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 messed up. Who knows what could happen...
At the end of each round, unless using an effect dictates otherwise, the     ref will RNG d4.    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. Effect - RNG a player. That player gains an effect (see effects).
4. Arena Event - What happens depends on the arena the battle is currently in (See Battlefields).
Battlefields: If the RNG at the end of the round lands on a     2, 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, water, or even dust, it is     somehow possible to use any move in your repertoire. This is the arena at the start of the battle.
Field Type: Neutral
Restrictions: None
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: It's Uboa! And he's scared the crap out of your  pokemon! For the   next six actions (or whenever the arena changes,  whichever comes first), 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 that bypasses substitutes and any means of evasion.
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 round.  Passive effects take effect the moment you get them, while usable  effects take up a single action, do not cost    any energy, and has a  priority of -9. 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 round.
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 round. 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 round. 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 round. 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 substitutes or any means of evasion (like  a Machamp with No Guard). If the arena is not the Nexus when Medamaude  is used, the RNG at the end of the round will be skipped and  the  arena   will change to the Nexus.
100: Knife (Usable) - The pokemon bypasses substitutes and any  and all means of evasion, and 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 the knife   earlier   in the battle. If the ref RNGs a knife in any of these cases,   s/he  will  reroll.