloon if not already holding an item (disappears at end of battle/switching of arena) Arena Event: aaaaaAAAAAAAAAああああああああああああ - It's Uboa! And he's scared the crap out of your pokemon! For the next three actions, each pokemon in play has a 50% chance of being unable to attack. Ghost-types are immune to this. 5. White Desert - A vast, desolate realm where the sky is black and everything else is stark white. There's no water or plants; just Monoko, a bizarre girl with limbs sticking out of every part of her body... Field Type: Ground Restrictions: No water source, No Grass Knot Arena Event: Monoko starts spinning around recklessly, crashing into your pokemon. All pokemon in play suffer a fixed, typeless 15 damage. Effects: Occasionally, the RNG may bestow a player with an effect. In which case, the ref will RNG d100 to determine just which effect that is. Some effects are passive and last only for a round; others allow for a single use, but can only be used within the next three actions. Using an effect takes up a single action, does not cost any energy, and has a priority of -9999. Moreover, non-damaging effects can be used even while taunted. Only one team member at a time can use an effect, so if you get one in a doubles or triples battle, you will have to choose which pokemon gets it.The effects are as follows: 1-10: Bicycle (Passive) - The pokemon rides a bicycle, and gains +1 priority to all its attacks for the next three actions. 11-20: Lamp (Passive) - The pokemon's head turns into a lamp, illuminating any and all weak spots. All of the pokemon's attacks will bypass any type immunities or abilities that would negate damage for the next three actions. Any other effects of said abilities, however, will still take effect (e.g. using a fire attack on a pokemon with flash fire would do damage, but still boost the power of his fire moves). 21-30: Nopperabou (Passive) - The pokemon's face disappears, and gains the ghost type and all its benefits (in addition to its current types) for the next three actions. If the pokemon is already ghost-type, it gains +2 to its attack and special attack instead. 31-40: Frog (Passive) - The pokemon's head turns into that of a frog, and gains the water type and all its benefits (in addition to its current types) for the next three actions. If the pokemon is already water-type, it gains +2 to its defense and special defense instead. 41-50: Yukionna (Usable) - The pokemon turns into the snow woman and summons a hailstorm that lasts for 6 actions, even in the corpse road. 51-60: Umbrella (Usable) - The pokemon sports an umbrella and summons rain that lasts for 6 actions, even in the snowfield. 61-70: Demon (Usable) - The pokemon turns into a red-skinned demon and uses the attack Thunderbolt. If it's raining, the pokemon will use Thunder instead, with a 30% chance of bypassing protect/detect. Either way, this attack costs no energy. 71-80: Hat and Scarf (Usable) - The pokemon dons a winter hat and scarf and uses the attack Ice Beam. If it's hailing, the pokemon will use Blizzard instead, with a 30% chance of bypassing protect/detect. Either way, this attack costs no energy. 81-90: Stoplight (Usable) - The pokemon turns into a stoplight, cures both itself and its target of taunt, and renders a single opponent unable to use damaging moves or taunt for the rest of the round. The user cannot use such attacks either in that same timeframe. Moreover, If the current arena is the white desert when this is used, The RNG will be skipped at the end of the round, and the arena event will be triggered. 91-99: Medamaude (Usable) - The pokemon's head turns into a hand with an eye in the palm and does a fixed, typeless 15 damage to a single opponent that bypasses protect/detect/substitutes. Moreover, at the end of the round Medamaude is used, the RNG will be skipped and the arena will change to the Nexus. 100: Knife (Usable) - The pokemon stabs a single opponent with a kitchen knife, resulting in an automatic KO - no ifs, ands or buts. A player may not use this effect in a 1v1 singles match, a match where his opponent has only one pokemon left, or if he's already used it earlier in the battle. If the ref RNGs a knife in any of these cases, s/he will reroll. This is going to be a nightmare, literally. Here are the teams: The Wanderer: Temperantia: Lets get this over with... Temperantia's Actions Wanderer's Actions I shall ref this Good Luck!