My battles have pretty much died, and I've been a bit bored lately, so here's this.
I seriously don't know why I keep making complicated arenas when I'm so inexperienced o.o
4vs4 double
DQ: 10 days
Damage Cap: 45%
Banned Moves: OHKOs, suicide moves, direct healing, weather moves, Dig, moves that require water/mud/rocks/plants/etc. to be provided
Arena: The Music Room
A giant's bewitched music room, perhaps. Or a witch's begianted music room. In any case, this room (and everything in it) seems to be in gargantuan proportions. Floating in the air in this otherwise empty room are instruments of various kinds. All the Pokémon will always be on one instrument. They start out on a random instrument (each has the same possibility of being picked as the rest) and all teleport to a different instrument every three rounds, at the end of the round. An instrument
can be revisited if it is randomly chosen again. The instruments all have their own gravitational pull - meaning it is impossible to fall off the edge of an instrument. Instead of falling straight down, one simply walks on the other surfaces of the instrument. None of the instruments can be set on fire. The effects of each arena on sound-based attacks do not apply to Pokémon with the Soundproof ability. The possible instruments and the effects present on each are as follows:
Harp: A harp tipped sideways so that Pokémon can walk and battle all around the frame comfortably. Any Pokémon that fall asleep while on the harp will sleep for twice the amount of time they originally would have slept for, as long as at least five of the twenty strings remain intact. Strings can be broken by anything sharp or by applying an excess of force. If the strings are broken/cut, any Pokémon that may fall or jump into the center can float around in the center, weaving up and down, and moving as if swimming in air. Any sound-based moves that do damage have a -10 decrease in base power (ex. Chatter (BP of 60) now has a BP of 50). GrassWhistle and Sing have 80% accuracy.
Flute: A flute held horizontally. While on the flute, no Pokémon can be in a bad mood (voiding the effects of moves such as Taunt and Torment). If they so wish, Pokémon may crawl into any holes on the flute and have a
very cramped and almost impossible battle within the length of the flute. On this instrument, any ghost-type attacks do an additional 2% damage (after all other modifiers have been applied). GrassWhistle has 100% accuracy.
Drum: A drum. When any Pokémon jumps, it is difficult for him/her/it to stop bouncing up and down on this drum unless either the Pokémon can maneuver itself into a neutral position (Pokémon that fly/hover), or if the Pokémon can stick to the drum's surface (Suction Cups etc.). If any Pokémon
over 400 lbs. falls/smashes too forcefully into the center, a hole may appear in the surface, allowing all the Pokémon to battle inside the hollow drum. Sound-based attack moves and Earthquake have 1.5x base power (Chatter (BP of 60) now has a BP of 90), sound-based stat moves now have double the effect (ex. Growl decreases attack by 2 instead of 1). Earthquake also causes every Pokémon besides the user to start bouncing.
Guitar: A guitar floating at such a position that the opening faces straight upward. Pokémon may battle on the surface or inside. An Attract, used while at least two of the six strings are still intact, is twice as severe. Strings can broken by the same means as the harp's strings. Sound-based attack moves have +20 to their base power (ex. Chatter (BP of 60) now has a BP of 80), and any sound-based move whose accuracy is below 100% has an accuracy increase of 10% (ex. Sing (acc. 55%) now has acc. 65%).
Trumpet: A trumpet tipped sideways so that Pokémon can walk upright on the valves' sides. Any Pokémon that falls into the bell spend the next 2 actions sliding through the trumpet and emerging from the mouthpiece. Some self-targeting moves (Howl, Calm Mind, Chill) can be used while sliding along, if they do not require much movement, and does not delay emergence, but others may be impossible (Swords Dance, Defend Order, Magnet Rise). Sound-based attack moves have +30 base power (ex. Snarl (BP of 55) now has a BP of 85), and sound-based stat moves that target the user have double the effect (ex. Growl still decreases foe's atk by 1, but Howl increases user's atk. by 2).