Okay, let's see here. First I'll fill up that last battle slot:
3v3 single
DQ: 7 days
Damage Cap: None
Banned: Any moves with effects that result in an automatic KO for either battler (OHKOs, final gambit, selfdestruct, perish song, etc.); rest; weather-inducing moves/abilities (sand stream et al pokémon can be used, but their ability will have no effect); any pokémon with magic guard, cloud nine, air lock, overcoat, sand veil and snow cloak
Arena: Acid Rain
The ref warned them about pursuit, bro! He told 'em dog! You just don't do that in the Communication Club Colosseum, man, not when it's frickin' hailing inside. But nooo, the last trainers to battle in here just had to mess around, the arena's weather generators are broken like whoa and now the next trainers and ref have to deal with the meteorologist's nightmare they've left behind.
The Communication Club Colosseum itself is a standard enclosed arena, empty and large enough to accomodate any pokémon comfortably on its sturdy metal floor. For reasons known only to the mysterious techie wizards who designed the room, it is still possible to use just about any attack in here—rocks and surges of water appear out of nowhere when an attack calls for them, and the floor can be tunneled through and will repair itself after the battle. No sense letting physics or lack or resources get in the way of a good 'n crazy battle, after all.
This freedom of attack use would normally also apply to weather moves, the room's artificial weather generators providing bright light, stiff breezes and precipitation of all stripes whenever needed. The techie wizards have no explanation for the way the generators react when the move pursuit is used while they're active, however, and thanks to the previous occupants' shenanigans they're now on the fritz something serious. Bright lights shine, rain and hail drive down and a sandstorm tears across the room, effectively causing the effects of sunny day, rain dance, hail and sandstorm to remain active all at once*. There'll be no turning them off for a while, either, and they refuse to respond to any new weather commands, so the barrage of weather remains in place indefinitely and can't be canceled or replaced by using a weather move (or additional use of pursuit, for that matter, which will function normally). The intense weather assailing the battlers from all directions causes them a great deal of pain, shearing 10% health/round off of any pokémon that is not completely immune to any and all weather damage and 7% off of pokémon with a partial immunity. It is also quite difficult to see what's going on through all the roiling rainhailsandsun, and all moves, save for never-miss moves and self- or field-targeting moves, suffer a 10% accuracy drop.
*To clarify and resolve any potential conflicting effects:
-Water- and fire-type moves do not have their damage modified by the weather (no boosts or penalties)
-Blizzard, hurricane and thunder all have 100% accuracy (but are affected by the blanket 10% accuracy drop)
-Solarbeam can be used instantly without any additional energy cost and does not have reduced base power
-Moonlight, morning sun and synthesis restore 50% health
-Rock-types have their special defense increased by the sandstorm
-Pokémon with immunity to sandstorm and/or hail take only 7% weather damage/round
-Pokémon with chlorophyll, harvest, hydration, leaf guard, sand force, sand rush, and swift swim have their abilities activated
-Pokémon with solar power take sun damage each round as normal
-Pokémon with dry skin do not get healed by or take extra damage from their ability (they still take the blanket damage per round)
-Pokémon with ice body or rain dish get healed by their ability, then take the ususal 10% or 7% weather damage/round
-Cherrim alternates between its sunshine and overcast forms at the beginning of each round (ref determines starting form at random)
-Castform randomly changes between its rain, sun and hail forms at the beginning of each round
-Weather ball is always at 100 base power and its type is randomly (re)determined to be fire, water, ice or rock each time it is used
-Growth raises attack and special attack by 2 with each use
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And then something a little different. I will be reffing this second challenge down here, not battling in it, so it just needs two interested players to accept. I don't particularly care who the battlers are, so long as I'm not actively reffing one of their matches (so sorry, Zhorken/uv/Meowth/MF) and they are preferably people I've never reffed for before. Just to make sure a few other people get the change to behold my radiant procrastination reffing skills. It would also be nice if the people who accepted didn't already have several battles going, btw. If you post accepting the challenge and I think you've got enough going on I will happily tell you to go away and let someone with fewer battles have a chance at it.
1v1 single
DQ: 7 days
Damage Cap: None
Banned: Nothing
Arena: Alphabetronome Battledome
The stadium itself is deceptively simple—a grassy expanse surrounded on all sides by the ususal stadium bleachers, a few large rocks scattered about, a pool of decent depth and breadth and so able to accomodate most non-wailord pokémon with relative comfort. What is not so simple is the series of small devices installed in the wall that encircles the field and separates battlers from spectators. These devices give off a bizarre energy that gives the battling pokémon the ability to use literally any move at random (with some ad-libbing where they don't have the required anatomy, e.g. walloping someone with a tail "punch" if the pokémon has no hands), not unlike a use of the move metronome. On their current setting, however, only the first move the battlers use will be completely random. The devices are connected to a computer with an alphabetical database of all known pokémon attacks, and after selecting the first move at random the devices will have that pokémon use the moves that come after that one alphabetically, in descending order and wrapping back around to absorb after zen headbutt. The devices will re-randomize a new first move at the beginning of every fourth round. (Chill is included in this database.)
Because trainers know which moves to expect on most rounds after the first, they are allowed to specify how those moves are to be performed with additional instructions or conditionals so long as the actual attacks used are not altered in any way. For example, you can order your pokémon to aim its second attack at the opponent if the first one was successful, or at one of the rocks if it wasn't. If substitute is in your list of commands you can choose how much health to put toward it, if double team is in your list you can specify the number of clones, etc.. You cannot, however, change the attack you'll have for that action or choose to do nothing.
An example of how the battle progresses:
Round 1: The trainers send out, the ref randomizes the first move for each battler and gets quick attack for Dragonair and fire spin for Eelektrik. Dragonair uses quick attack, quick guard and quiver dance, and Eelektrik uses fire spin, fissure and flail.
Round 2: Eelektrik's trainer sees that the next three moves after flail are flame burst, flame charge and flamethrower. He can't change the attacks given to him or the order they're used in, but he can tell Eelektrik to use those attacks in just about whatever manner he likes. Dragonair's trainer does the same with rage, rage powder and rain dance and the round is reffed.
Round 3: Dragonair does whatever with rapid spin, razor leaf and razor shell and Eelektrik does whatever with flame wheel, flare blitz and flash.
Round 4: The trainers do not give actual orders and the ref randomizes a new starting move: Eelektrik gets ice beam and Dragonair gets zap cannon. Eelektrik uses ice beam, ice burn and ice fang and Dragonair uses zap cannon, zen headbutt and absorb.
And so on.