Reffing above 6v6. This is going to be one cool match.
Also, arena will be edited into this post.
Also, arena will be edited into this post.
The ref decides a new base arena each round. In addition to sending orders, players may flip up to 3 of the following switches.
Priority: when on, all attacks with a BP of between 5 and 9 become 1 priority and non-damaging attacks become -1 priority (this includes the charge and evade actions part of some moves)
Heat: This switch has three settings that rotate in the following order: normal, hot, cold
Normal
Hot: Fire types gain 20 speed, the arena gains the effects of sunny day unable to be dispelled, and ice types lose 2 hp an action
Cold: Ice types gain +1 rank in defense and special defense, water types become ice without those benefits, and fire type attacks lose 2 BP
Obstacle (3 settings):
Normal
Pit: non-flying/levitating pokemon cannot use contact attacks, other physical attacks gain a 10% miss chance
Rocky hill: flying pokemon lose their immunity to ground, special attacks gain a 10% miss chance, and contact attacks give the attacker 1 damage flat recoil
Time (2):
Normal
Crazy Time: All actions happen in random order.
Gravity (3):
Normal
Low gravity: damaging attacks gain 1 priority, all pokemon gain levitate trait, all special attacks have 10% confuse rate.
High gravity: damaging attacks lose 1 priority, seismic moves gain 2 BP, weight classes doubled
Momentum (2):
Normal
High momentum: Physical attacks gain 3 BP, but if they miss, the user takes 5 damage recoil, Fighting type attacks have a maximum accuracy of 95%
Weather (6):
Normal
Rain: unchangeable rain
Sandstorm: unchangeable sandstorm
Sun
Hail
Crazy: everyone but electric types takes 2 DPA, normal types gain 2 en per action,bug types gain 1 rank in atk, and dragon types gain 10 speed
Water source (2): (set to something at the beginning)
No water
Water
Priority: when on, all attacks with a BP of between 5 and 9 become 1 priority and non-damaging attacks become -1 priority (this includes the charge and evade actions part of some moves)
Heat: This switch has three settings that rotate in the following order: normal, hot, cold
Normal
Hot: Fire types gain 20 speed, the arena gains the effects of sunny day unable to be dispelled, and ice types lose 2 hp an action
Cold: Ice types gain +1 rank in defense and special defense, water types become ice without those benefits, and fire type attacks lose 2 BP
Obstacle (3 settings):
Normal
Pit: non-flying/levitating pokemon cannot use contact attacks, other physical attacks gain a 10% miss chance
Rocky hill: flying pokemon lose their immunity to ground, special attacks gain a 10% miss chance, and contact attacks give the attacker 1 damage flat recoil
Time (2):
Normal
Crazy Time: All actions happen in random order.
Gravity (3):
Normal
Low gravity: damaging attacks gain 1 priority, all pokemon gain levitate trait, all special attacks have 10% confuse rate.
High gravity: damaging attacks lose 1 priority, seismic moves gain 2 BP, weight classes doubled
Momentum (2):
Normal
High momentum: Physical attacks gain 3 BP, but if they miss, the user takes 5 damage recoil, Fighting type attacks have a maximum accuracy of 95%
Weather (6):
Normal
Rain: unchangeable rain
Sandstorm: unchangeable sandstorm
Sun
Hail
Crazy: everyone but electric types takes 2 DPA, normal types gain 2 en per action,bug types gain 1 rank in atk, and dragon types gain 10 speed
Water source (2): (set to something at the beginning)
No water
Water