2vs2 Single
Style: Set
DQ: Six Days
Damage Cap: None
Banned Moves: OHKO's, weather
Arena: Sigil Keep
This arena appears similar to the sigil keep in Oblivion;
The first level looks like an oxygenated muscle coloured dome with small spikes surrounding a stone circle, and a central hole, of which a flaming pillar rise from the base of the tower itself.
The Second Level is Accessed by talon like stairs, and is similar to the outer ring of the previous floor, and has one energy fountian, and one health fountain (Magicka Essence and Blood Fountain respectively).
The Third level is accessed by a this muscle like ramp, and is a small muscle toned platform with the end of the flame pillar being held in place by an immovable stone. This platform is overall the smallest, and a fall from the third to the first level causes 5% damage to smaller pokemon. A small platform is held up by chains and surrounds the flame pillar here. This can be knocked down if two or more chains are dislodged.
Cieling/Roof: There is a large hole that goes to the domelike roof of the stage. Only Flying/Ghost/Other leviatating pokemon can access the roof, though the roof itself is unstable.
Other:
Flame Pillar: Deals 10% fire damage (super-effective/not very effective applies (fire types do take damage as it is mystical fire...)) to those who touch it. As heat rises, those who touch it are brought to the third level instantly.
Blood Fountain: Restores random amount of health, recharges after 5-10 rounds. (Health restored and rounds until rechrge complete determined by Ref)
Magicka Essence: Restores random amount of energy, recharges after 5-10 rounds. (Energy restored and rounds until rechrge complete determined by Ref)
Heated Room: As the entire area is heated by the flame pillar there is no water, and therefore the only water moves available are those created by the pokemon, but all damage is reduced by 2% after all caculations, and costs 3% more energy to use. Fire types benefit and automatically take 1% less damage and use 2% less energy to se fire moves.
Unstable Roof: Because of it's nature in the realm of destruction the roof has a 1% chance of collapsing. (increased if powerful ground or rock moves are used. 100% if Rock Slide used) Combatants can avoid the roof's collapsing if they are under the third level, or any set of stairs.
Mah profile!
And yes, I'm an Oblvion nut. (If the ref needs to get a better appearance reference to the arena, check uesp.net