>>44035977>Bug should have two entry hazardsno
>General changesAll entry hazards now factor type effectiveness
>FireHot embers scatter across the field, dealing more damage to Pokemon with low speed and high weight
>Ice>The floor is coated in ice and has become so slippery that all physical moves have a 30% recoil and -10% accuracy because of how much they're sliding and hitting stuff.>NormalPheromones waft through the field, inducing infatuation in opposite genders for two turns, four with two layers and permanently, regardless of gender with three.
>Flying????
>GhostSpooky apparitions fill the field, and the opponent is so nervous and stressed that it sometimes uses extra pp per move, and they cannot use hold items that have an activation trigger, like berries or leftovers but not items like scarf, two layers does 1/16th damage and 1/8th when asleep (can be totally bypassed with scrappy)
>Fighting?????
>GrassSpores slowly sap away the opponents health. Two layers occasionally gives a small amount of health, three layers becomes leech seed
>ElectricA lightning storm brews above the battle field, and massive bolts striking nearby cause the opponents to flinch 40% of the time.
>PsychicPsychic energy around the field causes illusions and attacks the foes mind. Opponents will be confused upon entry. Two layers guarantees at least three turns of confusion, three layers will cause confusion to return randomly
>FairySweet aromas fill the arena, reducing the opponents desire to fight. Attack and special attack are reduced by however much sticky web cuts speed