6 vs. 6 single
DQ Time: 5 weeks
Damage Cap: 35%
Banned Moves: OHKOs; Healing moves only recover a maximum of 10% energy; No weather moves.
Area: Elemental Chamber
A rectangular chamber with floors and walls of smooth linoleum, devoid of any decoration or markings. Everything is not what it appears, however, because, once every round, there is an 80% chance that the Chamber will realign itself to a new element. The possible changes are as follows:
WATER: Seaweed and coral appear out of the layer of sand that is pured from the walls. The Chamber then fills with water, leaving about ten feet of air at the top. A couple of stronger-and-larger-than-normal lilypads appear at the top of the water. Pokemon in need of air will be supplied those
weird breathy-things on the Pokemon anime as a bonus item that can't be stolen from them. Water attacks do 3% more damage
before all other damage calculations.
NORMAL: The Chamber returns to its original form, only Normal attacks do 3%more damage
before all other damage calculations now.
FIRE: Sunlight begins to pour from the ceiling and soot poors to the floor. Pits open in the floor and catch fire. Pokemon that need them will be supplied with sunglasses as a bonus item that can't be stolen. Fire attacks do 3% more damage
before all other damage calculations and attacks requiring sunlight are more effective.
GRASS: Dappled sunlight falls from the ceiling, and mulch coats the floor. Logs and flower petals appear on the ground. A small hole opens up, and quickly fills with water. Grass attacks do 3% more damage
before all other damage calculations, and Synthesis/etc. are affected as would be expected.
FLYING: Air pressure lessens, and whitewashed picket fences spring up. Large covered fans open in the floor. Flying attacks do 3% more damage
before all other damage calculations.
ELECTRIC: Poles shoot from the ground, and the orbs on the ends crackle with electricity. Electric attacks do 3% more damage
before all other damage calculations.
GROUND/ROCK: The ground is covered in clay and the walls are cliffs. Stray rocks, ranging in size from pebbles to boulders, dot the floor. Ground and Rock attacks do 3% more damage
before all other damage calculations.
STEEL: The ground is layered with metal filings and poles shoot from the walls. Steel attacks do 3% more damage
before all other damage calculations.
DARK/GHOST: The light leeches away and psuedogravestones come from the ground. The Chamber feels macabre and a full moon appears on the ceiling. Dark and Ghost attacks do 3% more damage
before all other damage calculations.
FIGHTING: The chamber changes to resemble a boxing ring. Fighting attacks do 3% more damage
before all other damage calculations.
BUG: Trees spring from the ground and leaves pour onto the floor. Bug attacks do 3% more damage
before all other damage calculations.
DRAGON: A small mountain appears in the middle of the Chamber and a miniature lake appears in a corner. Stars dot the ceiling as the room darkens to sunset.
PSYCHIC: The walls become a swirling blue-pink color and insubstantial orbs of the same color float through the room. Psychic attacks do 3% more damage
before all other damage calculations.
POISON: A foul smell fills the chamber as the floors and walls become purple. Noseplugs will be supplied for Pokemon in need of them as bonus items that can't be stolen. Poison attacks do 3% more damage
before all other damage calculations.
ICE: The floor is coated with ice as the temperature becomes quite low. Under the thick ice lies cold water. Ice attacks do 3% more damage
before all other damage calculations.
NOTES: Each Pokemon, at the end of each round, will be surrounded by a smooth dome until orders are give and the next round begins, so they won't know what the field looks like until the round starts.
Certification