Pokemon

Snover [Frostbite] Male
Nature: Relaxed (+* defense, a 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.)
Grass: Grass STAB; Immunity to Leech Seed. Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).
Ice: Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon.
HP: 54
Energy: 75%
Atk: ***
Def: *** (+)
SpA: ***
SpD: ***
Spe: 34 (-)
Status: Blizzard+Icy Wind combo disabled for 6 actions
Snow Warning: (Innate) This Pokemon summons a massive hailstorm upon its entry into battle that does not end, expending 10% of its energy to do so.

Monohm (Zero) (M)
Nature: Modest - adds * to Special Attack, subtracts * from Attack.
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Dragon: Dragon STAB; Roar has Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
HP: 30
Energy: 27%
Atk: * (-)
Def: ***
SpA: **** (+)
SpD: **
Spe: 60
Status: Completely Frozen, immune to almost all damage unless thawed (Monohm will thaw normally in 2 full rounds), -1 Speed

Ralts(*) [Shizuka] (Male)
Nature: Serious (Neutral)
Type: Psychic
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Synchronize:
Type: Innate
Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
HP: 35
Energy: 81%
Atk: *
Def: *
SpA: **
SpD: **
Spe: 40
Status: Light Screen (1 action left), Leech Seeded (wares off in 3 actions), -1 Speed
First actions, not a whole lot happens tbh. Snover taps into nature's power and raises it stats with
Growth. Ralts does the same, but with a
Calm mind instead. Monohm tries to get out of its frozen prison, but
is too cold to even move on the first action. At least none of its energy was wasted.
Tried of the stat boosting, Snover uses an
Energy Ball on Ralts, striking it for solid damage. Ralts tries to get revenge on Snover, and does so by
psychicing Monohm into snover. The residual psychic damage hurts Monohm a little, while the smashing of ice into snover deals a solid seven damage flat. However, newly formed cracks in the ice, along with a
flamethrower from Monohm, let monohm escape its icy prison.
Free from the frozen water, Monohm launches a
Flamethrower right at snover, burning the vegetation and melting the snow on Snover. Ralts uses a
Protect to dodge an ensuing attack, and luckily manages to avoid the
Icy wind of Snover. Monohm isn't as lucky, however, and gets damaged and slowed down by the frigid blast of air.
Pokemon

Snover [Frostbite] Male
Nature: Relaxed (+* defense, a 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.)
Grass: Grass STAB; Immunity to Leech Seed. Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).
Ice: Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon.
HP: 30
Energy: 60%
Atk: ***
Def: *** (+)
SpA: ***
SpD: ***
Spe: 34 (-)
Status: Blizzard disabled for 3 actions
Snow Warning: (Innate) This Pokemon summons a massive hailstorm upon its entry into battle that does not end, expending 10% of its energy to do so.

Monohm (Zero) (M)
Nature: Modest - adds * to Special Attack, subtracts * from Attack.
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Dragon: Dragon STAB; Roar has Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
HP: 1
Energy: 9%
Atk: * (-)
Def: ***
SpA: **** (+)
SpD: **
Spe: 60
Status: -1 Speed

Ralts(*) [Shizuka] (Male)
Nature: Serious (Neutral)
Type: Psychic
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Synchronize:
Type: Innate
Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
HP: 8
Energy: 60%
Atk: *
Def: *
SpA: **
SpD: **
Spe: 40
Status: None
Alright, sorry for the wait; forensics+getting sick=not fun :( Omegaman, Berserker, Tort is the order of actions for this probably final round. GL everyone, and finish strong!