Arena: Duskfell Marsh
Field Type: Water/Ground/Dark/Poison
Complexity: Moderate
Format: All
Restrictions: None
Description:
"You come upon a murky, stagnant lake in the center of a clearing. It appears that no one has been here for years, and it has an eerie feel to it not quite felt elsewhere."
The marsh is surrounded by a dense toxic overgrowth, adding 1 BAP and a 20% poison chance onto all grass type moves that require an external plant source, but inflicting 3 damage onto any non amphibious (frog pokemon etc) poison or steel typed users. The noxious fumes that fill the air inflict 1 point of damage every action to non water, poison, or steel typed Pokemon. Because of the quality of the pond, all water type moves that require an external water source receive 1 extra BAP, a 30% chance to corrode steel types, and a 10% toxic poison chance, but poison all Pokemon who do not receive stab on the move or are otherwise immune to poison. Lastly, several corpses have over the years been thrown into the marsh, preserved in their murky grave. This causes there to be a random 10% chance for either combatant not of the dark or ghost type to become taunted for 3 actions at the end of each round. Finally, there is a constant light drizzle in the arena, which increases all water type move's BAP by one, and lowers all fire type move's BAP by one, which, coupled with the innate night surrounding the clearing, prevent moves dependent on sun from being used.