1 vs 1 Single
Style: Set
DQ: 1 week
Damage cap: 40%
Banned moves: OHKO's, weather moves, anything requiring a source of water
Arena: Crystal Belfry
This battle takes place in a war-torn part of the world, and at the moment, deadly mustard gas covers the ground in a thick layer. For as far as the eye can see, the only thing that reaches up out of the deadly clouds is a huge, majestic wrought-iron bell tower which, for some unknown reason, has survived the chaos. Hanging in the tower is a single enormous crystal bell, which shimmers with an ancient, magical glow. The battlers can fight anywhere on the tower that they can stand on (or fly or hover or whatever), but they start out in the chamber containing the bell, with one battler on the north end and the other on the south end, with the bell between them. If a battler falls into, flies into, or otherwise makes contact with the mustard gas on the ground, they become severely poisoned as if with the attack Toxic (starting at 3% health per round and escalating from there), and for every action that they remain in the gas, they lose 5% health (in addition to the Toxic condition). At the end of every round (3 actions), the crystal bell rings, swinging back and forth and knocking off anybody who may be directly east or west of it. The bell's mysterious, otherworldly ring does one of the following:
(20%) chance of doing nothing at all,
(10%) chance of healing 5% health to all battlers,
(10%) chance of healing 5% energy to all battlers,
(10%) chance of reducing all status conditions' intensity by one level
(8%) chance of completely healing all minor status conditions (Attract, Confuse)
(8%) chance of completely healing all Burns
(8%) chance of completely healing all Freezing
(8%) chance of completely healing all Poison (including that which is dealt by the mustard gas)
(8%) chance of completely healing all Sleep
(8%) chance of completely healing all Paralysis
(2%) chance of raising all battlers' Attack and Special Attack to the maximum (+6) and reducing their Defense and Special Defense to the minimum (-6)
If, for example, the bell rings a tone that will heal all Burns, but none of the battlers are Burned, it will seem to do nothing. If the bell is destroyed by something like Earthquake, obviously it will not ring.
EDIT: I'm stupid.
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