2vs2 double
DQ: 2 weeks
Damage Cap: 30%
Banned Moves: OHKO's, two chills per pokemon, moves that would require being on land to work (Dig, earthquake, etc.), any electric move over 7% power, in fear of electrocuting the whole place.
Arena: Miracle Sea
Far away from Asber, the miracle sea has taken a great deal of effort to get to, as there have been a quite a few wild pokemon who did not like the intrusion upon their home. Luckily, most of them have been so astonished that an actual human had appeared there that few have dared made their way to such an odd creature, let alone have the guts to attack it. However, not all have been so timid. As they have been tired out by keeping back some fierce attackers, all pokemon have a reduced health and energy stat, making them start with 70% of both from the start.
The arena is in the very heart of the dungeon, and is covered with shallow water, being just a mere half a foot tall in places. The sandy bottom is hard to use as a substitute for dirt, and as such all ground moves half their effects reduced by half, if they work at all. The further out from the center of the arena the deeper the water gets, eventually getting to ten feet deep or more.
Out away from the shallows and at such a place where the water level would make anything aside from fish afraid of drowning are a crowd of phione, cowering in fear of an angry gyarados. If you swim out there (taking one action and risking a 25% chance getting attacked by a stray seadra with signal beam) and attack it, it will faint immidiately, and the phione will reward you happily with a phione dew, which cures all status effects and increases your energy and health by 15%. However, that will take one full round to complete that and swim back to the arena, and can only be done once by anyone. It will activate on the pokemon who got it immidiately after it is earned and cannot be saved.
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What do you think? I tried not to make the phione dew too broken but it takes a full round to get it, so.