[color=#0099cc]Wow, I'm only reffing two battles at the moment, which is the lowest amount I've ever had, which is ironic considering my promotion </whore out>. Anyway, I needs me two participants for this new battle arena that I've just created, "the Room". Here are the battle conditions:

Three versus Three, single.
Participants will PM me their three pokémon, and I will randomly choose which of the three will be sent out first, second, and third.
I will then randomly select which battler posts his or her attacks first.
Disqualification Time is the standard week.
All six pokémon will be be auto-Safeguard'd, meaning that indirect attacks (such as Toxic or Sleep Powder) will be ineffective.


the Room
A seemingly boring room with white walls; there are no doors nor walls, so it is questionable how the battlers even exist there in the first place. All techniques are able to be used effectively, despite the lack of water for surf, and the cemented floors causing hindrance for ground-based moves. At the beginning of each round, the referee will (using a Random Number Generator) randomly select a number between one and ten. The number will correspond to these effects:

1 – White: the walls become white as light; Normal-based attacks will cause more damage than usual (150% of base damage).
2 – Red: the walls become red like the molten magma rivers; Fire-based attacks will cause more damage than usual, whilst Water and Ice-based attacks will cause less.
3 – Blue: the walls become blue like the peaceful oceans; Water and Ice-based attacks will cause more damage than usual, whilst Fire-based attacks will cause less.
4 – Green: the walls become green like the mysterious wood; Grass, Ground, Poison, and Bug-based attacks will cause more damage than usual.
5 - Yellow: the walls become yellow like the vibrant bolts of electricity; Electric and Flying-based attacks will cause more damage than usual, whilst Ground-based attacks will cause less.
5 – Pink: the walls become pink like the rose fields; Psychic-based attacks will cause more damage than usual, whilst Fighting-based attacks will cause less.
6 – Silver: the walls become silver, slightly reflecting everything in view; Steel, Rock, and Fighting-based techniques will cause more damage than usual, whilst Normal and Flying-based will cause less.
7 – Black: the color of the walls fades to a bitter nothingness; Dark and Ghost-based attacks will cause more damage than usual, whilst Psychic-based attacks will cause less.
8 – Turquoise: the color of the walls becomes mysterious and tranquil, like the dragons; Dragon-based techniques will cause more damage than usual, whilst all others will cause less.
9 – Gold: the walls sparkle like the daunting riches we cannot obtain; all attacks will require more energy to use.
0 – Blank: the color of the walls remain as they were the round before.


As stated, at the beginning of each round, an RNG will decide what colors the walls will be; there will be no forwarning of this; it'll be a matter of luck and proper strategy.

With that said, I await two challengers to test out this prototype arena.

-drew