CHALLENGING GERARD
2v2 Singles
2 Day DQ
Infinite Recovers / Chills
ONE Substitution
ALL Abilities
Items ON [agreement to not use battle items here]
Switch OK
Arena: Weather Island
Weather Island is a small island off in the middle of the sea, its location unknown to many trainers. It's roughly a disk of sand with a radius of five meters, although there are trees and a small patch of grass in the center. The only notable thing about Weather Island is that in order to make this location interesting, four small habitats were erected around the island, housing a Politoed, Ninetales, Abomasnow, and Hippowdon.
During the first round of combat, the weather is clear. At the end of every round afterwards, there is a 30% chance that a habitat will activate, causing the Pokemon inside to use its weather ability. An activation on a habitat whose Pokemon's weather is not in effect will cause the weather to go into effect, and an activation on a habitat whose Pokemon's weather is in effect will cause it to go out of effect. This island is surprisingly resistant to the variety of weathers, so multiple weathers can be going on at the same time.
If this were not enough, combatants on this island can also choose to manually activate these habitats. Any single-target move that has at least 8 BAP (after weather and ability effects) that is aimed at a habitat will cause its activation chance for this round to skyrocket to 100%, and the activation chance for that habitat will be reduced to 0% for the next two rounds.
There is also one more effect that may happen: Acid Rain. After one round in which all four weathers run simultaneously, Acid Rain begins falling for two rounds; after the period of Acid Rain, the weather turns to clear skies, exactly like the first round of the battle. Acid Rain deals four damage per action, corrodes Steel-types, and cannot be altered until the two rounds are over. In addition, Thunder, Blizzard, and Hurricane have their accuracies reduced to 50%, Rock-type Pokemon suffer a negative sandstorm SpD boost (+2 BAP from special attacks used on them as opposed to -2), and Fire- and Water-type moves have -3 BAP.