ASB Gym League- Stage 2 Launch, Signups End August 26!!!

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For those of you unfamiliar with the history of the ASB Gym League and how it will be run, here's a briefing: http://www.smogon.com/forums/showthread.php?t=3455700 Also, some other ASB Gym League Rules:

There will eventually be 13 Gym Leaders and 4 Elite Four Members. Should you defeat 12 of the 13 Leaders on their terms, you may challenge the Elite Four.
Each individual Gym Leader decides all the rules for each battle (switching, items, whether they send out first or not, etc.).
The Gym Leader has a bank of up to 8 Pokemon that can be brought with him into any match, but the challenger can only send in as many Pokemon as the maximum number of Pokemon allowed in the match
You may only have one Gym Challenge open at one time.
Leaders are allowed two battles at any one time (for their own gym).
If you lose a Gym match as a challenger, you must wait one week(ish) before challenging again.
Rewards for Gym Battles are in line with Tower Matches.
Pokemon may be used in Gym Battles as long as they are not in any exclusive RPs (currently only TLR).
The Gym Committee reserves the right to reject any and all challengers they deem unprepared for their requested gym challenge.
The Gym Leader has freedom to choose any format he wants for his Gym Battles, including Switching, Item usage, Abilities, Format (Singles or Doubles), Size of Battles, Initial Turn Order, and Arenas. However, the minimum size for Gym Battles is 3v3 Singles or 4v4 Doubles. The max size is 6v6 Singles/Doubles.
The Challenger can only bring the number of Pokemon that matches the size of the Gym Battle (ie, in a 3v3 singles battle, the challenger can only bring three pokemon). A Gym Leader has a pool of eight Pokemon that he beings into every battle, and may use any pokemon from that pool in any match, up to the match size. This is to counteract Counter-teaming.


Eight months later, and now it's time to do this entire thing again! Anybody who thinks they have what it takes to become a Gym Leader should post in this thread formally stating their interest, their chosen type, and their current (and prospective) Gym Team. AKA, take a minute to fill out the damn form:

Name:
Time Zone:
Type of Gym:
Activity (In EST, GMT -5):
Pokemon (List and Copy+Paste up to Eight Pokemon profiles that would be usable in your gym):
Basic outline for your would-be Gym Arena (ask us if you need ideas):
Rules in order to sign up:

-You must have at least 5 usable and powerful Pokemon of your type, and although eight is the maximum and eventual expectation, we understand that you may not be fully qualified right now.
-You must be a battler of considerable skill: we don't want losers for Gym Leaders!
-You must be active in ASB, both at the moment and in the long term. It would suck to find a new GL and hear a month later that they are leaving ASB forever.


Here's how this round will work, as it will be slightly different from last round: We will choose 4-6 new Gyms to be opened up this round. It will be based partially, but not fully, on popularity for each type (ie the types with the most candidates will be prioritized to an extent). Sign-ups will be open for about 2-3 weeks, ending by August 26th (give or take a couple of days). This will give you time for last minute training and time to think about your arena. At the closing of sign-ups, types and GL hopefuls will be chosen by the Gym Committee, and GL battles, if necessary, will then be held. For those who don't make the cut, a final Round 3 will be opened in the future, (probably sometime in February, give or take a month) so don't worry.

A few final notes that you may want to be aware of:

Regardless of sign-ups, a Rock Gym and a Ghost Gym will be opened up this round. This is because their respective prospective (big rhyme not intended) GLs have had their gyms delayed for quite a period of time, and also because there is little contention for these Gyms. Other types that probably will get a gym this round include Bug and Fire, so if you want a shot at owning these gyms, don't wait for Round 3!

Any questions can be asked either here or on IRC to a knowledgeable higher-up. Good luck to all hopefuls, and may the odds be ever in your favor (if you don't get this reference, you are too stupid to be wanted as a GL)!
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus
Name: Santiago the Fisherman [Alchemator 9.9]
Time Zone: GMT+0 [BST right now.]
Type of Gym: Psychic
Activity (In EST, GMT -5): I'm around a lot.
Pokemon (List up to Eight Pokemon that would be usable in your gym):

Starmie [Stevenson] (N/A)
  • Nature: Timid (Multiplies base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. [+20% Acc.], subtracts one (1) Rank from Attack.)
Type:
  • [Water]: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
  • [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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:

HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 133 (115*1.15^)
Size Class: 2
Weight Class: 4
Base Rank Total: 19

EC: 6/6
MC: 16 (0)
DC: 5/5

Abilities:
  • Illuminate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents.
  • Natural Cure: (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
  • Analytic (DW Unlocked): (Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Attacks (46):

Aurora Beam
Barrier
Bide
Blizzard
Camouflage
Confuse Ray
Cosmic Power
Dive
Double Team
Endure
Flash
Flash Cannon
Grass Knot
Harden
Hidden Power [Fire] [7]
Hydro Pump
Hyper Beam
Ice Beam
Light Screen
Minimize
Pain Split
Power Gem
Protect
Psych Up
Psychic
Psyshock
Rain Dance
Rapid Spin
Recover
Reflect
Reflect Type
Role Play
Scald
Signal Beam
Substitute
Supersonic
Surf
Swift
Tackle
Teleport
Thunder
Thunder Wave
Thunderbolt
Toxic
Water Gun
Zap Cannon

Claydol [Steinbeck] (N/A)
  • Nature: Relaxed (Adds a Rank to Defense, Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)
Type:
  • [Ground]: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
  • [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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Stats:

HP: 90
Atk: Rank 3
Def: Rank 5 (+)
SpA: Rank 3
SpD: Rank 5
Spe: 65 (75/1.15v)
Size Class: 3
Weight Class: 5
Base Rank Total: 19

EC: 6/6
MC: 0
DC: N/A

Abilities:
  • Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Dig, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. All other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Attacks (50):

Ally Switch
AncientPower
Bulldoze
Calm Mind
Charge Beam
Confusion
Cosmic Power
Dig
Double-Edge
Double Team
Earth Power
Earthquake
Endure
Explosion
Grass Knot
Gravity
Gyro Ball
Harden
Heal Block
Hidden Power [Fire] [7]
Hyper Beam
Ice Beam
Light Screen
Mud Slap
Power Split
Power Trick
Protect
Psybeam
Psychic
Psyshock
Rain Dance
Rapid Spin
Reflect
Rest
Rock Polish
Rock Slide
Rock Tomb
Sandstorm
Selfdestruct
Shadow Ball
Signal Beam
Sleep Talk
Smack Down
Solarbeam
Stealth Rock
Substitute
Sunny Day
Teleport
Trick Room
Zen Headbutt

Beheeyem [Pratchett] (M)

  • Nature: Brave (Adds one (1) Rank to Attack,Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)

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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 34 (40/1.15v)
Size Class: 2
Weight Class: 3
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 5/5

Abilities:

  • Telepathy: (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
  • Synchronize: (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.
  • Analytic (DW UNLOCKED): (Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Attacks (44):

Ally Switch
Barrier
Charge Beam
Confusion
Disable
Double Team
Dream Eater
Energy Ball
Facade
Giga Impact
Growl
Guard Split
Guard Swap
Headbutt
Heal Block
Hidden Power [Fighting] [7]
Hyper Beam
Imprison
Light Screen
Miracle Eye
Nasty Plot
Power Swap
Protect
Psybeam
Psych Up
Psychic
Psyshock
Rain Dance
Recover
Reflect
Rest
Rock Slide
Shadow Ball
Skill Swap
Substitute
Swagger
Telekinesis
Teleport
Thunder Wave
Thunderbolt
Toxic
Trick Room
Wonder Room
Zen Headbutt

Metagross [Orwell] (N/A)

  • Nature: Sassy (Adds one (1) Rank to Special Defense, Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)

Type:

  • [Steel]: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
  • [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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 60 (70/1.15v)
Size Class: 4
Weight Class: 9
Base Rank Total: 22

EC: 9/9
MC: 13 (0)
DC: 5/5

Abilities:

  • Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
  • Light Metal (DW UNLOCKED): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Attacks (44):

Aerial Ace
Agility
Block
Brick Break
Bulldoze
Bullet Punch
Confusion
Double-Edge
Double Team
DynamicPunch
Earthquake
Endure
Grass Knot
Gravity
Hammer Arm
Headbutt
Hidden Power [Fire] [6]
Hone Claws
Hyper Beam
Ice Punch
Iron Defense
Iron Head
Light Screen
Magnet Rise
Metal Claw
Meteor Mash
Protect
Psychic
Pursuit
Rain Dance
Reflect
Rest
Rock Slide
Rock Smash
Scary Face
Shadow Ball
Signal Beam
Sleep Talk
Sludge Bomb
Stealth Rock
Substitute
Take Down
ThunderPunch
Zen Headbutt

Girafarig [Harper Lee] (F)

  • Nature: Quiet (Adds a Rank to Special Attack, Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)

Type:

  • [Normal]: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
  • [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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 73 (85/1.15v)
Size Class: 4
Weight Class: 3
Base Rank Total: 18

EC: N/A
MC: 0
DC: 5/5

Abilities:

  • Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
  • Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
  • Sap Sipper (DW UNLOCKED): (Innate) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. This boost is maintained at the end of each round.

Attacks (43):

Agility
Astonish
Baton Pass
Confusion
Crunch
Double Hit
Double Kick
Double Team
Earthquake
Endure
Energy Ball
Growl
Guard Swap
Hidden Power [Ice] [7]
Hyper Voice
Light Screen
Magic Coat
Mirror Coat
Odor Sleuth
Power Swap
Protect
Psybeam
Psychic
Psyshock
Rain Dance
Razor Wind
Reflect
Shadow Ball
Shock Wave
Signal Beam
Skill Swap
Substitute
Sucker Punch
Sunny Day
Tackle
Telekinesis
Thunder Wave
Thunderbolt
Toxic
Trick Room
Wish
Zap Cannon
Zen Headbutt

Gallade [Shakespeare] (M)

  • Nature: Impish (Adds one (1) Rank to Defense, subtracts one (1) Rank from Special Attack.)

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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
  • [Fighting]: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 4 (+)
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 4
Base Rank Total: 21

EC: 9/9
MC: 5 (0)
DC: 5/5

Abilities:

  • Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
  • Justified (DW UNLOCKED): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Attacks (40):

Aerial Ace
Calm Mind
Close Combat
Confusion
Disable
Double Team
Encore
Endure
Feint
Fire Punch
Focus Punch
Fury Cutter
Growl
Heal Pulse
Ice Punch
Imprison
Leaf Blade
Leer
Low Kick
Lucky Chant
Magical Leaf
Night Slash
Pain Split
Protect
Psycho Cut
Reflect
Rock Slide
Shadow Sneak
Slash
Snatch
Substitute
Swords Dance
Taunt
Teleport
ThunderPunch
Thunder Wave
Torment
Toxic
Will-o-Wisp
X-Scissor

Xatu [Twain] (M)

  • Nature: Quiet (Adds a Rank to Special Attack, Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)

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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
  • [Flying]: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 82 (95/1.15v)
Size Class: 3
Weight Class: 2
Base Rank Total: 18

EC: 6/6
MC: 12
DC: 5/5

Abilities:

  • Synchronize: (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.
  • Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
  • Magic Bounce (DW Unlocked): (Innate) This Pokemon has a Psychic sense that allows it to ward off non-damaging attacks as soon as they are launched, directing them back at the opponent.

Attacks (44):

Ally Switch
Calm Mind
Confuse Ray
Double-Edge
Double Team
Drill Peck
Endure
FeatherDance
Fly
Giga Drain
Haze
Heat Wave
Hidden Power [Fighting] [7]
Leer
Light Screen
Lucky Chant
Me First
Miracle Eye
Night Shade
Ominous Wind
Pain Split
Peck
Protect
Psychic
Psycho Shift
Psyshock
Quick Attack
Rain Dance
Reflect
Roost
Shadow Ball
Sky Attack
Solarbeam
Steel Wing
Sucker Punch
Sunny Day
Tailwind
Teleport
Thunder Wave
Toxic
Trick Room
U-turn
Wish
Zen Headbutt

Alakazam [Dahl] (M)

  • Nature: Timid (Multiplies base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. [+22% Acc.], subtracts one (1) Rank from Attack.)

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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 138 (120*1.15^)
Size Class: 3
Weight Class: 3
Base Rank Total: 18

EC: 9/9
MC: 0
DC: 5/5

Abilities:

  • Synchronize: (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.
  • Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
  • Magic Guard (DW UNLOCKED): (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.

Attacks (40):

Ally Switch
Bide
Confusion
Counter
Dig
Disable
Double Team
DynamicPunch
Encore
Energy Ball
Focus Blast
Future Sight
Gravity
Guard Split
Hidden Power [Fire] [7]
Ice Punch
Kinesis
Light Screen
Magic Coat
Miracle Eye
Protect
Psybeam
Psychic
Psyshock
Rain Dance
Recover
Reflect
Role Play
Shadow Ball
Shock Wave
Signal Beam
Snatch
Substitute
Sunny Day
Taunt
Telekinesis
Teleport
Thunder Wave
Torment
Zap Cannon

Basic outline for your would-be Gym Arena (ask us if you need ideas):
Simultaneous singles utilising position-swapping using Ally Switch. Possible other minor buffs, such as lowering the EN cost of screens a little and disabling one of the opponent's moves at the beginning of the battle (for the normal length of Disable).
 

"Well, its now or never!"

Name: Glacier Knight
Time Zone: GMT-6(Texas,USA)
Type of Gym: Ice
Activity (In EST, GMT -5):
I'm on practically everyday, at least for a little bit
Pokemon (List up to Eight Pokemon that would be usable in your gym):





Mamoswine(*) [Truffles, "The Boss"] (Male)

Nature: Mild (+Spa, -Def)

Info on Truffles: Shunned and Rejected by its faults, Truffles doesn't care what others say. He knows his true power and can now use his eccentric abilities and brute force to turn the tides of the battle into his favor. He keeps his head high and rushes into battle with a grin on his face, but still keeps his eyes keen and mind sharp. Supposedly extinct since the last ice age? Far from it.

Type:
Ice:
Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.




Abilities:
Oblivious:
(Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Thick Fat (DW,Unlocked): (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Stats:
HP: 110
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 80
Size Class: 5
Weight Class: 7
Base Rank Total: 20


EC: 9/9
MC: 0
DC: 5/5 Dream World Ability Unlocked!

Attacks:
Ancient Power
Peck
Tackle*
Odor Sleuth*
Mud Sport*
Powder Snow*
Mud-slap*
Endure*
Mud Bomb*
Icy Wind*
Blizzard
Earthquake
Ice Fang
Scary Face
Ice Shard
Amnesia
Mist
Thrash
Double Hit

Curse*

Body Slam*
Icicle Spear*
Fissure
Horn Attack
Icicle Crash
Rock Slide
Bite
Sleep Talk
Earth Power
Iron Head

Ice Beam*

Toxic*
Hail*
Dig
Light Screen
Protect
Avalanche
Bulldoze
Rock Tomb
Stone Edge
Secret Power
Facade
Substitute
Stealth Rock
Reflect
Rest
Hidden Power (Grass 7)
Double Team
Sandstorm
Roar
Attract
Giga Impact


51 moves


Cloyster [Drake "The Fortress"] (Male)
Nature: Gentle (+1 SpD, -1 Def)

Info on Drake: Glacier was enjoying the sights of the seafoam islands as he passed through the southern boundaries of kanto. He was thrilled that a seemingly tropical island contained such icy extents. after going deep within the caverns there was a sudden crash! some belligerent fool in the cavern above was pushing boulders down holes! the sudden crashes caused the floor to break, and without warning Glacier fell into the icy torrents in the lower most floor. with very bad athletic abilities Glacier didnt last long, and quickly fell into unconsciousness.

when he woke up Glacier was inside a small crevice in the seafoam caves. cold and wet, he turned to his side to see a small but valiant shellder. Ever since that fateful rescue, Drake has been close to Glacier's heart. With wit and clever attacks Drake can change the tides o the match, and can even surprise opponents.

Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Abilities:
Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Skill Link: (Innate) This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3)
Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 6 (-)
SpA: Rank 3
SpD: Rank 3 (+)
Spe: 70
Size Class: 3
Weight Class: 5
Base Rank Total: 20


EC: 6/6
MC: 2
DC: 5/5

Attacks:
Toxic Spikes
Tackle
Withdraw
Supersonic
Icicle Spear
Protect
Leer
Clamp
Aurora Beam
Razor Shell
Ice Beam
Shell Smash
Hydro Pump
Icicle Crash
Spikes
Spike Cannon

Rock Blast
Bubble Beam
Rapid Spin
Mud shot
Aqua Ring

Hail
Blizzard
Substitute
Icy Wind
Double Team
Surf
Teleport
Bide
Brine
Endure
Posion Jab
Dive
Rain Dance
Return

35 Moves

Weavile [Gavin, "The King"] (Male)
Nature: Jolly (+speed and accuracy, -spa)

Info on Gavin:

Type:
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Abilities:

Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Keen Eye: (Innate)This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Pickpocket (DW UNLOCKED): (Innate) This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.
Command: [Ability: Pickpocket (Ally Item Swap) ]

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 144 and 24% accuracy (+)


EC: 6/6
MC: 0
DC: 5/5 DW UNLOCKED

Attacks:
Embargo
Revenge
Assurance
Scratch
Leer
Taunt
Quick Attack
Screech
Faint Attack
Fury Swipes
Agility
Ice Shard
Night Slash
Metal Claw
Slash
Icy Wind
Fling

Crush Claw
Ice Punch
Fake Out
Counter
Feint

Snarl
Swords Dance
Brick Break
Aerial Ace
Dig
Protect
Snatch
Poison Jab
Strength
Endure
Avalanche
Substitute
X-Scissor

Hail
Shadow Claw

37 Moves

Walrein [Norita, "The Crash-Waker"] (Female)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)

Info on Norita:

Type:
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Oblivious (DW Unlocked): (Innate) This Pokemon is incapable of being affected by Attract or Cute Charm.


Stats:
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 56 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 19


EC: 9/9
MC: 0
DC: 5/5

Attacks:
Defense Curl
Powder Snow
Growl
Water Gun
Encore
Ice Ball
Body Slam
Aurora Beam
Rest
Snore
Blizzard
Hail
Crunch
Ice Fang
Sheer Cold
Swagger

Curse
Signal Beam
Yawn
Sleep Talk
Aqua Tail
Rollout
Water Pulse
Iron Head
Mimic
Super Fang

Ice Beam
Earthquake
Hidden Power Psychic 7
Surf
Protect
Iron Tail
Brine
Rock Tomb
Bulldoze
Rock Slide
Avalanche
Roar

38 Moves

Snorunt [Artica, "The Departed"] (Female)
Nature: mild (+spa, -def)

Info on Artica:

Type:
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.

Cursed Body (DW UNLOCKED): (Innate)When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 110
Size Class: 3
Weight Class: 3
Base Rank Total: 19


EC: 6/6
MC: 2
DC: 5/5

Attacks:
Astonish
Powder Snow
Leer
Double Team
Bite
Icy Wind
Headbutt
Protect
Blizzard
Confuse Ray
Ominous Wind
Wake-Up Slap
Blizzard
Hail


Disable
Fake Tears
Hex
Block
Weather Ball
Pain Split
Signal Beam
Snatch
Sucker Punch

Safe Guard
Light Screen
Ice Beam
Substitute
Taunt
Thunderbolt
Thunder Wave
Shadow Ball
Psychic


32 Moves


Syclant [Kelvin, "The Recluse"] (Male)
Nature: Mild (+spa, -def)

Info on Sub-Zero:

Type: Ice/Bug
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.
Technician (DW unlocked): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).

Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 121
Size Class: 3
Weight Class: 4
Base Rank Total: 21


EC: 6/6
MC: 0
DC: 5/5

Attacks:
Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Bug Bite
Icicle Spear
Icicle Crash
Bug Buzz
Hail
Icy Wind
Ice Punch
X-Scissor
Avalanche

Tail Glow
Earth Power
Super Power
Counter
Water Pulse
Signal Beam
Giga Drain
Knock Off

Ice Beam
Brick Break
Dig
Protect
Blizzard
Acrobatics
Venoshock
Aerial Ace
Earthquake
Substitute
U-Turn
Rock Slide
Endure
Taunt

37 Moves

Jynx [Marilyn, "The Seductress"] (F)
Nature: Timid (+spe -atk)
Type: Ice/Psychic

Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.


Abilities:
Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
Forewarn: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
Dry Skin (DW): (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.


Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4
SpD: Rank 3
Spe: 110 (+15% acc)
Size Class: 3
Weight Class: 3
Base Rank Total: 17

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Pound
Lick
Sweet Kiss
Powder Snow
Confusion
Sing
Heart Stamp
Mean Look
Fake Tears
Psychic
Blizzard
Copycat
Perish Song
Fake Out
Wish
Lovely Kiss
Icy Wind
Avalanche

Recycle
Endure
Sleep Talk
Skill Swap
Magic Coat
Hyper Voice

Ice Beam
Substitute
Protect
Rest
Psychock
Grass Knot
Shadow Ball
Frost Breath
Light Screen
Reflect
Rain Dance

35 Moves


Basic outline for your would-be Gym Arena (ask us if you need ideas):
all of these are still pending. not sure what i want, but these are some ideas

-Auto Hail, Other weather can be used, but it mixes with the hail to create different weather (If rain is used, Sleet is made, etc)
-Slippery floors, causing falls/slips, etc
-Hypothermia (status, three different degrees, basically causes user to gradually use more EN, become slower, and lose a tiny bit of health)
-No external rocks, so all rock-type attacks using external rocks become ice (They can still use the attacks, but since there are no rocks they use ice, which makes the attack iced typed. stole this idea from IAR's gym)
 
Name: danmantincan (Is this really necessary?)
Time Zone: EDT
Type of Gym: Fire
Activity (In EST, GMT -5): Afternoons/Nights
Pokemon (List up to Eight Pokemon that would be usable in your gym):
Subject to change obviously. I know there's a Vulpix, but the only reason it isn't kicking ass as a Ninetales is because it's busy kicking ass in the Battle Hall.

Boyd - Pyroak (M)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)

Type: Fire/Grass
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW Unlocked): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats:
HP: 120
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 52 (-)

Size Class: 4
Weight Class: 5
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 5/5

Attacks (36):
Bullet Seed
Sweet Scent
Pound
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Leaf Blade
Synthesis
Heat Wave
Flare Blitz
Wood Hammer
Energy Ball
Inferno
Zap Cannon
Petal Dance
Heat Crash

Aromatherapy
Blaze Kick
Counter
Seed Bomb

Earth Power
Worry Seed

Sunny Day
Stealth Rock
SolarBeam
Will-o-Wisp
Brick Break
Earthquake
Rock Slide
Light Screen
Flamethrower
Substitute
Protect
Dragon Tail
Endure
Grass Knot
Roar

Calill - Blaziken (F)
Nature: Rash (+1 SpA, -1 SpD)

Types: Fire/Fighting
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Speed Boost (DW Unlocked): (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 2 (-)
Spe: 80

Size Class: 3
Weight Class: 4
Base Rank Total: 21

EC: 9/9
MC: 1
DC: 5/5

Moves (26):
Scratch
Growl
Focus Energy
Ember
Peck
Sand-Attack
Fire Spin
Double Kick
Flamethrower
Sky Uppercut
Mirror Move
Fire Punch
Hi Jump Kick
Quick Attack
Flare Blitz
Brave Bird

Counter
Feather Dance
Reversal

Bounce
ThunderPunch

Fire Blast
Shadow Claw
Rock Slide
Substitute
Acrobatics
Earthquake

Volug - Vulpix (M)
Nature: Modest (+1 SpA, -1 Atk)

Type: Fire
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Abilities:
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Drought (DW Unlocked): (Innate) When this Pokemon is sent out it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 65

Size Class: 1
Weight Class: 1
Base Rank Total: 14

EC: 6/6
MC: 4
DC: 5/5

Moves (31):

Ember
Tail Whip
Roar
Quick Attack
Fire Spin
Will-o-Wisp
Confuse Ray
Imprison
Flame Burst
Flamethrower
Safeguard
Grudge
Extrasensory
Fire Blast
Inferno
Payback
Captivate


Disable
Hex
Hypnosis

Heat Wave
Endure
Pain Split
Magic Coat
Power Swap

Toxic
Dig
Energy Ball
Dark Pulse
Protect
Substitute
Roar
Bide
Hidden Power [Ground 7]
Double Team
Flame Charge
Facade
Rest
Swagger
Reflect

Tormod - Magmortar (M)
Nature: Lonely (+1 Atk, -1 Def)

Type: Fire
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Abilities:
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Vital Spirit (DW Unlocked): (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2 (-)
SpA: Rank 5
SpD: Rank 3
Spe: 83

Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 9/9
MC: 1
DC: 5/5

Moves (36):
Ember
Smog
Leer
Fire Punch
Smokescreen
Faint Attack
Fire Spin
Confuse Ray
Flamethrower
Sunny Day
Fire Blast
ThunderPunch
Hyper Beam
Flame Burst
Lava Plume
Clear Smog

Barrier
Cross Chop
Flare Blitz
Mach Punch

Counter

Psychic
Flame Charge
Overheat
Detect
Bide
Teleport
Focus Blast
Taunt
Rock Slide
Endure
Substitute
Protect
Thunderbolt
Will-o-Wisp
Earthquake
Torment
SolarBeam
Bulldoze

Gareth - Camerupt (M)
Nature: Quiet(+1 SpAtk, -15% Speed, -10% Evasion)

Types: Fire/Ground
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Magma Armor: (Innate) This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).
Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Anger Point (DW Unlocked): (Innate) When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 34 (-)

Size Class: 4
Weight Class: 6
Base Rank Total: 19

EC: 6/6
MC: 2
DC: 5/5

Moves (25):
Growl
Tackle
Ember
Magnitude
Focus Energy
Flame Burst
Take Down
Amnesia
Earthquake
Earth Power
Flamethrower
Lava Plume
Eruption

Yawn
Ancient Power
Howl

Dig
Rock Slide
Substitute
Toxic
Explosion
Fire Blast
Stealth Rock
SolarBeam
Roar
Will-o-Wisp
Protect

Sanaki - Volcarona (F)
Nature: Modest (+1 SpA, -1 Atk)

Types: Bug/Fire
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Abilities:
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Swarm (DW Unlocked): (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 4
Spe: 100

Size Class: 3
Weight Class: 3
Base Rank Total: 22

EC: 6/6
MC: 0
DC: 5/5

Moves (39):
Ember
String Shot
Leech Life
Take Down
Gust
Flame Charge
Fire Spin
Bug Bite
Whirlwind
Silver Wind
Quiver Dance
Heat Wave
Bug Buzz
Rage Powder
Hurricane
Fiery Dance

Endure
Magnet Rise
Morning Sun

Toxic
Sunny Day
Hyper Beam
Light Screen
Protect
Safeguard
SolarBeam
Double Team
Psychic
Flamethrower
Fire Blast
Aerial Ace
Rest
Overheat
Will-o-Wisp
Acrobatics
Struggle Bug
Swagger
Substitute
Fly

Heather - Infernape (F)
Nature: Lonely (+1 Atk, -1 Def)

Type: Fire/Fighting
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Iron Fist (DW Unlocked): (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 108

Size Class: 3
Weight Class: 4
Base Rank Total: 21

EC: 9/9
MC: 0
DC: 5/5

Moves (67):
Scratch
Leer
Ember
Taunt
Mach Punch
Fury Swipes
Flame Wheel
Nasty Plot
Torment
Punishment
Facade
Close Combat
Fire Spin
Acrobatics
Slack Off
Calm Mind
Flare Blitz

Assist
Blaze Kick
Counter
Double Kick
Encore
Fake Out
Fire Punch
Focus Punch
Heat Wave
Helping Hand
Quick Guard
Submission
ThunderPunch

Magic Coat
Vacuum Wave

Focus Punch
Roar
Toxic
Bulk Up
Sunny Day
Protect
Frustration
SolarBeam
Earthquake
Return
Dig
Brick Break
Double Team
Flamethrower
Fire Blast
Aerial Ace
Flame Charge
Rest
Low Sweep
Overheat
Focus Blast
Fling
Endure
Will-o-Wisp
Shadow Claw
Stone Edge
Swords Dance
Stealth Rock
Bulldoze
Rock Slide
Poison Jab
Grass Knot
Swagger
U-turn
Substitute

Basic outline for your would-be Gym Arena (ask us if you need ideas):

- There is some plant life inside this cavern
- Although there is no water source, Surf may be used as a Fire-type move.
- Only Fire-types may use Dig due to the extreme heat.
- Seismic moves are allowed, but the user and all Pokemon hit have a 50% chance of their platform being destroyed and sent into the lava, taking a 12 BAP Fire Attack from 4 SpA and being burned.
- Using loud, sound-based attacks (ie. Roar, Uproar, Hypervoice) has a 20% chance of causing stalactites to fall dealing 15 Damage to 2 random Pokemon.
 
Name: Maxim
Time Zone: GMT -5
Type of Gym: Normal
Activity (In EST, GMT -5):Err...the time itself tends to depend on what I'm doing currently. I'm on almost every day though. Assuming my college schedule, expect me anytime after 1:30 PM or so.
Pokemon (List up to Eight Pokemon that would be usable in your gym):
Snorlax

Snorlax [Kimli] (M)
Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.

Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Immunity: (Innate) This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage, however it will continue getting more severe.
Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Gluttony (DW): (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

Stats:

HP: 125
Atk: Rank 4
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 26 (30/1.15)
Size Class: 4
Weight Class: 9
Base Rank Total: 22

EC:6/6
MC:0
DC:5/5

Attacks (40):
Headbutt
Belly Drum
Body Slam
Yawn
Metronome
Odor Sleuth
Tackle
Defense Curl
Amnesia
Lick
Recycle
Screech
Chip Away
Stockpile
Crunch
Sleep Talk
Rest
Heavy Slam
Giga Impact
Block

Counter
Double-Edge
Zen Headbutt

Seed Bomb
Fire Punch
Thunderpunch
Ice Punch
Dynamicpunch

Bide
Psychic
Protect
Reflect
Earthquake
Ice Beam
Blizzard
Hyper Beam
Thunderbolt
Thunder
Zap Cannon
Flamethrower
Fire Blast
Shadow Ball
Brick Break
Rock Slide
Surf


Porygon-Z

Porygon-Z (Matrix)
Nature: Modest (Sp. Atk increased by *, Attack decreased by *)

Type:
Normal:
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Adaptability:
(Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Download: (Innate) At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage increase on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher defense, and attack when facing Hypno, which has higher special defense. For ties, Special Attack is raised.) This boost is maintained at the end of each round.
Analytic (DW): (Can be Enabled) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

Stats:

HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 90
Size Class: 2
Weight Class: 3
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 5/5

Attacks (38):
Trick Room
Nasty Plot
Conversion 2
Tackle
Sharpen
Defense Curl
Conversion
Agility
Recover
Magnet Rise
Psybeam
Embargo
Magic Coat
_____________________
Tri Attack
Signal Beam
Discharge
Lock-On
Zap Cannon
Hyper Beam

Pain Split
Endure
Sleep Talk

Bide
Teleport
Double Team
Protect
Psychic
Psych Up
Dark Pulse
Ice Beam
Blizzard
Thunderbolt
Thunder
Psyshock
Shadow Ball
Thunder Wave
Solarbeam
Hidden Power Fighting 7


Ursaring

Ursaring [Major Ursa] (M)
Nature: Adamant (Increases Attack by *, Decreases Special Attack by *)

Type:
Normal:
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Guts:
(Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Quick Feet: (Innate) This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.
Unnerve (DW): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Stats:

HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 55
Size Class: 3
Weight Class: 5
Base Rank Total: 19


EC: 6/6
MC: 1
DC: 5/5

Attacks (30):
Covet
Scratch
Leer
Lick
Fake Tears
Fury Swipes
Faint Attack
Sweet Scent
Rest
Thrash

Counter
Close Combat
Double-Edge
Night Slash
Yawn

Sleep Talk
Dynamic Punch
Ice Punch
Fire Punch
Thunder Punch
Seed Bomb
Endure

Protect
Taunt
Earthquake
Rock Slide
Swords Dance
Double Team
Brick Break
Smack Down


Togekiss

Togekiss [Serenity] (F)
Nature: Bold (Defense increased by *, Attack decreased by *)

Type:
Normal:
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Flying:
Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Hustle:
(Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck (DW): (Innate) This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.

Stats:

HP: 100
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 5/5

Attacks (35):
Sky Attack
Extremespeed
Aura Sphere
Air Slash
Magical Leaf
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
Ancientpower
Follow Me
Bestow
Wish
Safeguard

Nasty Plot
Extrasensory
Substitute

Body Slam
Heat Wave
Heal Bell
Endure
Tailwind

Roost
Psyshock
Protect
Reflect
Light Screen
Hyper Beam
Flamethrower
Shadow Ball
Thunder Wave
Grass Knot
Defog


Castform

Sirius - Castform (N/A)

Nature: Modest (Special Attack increased by 1 Rank, Attack decreased by 1 Rank.)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Stats:

HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 70
Size Class: 1
Weight Class: 1
Base Rank Total: 18

EC: 0/0
MC: 0
DC: 0/0

Abilities:
Forecast: (Innate) Changes Weather Ball’s type based on weather, and Changes Castform’s form during Sunlight, Rain, and Hail. It reduces the Energy Cost of all weather changing moves by 4 and Weather Ball by 1.

Attacks (21):
Tackle
Water Gun
Ember
Powder Snow
Headbutt
Rain Dance
Sunny Day
Hail
Weather Ball
Hydro Pump
Fire Blast
Blizzard

Clear Smog
Disable
Hex
Endure

Tailwind

Protect
Flamethrower
Solarbeam
Thunder
Thunderbolt
Shadow Ball
Thunder Wave


Cinccino

Cinccino [Aht] (F)
Nature: Adamant (Attack increased by *, Special Attack decreased by *)

Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Cute Charm:
(Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.
Skill Link (DW): (Innate) This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2 (-)
SpD: Rank 2
Spe: 115
Size Class: 1
Weight Class: 1
Base Rank Total: 17

EC: 6/6
MC: 0
DC: 5/5
KOC: 2

Attacks (25):
Bullet Seed
Rock Blast
Pound
Growl
Helping Hand
Tickle
Doubleslap
Encore
Swift
Sing
Tail Slap

Aqua Tail
Iron Tail
Endure
Knock Off

Toxic
Light Screen
Safeguard
Protect
Dig
Thunder Wave
U-Turn
Giga Impact
Double Team
Substitute


Prospective members:
Lopunny (ready now but if I can't have more than eight pokemon she'll be cut once the others are ready)

Lopunny [Niki Sanders] (Female)
Nature: Jolly (+15% Speed, -1 Special Attack, +17% Accuracy)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:

Cute Charm:
Type: Innate
This Pokemon’s natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move.

Klutz:
Type: Can be Disabled
The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.

Limber (DW):
Type: Innate
This Pokemon’s body is well trained and immune to paralysis.

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 121 (+)
Size Class: 2
Weight Class: 3

EC: 6/6
MC: 0
DC: 5/5

Attacks:

Agility
Bounce
Defense Curl
Endure
Entrainment
Frustration
Jump Kick
Magic Coat
Mirror Coat
Pound
Quick Attack
Splash

Encore
Fake Out
Focus Punch
Fire Punch
Ice Punch
Thunderpunch

Heal Bell

Dig
Iron Tail
Return
Substitute


Porygon2 (My recently bought Porygon)
Slaking (Currently a Vigoroth, needs to battle at least once so I can pump UC)

Wanted members:
Meloetta (Once it becomes available, it's getting an instant spot. Until then though, a pipe dream)

Basic outline for your would-be Gym Arena (ask us if you need ideas):
What else?
Flavor:
Hidden in Opelucid City in the Unova region, there lies an old gym that was once used for Rotation Battles, but was left abandoned after some people were hurt in the gym. Maxim has renovated (and improved the safety features of) this gym, and now serves as his (possible and unlikely) gym arena. The gym puzzle generally involves two types of rotating platforms, long sword platforms that connect one place to the next, and circular shield platforms that connect to four places. Every time one platform is rotated, all the others rotate as well. The trick of the gym is to get rotate the shield platforms in such a manner that the sword platforms lead you to the gym stadium.

Recently however, he renovated the arena again in order to fit a new concept that he had figured out (with Lou's help). The gym puzzle remains the same, but now everything has a slightly more organic look, with a pool of water underneath the platforms giving a cool look to the still somewhat dark area. Additionally, some grass and a few trees have been inserted all around the place, though the spinning platforms retain their futuristic look.

Arena:
The arena however has undergone massive revisions. Instead of a long arena with black platforms for the rotations, the battle now takes place in a much bigger room (connected to the puzzle by means of a door). This room is a very wide open space just outside the city itself, filled with grass and, more importantly, lots of berry trees. When one enters the arena, he crosses a small bridge past the moat that wraps around the arena, albeit with a few very small creeks going across the arena itself. The arena is about the size of an average football stadium (well, the playing area at least) and is covered in grass. Outside the moat, the aforementioned berry trees dot the "landscape" around the arena, giving a natural feel to the place. However, the arena also has a much less natural pair of circular, blue platforms, one on each side of the field. Additionally, upon closer inspection, another "moat" wrapping around the arena actually carries a conveyor belt, big enough for all items but small enough that it won't interfere with the battle. Upon looking ever closer the challenger finds that he/she is not outside, but rather in a greenhouse sort of area with a round glass ceiling and concrete walls, the walls painted with a mural that gives the impression of being in a field that stretches across over the horizon and a huge city in the distance.

But enough about that. The arena has an interesting set of rules for the aspiring challenger. First, the two blue platforms are where the Pokemon will stand and face rotation battle rules. Next, the conveyor belt surrounding the arena is a special item catching belt, which will allow any trainer to pick up any forlorn items and give them back to their pokemon, effectively giving all Pokemon the Sticky Hold Trait. Do note however that items that are consumed (any item that is Flung, Type gems, berries, etc) will not be subject to this trait. Next, all of the challenger's Pokemon and the leader's Pokemon will each get to choose one of the sixteen type resistant berries to give their Pokemon that they can hold alongside their standard item. This berry is put into a special pouch given to each Pokemon that allow them to easily reach their berry, but prevent it from being eaten by the opponent via the moves Pluck and Bug Bite. Turns out the berries are necessary, as there's a strange generator under the arena that has an unusual effect. This effect is that when a Pokemon is either weak against or resistant to a move, the damage they take is modified as follows:

4x Weak: 3x Multiplier
2x Weak: 2x Multiplier
Neutral: 1x Multiplier
2x Resist: .6x Multiplier
4x Resist: .35x Multiplier

Finally, there is a second generator that creates a permanent increased Gravity field.

With that out of the way, can you use your knowledge and strategy to defeat the leader?

Summary:
Constant Gravity is in effect
Each Pokemon is given the Sticky Hold Trait (Consumed items will stay consumed)
The Trainer can choose one Type Resistant Berry to give to each of his Pokemon in addition to it's normal hold item
(For instance, Trainer A can give his Sceptile both a Miracle Seed and a Occa Berry, and his Staraptor a Life Orb and a Wacan Berry).
Type effectiveness is determined by the chart above instead of the normal multipliers
(For instance, were Trainer A to use Stone Edge on Trainer B's Delibird, then Delibird's damage would be like [Regular Damage from attack]*3 instead of [Regular Damage from attack]*2.25)
Pluck, Bug Bite, Incinerate, and similar moves do damage, but cannot consume berries.



Occa Berry: Reduces type effectiveness of a super effective Fire-type move by one (1) stage (ex. 4x becomes 2x). It also cures any burn status resulting from the attack.

Cost: 5 | Activation: Thrice when hit by a super effective Fire-type attack | Natural Gift: 6 BAP, Fire


Passho Berry: Reduces type effectiveness of a super effective Water-type move by one (1) stage (ex. 4x becomes 2x).

Cost: 5 | Activation: Thrice when hit by a super effective Water-type attack | Natural Gift: 6 BAP, Water


Wacan Berry: Reduces type effectiveness of a super effective Electric-type move by one (1) stage (ex. 4x becomes 2x). It also cures any paralysis status resulting from the attack.

Cost: 5 | Activation: Thrice when hit by a super effective Electric-type attack | Natural Gift: 6 BAP, Electric


Rindo Berry: Reduces type effectiveness of a super effective Grass-type move by one (1) stage (ex. 4x becomes 2x).

Cost: 5 | Activation: Thrice when hit by a super effective Grass-type attack | Natural Gift: 6 BAP, Grass


Yache Berry: Reduces type effectiveness of a super effective Ice-type move by one (1) stage (ex. 4x becomes 2x). It also cures any freeze status resulting from the attack.

Cost: 5 | Activation: Thrice when hit by a super effective Ice-type attack | Natural Gift: 6 BAP, Ice


Chople Berry: Reduces type effectiveness of a super effective Fighting-type move by one (1) stage (ex. 4x becomes 2x).

Cost: 5 | Activation: Thrice when hit by a super effective Fighting-type attack | Natural Gift: 6 BAP, Fighting


Kebia Berry: Reduces type effectiveness of a super effective Poison-type move by one (1) stage (ex. 4x becomes 2x). It also cures any poison status resulting from the attack.

Cost: 5 | Activation: Thrice when hit by a super effective Poison-type attack | Natural Gift: 6 BAP, Poison


Shuca Berry: Reduces type effectiveness of a super effective Ground-type move by one (1) stage (ex. 4x becomes 2x).

Cost: 5 | Activation: Thrice when hit by a super effective Ground-type attack | Natural Gift: 6 BAP, Ground


Coba Berry: Reduces type effectiveness of a super effective Flying-type move by one (1) stage (ex. 4x becomes 2x).

Cost: 5 | Activation: Thrice when hit by a super effective Flying-type attack | Natural Gift: 6 BAP, Flying


Payapa Berry: Reduces type effectiveness of a super effective Psychic-type move by one (1) stage (ex. 4x becomes 2x).

Cost: 5 | Activation: Thrice when hit by a super effective Psychic-type attack | Natural Gift: 6 BAP, Psychic


Tanga Berry: Reduces type effectiveness of a super effective Bug-type move by one (1) stage (ex. 4x becomes 2x).

Cost: 5 | Activation: Thrice when hit by a super effective Bug-type attack | Natural Gift: 6 BAP, Bug


Charti Berry: Reduces type effectiveness of a super effective Rock-type move by one (1) stage (ex. 4x becomes 2x).

Cost: 5 | Activation: Thrice when hit by a super effective Rock-type attack | Natural Gift: 6 BAP, Rock


Kasib Berry: Reduces type effectiveness of a super effective Ghost-type move by one (1) stage (ex. 4x becomes 2x).

Cost: 5 | Activation: Thrice when hit by a super effective Ghost-type attack | Natural Gift: 6 BAP, Ghost


Haban Berry: Reduces type effectiveness of a super effective Dragon-type move by one (1) stage (ex. 4x becomes 2x).

Cost: 5 | Activation: Thrice when hit by a super effective Dragon-type attack | Natural Gift: 6 BAP, Dragon


Colbur Berry: Reduces type effectiveness of a super effective Dark-type move by one (1) stage (ex. 4x becomes 2x).

Cost: 5 | Activation: Three times when hit by a super effective Dark-type attack | Natural Gift: 6 BAP, Dark


Babiri Berry: Reduces type effectiveness of a super effective Steel-type move by one (1) stage (ex. 4x becomes 2x).

Cost: 5 | Activation: Thrice when hit by a super effective Steel-type attack | Natural Gift: 6 BAP, Steel


Feel free to give me critique on the arena. It may look complicated but it's not really that bad.
 
Name: Rediamond
Time Zone: GMT -5
Type of Gym: Bug
Activity (In EST, GMT -5): Mid afternoon, later evening
Pokemon (List up to Eight Pokemon that would be usable in your gym):

Scizor [Blade] (M)
Nature: Adamant (+1Att, -1SpAtt)

Type:
Bug/Steel: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Stats:
HP: 100
Atk: Rank 6(+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 65
Size: 3
Weight: 5 (118 kg)
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5

Abilities:
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2).
Light Metal: (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
[Dream World]

Attacks: 37
Vaccum Wave
Quick Attack
Leer
Focus Energy
Double Team
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter
Double Hit
Bullet Punch
Metal Claw
Iron Head
Iron Defense
Air Slash
Feint

Light Screen
Counter
Night Slash
Baton Pass

Endure

X-Scissor
Brick Break
Ariel Ace
Frustration
Bide
Brick Break
Acrobatics
U-turn
Rain Dance
Toxic
Protect
Safegaurd
Return
Sandstorm
Facade


Pinsir [Vice] (M)
Nature: Adamant (+1Att, -1SpAtt)

Type:
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Stats:
HP: 100
Atk+: Rank 6

Def: Rank 4
SpA-: Rank 1
SpD: Rank 3
Spe: 85
BRT: 20

MC: 0
DC: 5/5

Abilities:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Mold Breaker: (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Moxie:(Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.


Attacks: 24
Vice Grip
Focus Energy
Bind
Seismic Toss
Harden
Revenge
Brick Break
Vital Throw
Swords Dance
Bug Bite
Faint Attack
Quick Attack

Endure

Earthquake
Stone Edge
X-Scissor
Stealth Rock
Bide
Focus Punch
Double Team
Substitute
Dig
Facade



Shuckle [Shield] (F)
Nature: Brave (+1Att, -15% speed, -10% evasion)

Type:
Bug/Rock: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:
HP: 80
Atk: Rank 2(+)
Def: Rank 9
SpA: Rank 1
SpD: Rank 9
Spe-: 4
Size Class: 1
Weight Class: 2
Base Rank Total: 22


MC: 0
DC: 5/5

Abilities:
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Gluttony: (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Contrary: (Can be enabled) This Pokemon's unique structure reverses stat changes it recieves in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.

Attacks: 28
Withdraw
Constrict
Bide
Struggle Bug
Encore
Wrap
Safegaurd
Rest
Power Trick
Power Split
Gastro Acid
Rollout
Bug Bite
Rock Throw

Mud Slap
Helping Hand
Sand Tomb
Acid

Endure
Snore
Sleep Talk

Toxic
Rock Slide
Gyro Ball
Stealth Rock
Stone Edge
Sandstorm
Dig


Volcarona [Flare] (F)
Nature: Bold (+Def, -Att)

Type:
Bug/Fire: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Stats:
HP: 100
Atk-: Rank 1
Def+: Rank 4
SpA: Rank 5
SpD: Rank 4
Spe: 100
Size Class: 3
Weight Class: 3
Base Rank Total: 22

EC: 6/6
MC: 0
DC: 5/5

Abilities:
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
[DreamWorld]

Attacks: 53
Ember
String Shot
Leech Life
Take Down
Gust
Hurricane
Fiery Dance
Quiver Dance
Heat Wave
Fire Spin
Whirlwind
Rage Powder
Bug Buzz
Flame Charge
Bug Bite
Amnesia
Silver Wind
Flame Wheel
Double Edge
Flare Blitz
Thrash
Bug Bite

Endure
Magnet Rise
Morning Sun
String Shot

Giga Drain
Roost
Tailwind
Signal Beam
Sleep Talk
Snore

SolarBeam
Psychic
Hidden Power (Water 7)
Flamethrower
Toxic
Hyper Beam
Light Screen
Sunny Day
Protect
Safegaurd
Double Team
Fire Blast
Rest
Overheat
Acrobatics
Will-o-Wisp
Struggle Bug
Substitute
U-Turn
Wild Charge
Fly
Round


Armaldo(M) Diego Armando
Nature: Adamant (+Att, -SpAtt)

Type: Bug/Rock
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Rock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:

HP: 100
Atk+: Rank 6
Def: Rank 4
SpA-: Rank 2
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5

Abilities:
Ability 1: Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Ability 2 (DW): Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.

Attacks: 36
Scratch
Harden
Mud Sport
Water Gun
Protect
Metal Claw
Rock Blast
Crush Claw
Protect

Rock Slide
Rapid Spin
Cross Poison
Knock Off
Iron Defense

Endure
Aqua Tail

X-Scissor
Dig
Double Team
Stealth Rock
Sunny Day
Earthquake
Hone Claws
Return
Brick Break
Stone Edge
Ariel Ace
Facade
Swagger
Swords Dance
Substitute
Smack Down
Toxic
Sandstorm
Frustration


Syclant (F) [Scadi]
Type: Ice/Bug
Nature: Mild (+SpAtt, -Def)

Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.
Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).

EC: 6/6
MC: 0
DC: 5/5

HP: 100
Atk: Rank 4
Def-: Rank 2
SpA+: Rank 5
SpD: Rank 3
Spe: 121
Size Class: 3
Weight Class: 4
Base Rank Total: 21

Moves: 46
Leer
Leech Life
Focus Energy
Bug Bite
Ice Shard
Slash
Icy Wind
Icicle Spear
Hail
Icicle Crash
Bug Buzz
Avalanche
Sheer Cold
Icy Wind
Ice Punch
Ice Beam

Earth Power
Spikes
Counter
Superpower

Blizzard
X-Scissor
Rock Slide
Acrobatics
Taunt
Double Team
Dig
U-Turn
Hone Claws
Toxic
Venoshock
Hidden Power Rock 6
Hyper Beam
Earthquake
Focus Punch
Protect
Rain Dance
SolarBeam
Frost Breath
Brick Break
Frustration
Return
Aerial Ace
Focus Blast
Attract
Rest
Facade
Giga Impact


Scyther [Claw] (F)
Nature: Adamant (+1Att, -1SpAtt)

Type:
Type: Bug/Flying
Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves; Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 105
Size: 3
Weight: 4

Base Rank Total: 19

EC: 6/6
MC: 0
DC: 5/5

Abilities:
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2).
Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
[DreamWorld]


Attacks: 58
Vaccum Wave
Quick Attack
Leer
Focus Energy
Double Team
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter
X-Scissor
Swords Dance
Feint
Air Slash
Razor Wind
Slash
Double Hit

Endure
Night Slash
Counter
Baton Pass
Reversal

Bug Bite
Knock Off
Tailwind
Ominous Wind

Light Screen
Brick Break
U-turn
Protect
Rain Dance
Safegaurd
Frustration
Return
Ariel Ace
Facade
Rest
Attract
Thief
Toxic
Hidden Power Ground (6)
Giga Impact
Sunny Day
Struggle Bug
Swagger
Substitute
Double Edge
Mimic
Endure
Secret Power
Sleep Talk
Bide
Steel Wing
Roost
Captivate
Hyper Beam
Defog

Sonicboom


Heracross [Corpus] (M)
Nature: Adamant (+1Att, -1SpAtt)

Type:
Bug/Fight: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:
HP: 100
Atk+: Rank 6
Def: Rank 3
SpA-: Rank 1
SpD: Rank 3
Spe: 85
Size Class: 3
Weight Class: 4
Base Rank Total: 19

MC: 1
DC: 5/5

Abilities:
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Moxie:(Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.


Attacks: 54
Night Slash
Tackle
Leer
Horn Attack
Endure
Fury Attack
Ariel Ace
Brick Break
Counter
Megahorn
Close Combat
Reversal
Feint
Take Down
Chip Away

Bide
Revenge
Flail
Double Edge
Focus Punch
Pursuit
Seismic Toss

Vaccum Wave
Bug Bite
Iron Defense
Helping Hand
Knock Off
Body Slam

Earthquake
Rock Slide
Double Team
Shadow Claw
Rain Dance
Frustration
Smack Down
Dig
Rock Tomb
Return
Facade
Rest
Attract
Thief
Focus Blast
False Swipe
Fling
Retaliate
Giga Impact
Stone Edge
Struggle Bug
Bulldoze
Swagger
Substitute


I will train a Galvantula, Escavalier, and Wormadam-Sand Cloak to replace Armaldo, Pinsir, and Scizor if I become gym leader.

Basic outline for your would-be Gym Arena (ask us if you need ideas):
A large network of webbing suspended in the sky inside of a large dome. Concrete paths lead part of the way into it for the trainers to stand on, and some attacks to originate from.
-No natural water
-No natural rocks
-Webbing reduces evasion of grounded non-bugs by 1 stage, and base speed by 5 flat (95->90).
-Bounce will fail
-Dig and fly can only be used by levitating grounds or bug-types.
-Type resist berries exist throughout the webbing. They cannot be burned by fire or stolen due to the webbing that holds them to the Pokemon, but can be removed via bug bite. Every Pokemon may start the battle with one in addition to their normal item. See Maxim's arena for the full list.
-Stone Edge and Seismic moves are legal
 


Name:
Shauntal (Zarator)
Time Zone: GMT +1
Type of Gym: Ghost
Activity (in EST): From 3:00 AM to 7:00 PM in general.
Pokemon (List up to Eight Pokemon that would be usable in your gym)

Gengar* (Cyric) (M)
Nature: Timid (Attack reduced by *; Speed raised by 15%, accuracy boost).
Type: Ghost/Poison
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Stats:

HP: 90
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 127
Size Class: 3
Weight Class: 3
Accuracy boost: 19%
Base Rank total: 19

EC: N/A
MC: 0
DC: N/A

Ability:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Attacks (80 moves):

Astonish
Attract
Bide
Body Slam
Brick Break
Clear Smog
Confuse Ray(*)
Counter
Curse(*)
Dark Pulse
Destiny Bond
Disable
Double Team
Double-edge
Drain Punch
Dream Eater
Dynamicpunch
Endure
Energy Ball(*)
Explosion
Fire Punch
Focus Blast
Focus Punch
Foul Play
Frustration
Giga Drain
Grudge
Haze(*)
Hex
Hidden Power [Fire, 7 BP]
Hyper Beam
Hypnosis(*)
Ice Punch
Icy Wind
Knock Off
Lick(*)
Magic Coat
Mean Look(*)
Mega Kick
Mega Punch
Metronome
Mimic
Night Shade(*)
Nightmare
Ominous Wind
Pain Split
Payback
Perish Song(*)
Protect
Psych Up
Psychic
Psywave
Rain Dance
Return
Scary Face(*)
Seismic Toss
Shadow Ball(*)
Shadow Punch
Skill Swap
Sleep Talk
Sludge Bomb
Sludge Wave
Smog
Snatch
Spite(*)
Substitute
Sucker Punch(*)
Sunny Day
Taunt
Telekinesis
Thunder
Thunderbolt(*)
Thunderpunch
Torment
Toxic
Trick
Trick Room
Venoshock
Will-o-wisp
Zap Cannon


Kitsunoh* (Mask) (M)
Nature: Jolly (Special Attack lowered by *; Speed raised by 15%, accuracy boost)
Type: Steel/Ghost
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.


Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 127 (+)
Size Class: 3
Weight Class: 4
Accuracy boost 19%
Base Rank Total: 19

EC: N/A
MC: 0
DC: 5/5

Abilities:
Frisk: (Can be activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Cursed Body (DW): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Attacks (69 moves):

Attract
Brick Break
Copycat
Curse(*)
Dig(*)
Double Team
Earthquake
Embargo
Endeavor
Endure
Faint Attack(*)
Fake Out
Featherdance(*)
Flail
Foul Play
Fury Cutter
Giga Impact
Headbutt
Hex
Hone Claws
Ice Fang
Ice Punch
Icy Wind
Imprison
Iron Defense(*)
Iron Head
Iron Tail
Knock Off
Leer(*)
Lick(*)
Low Kick
Magic Coat
Memento
Metal Burst
Metal Claw
Metal Sound
Meteor Mash(*)
Odor Sleuth(*)
Pain Split
Perish Song
Protect
Psych Up
Psycho Shift(*)
Rain Dance
Revenge
Roar
Rock Slide(*)
Safeguard
Scratch(*)
Shadow Claw
Shadow Sneak(*)
Shadowstrike
Snatch
Spite
Substitute
Sunny Day
Superpower
Tackle (*)
Tail Whip
Taunt
Thief
Thunder Fang
Thunderpunch
Torment
Toxic
Trick
U-turn
Will-O-Wisp(*)
Yawn



Chandelure (Shar) (F)
Nature: Timid (Attack reduced by *; Speed raised by 15%, accuracy boost).
Type: Ghost/Fire
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Stats:
HP 90
Atk Rank 1 (-)
Def Rank 3
SpA Rank 6
SpD Rank 3
Spe 92 (+)
Size Class: 2
Weight Class: 3
Accuracy boost: 10%
Base Rank Total: 19

EC: N/A
MC: 1
DC: 5/5

Abilities:
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Shadow Tag (Dream World): (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

Attacks (50 moves):

Acid
Acid Armor
Astonish
Attract
Calm Mind
Captivate
Clear Smog
Confuse Ray
Curse
Double Team
Embargo
Ember
Endure
Energy Ball
Fire Blast
Fire Spin
Flame Charge
Flame Burst
Flamethrower
Flash
Frustration
Haze
Heat Wave
Hex
Hidden Power (Fighting, 7 BP)
Hyper Beam
Imprison
Incinerate
Inferno
Memento
Minimize
Night Shade
Overheat
Pain Split
Protect
Psych Up
Psychic
Return
Safeguard
Shadow Ball
Smog
Solarbeam
Sunny Day
Substitute
Taunt
Telekinesis
Thief
Toxic
Trick Room
Will-o-wisp


Revenankh (Myrkul) (M)
Nature: Adamant (Attack raised by *; Special Attack lowered by *).
Type: Ghost/Fighting
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Fighting: Fighting STAB; ignore weight restrictions of Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Stats:
HP 100
Atk Rank 5 (+)
Def Rank 3
SpA Rank 2 (-)
SpD Rank 4
Spe 65
Size Class: 3
Weight Class:3
Base Rank Total: 20

EC: N/A
MC: 0
DC: 5/5

Abilities:
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Mummy (Dream World): (Innate) This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.


Attacks (69 moves):

Ancientpower
Arm Thrust
Attract
Bide
Brick Break
Bulk Up
Captivate
Counter
Curse
Destiny Bond
Double Team
Drain Punch
Earthquake
Embargo
Endure
Facade
Focus Punch
Force Palm
Giga Impact
Glare
Hammer Arm
Helping Hand
Hex
Hidden Power (Fire, 7 BP)
Hyper Beam
Ice Punch
Knock Down
Knock Off
Low Sweep
Mach Punch
Mean Look
Memento
Moonlight
Mud-slap
Nasty Plot
Ominous Wind
Pain Split
Payback
Power Whip
Protect
Psych Up
Punishment
Rest
Revenge
Rock Slide
Rock Smash
Rock Tomb
Sand Tomb
Sandstorm
Safeguard
Secret Power
Shadow Punch
Shadow Sneak
Sleep Talk
Spite
Submission
Substitute
Sucker Punch
Sunny Day
Superpower
Taunt
Telekinesis
Torment
Toxic
Trick
Vacuum Wave
Wide Guard
Wrap
Wring Out


Spiritomb (Talona) (F)
Nature: Quiet (Sp. Attack raised by *; Speed reduced by 15%, Evasion reduced by a flat 10%).
Type: Ghost/Dark
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Stats:

HP 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 30 (-)
Size Class: 2
Weight Class: 5
Evasion reduced by 10%
Base Rank Total: 18

EC: N/A
MC: 0
DC: 5/5

Abilities:
Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Infiltrator (Dream World): (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.

Attacks (52 moves):

Attract
Calm Mind
Captivate
Confuse Ray
Curse
Dark Pulse
Destiny Bond
Double Team
Dream Eater
Embargo
Endure
Facade
Faint Attack
Flash
Giga Impact
Grudge
Hidden Power [Fighting, 7 BP]
Hyper Beam
Hypnosis
Icy Wind
Imprison
Memento
Nasty Plot
Ominous Wind
Pain Split
Protect
Psych Up
Psychic
Pursuit
Quash
Rain Dance
Rest
Rock Tomb
Shadow Ball
Shadow Sneak
Shock Wave
Silver Wind
Sleep Talk
Snarl
Snatch
Spite
Substitute
Sucker Punch
Sunny Day
Taunt
Telekinesis
Thief
Torment
Toxic
Trick
Water Pulse
Will-o-wisp


Sableye (Ibrandul) (M)
Nature: Sassy (Special Defense raised by *; Speed lowered by 15%, Evasion reduced by a flat 10%)
Type: Dark/Ghost
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Stats:

HP 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 43 (-)
Size Class: 1
Weight Class: 2
Evasion reduced by a
Base Rank total: 16

EC: N/A
MC: 0
DC: 5/5

Abilities:
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Stall: (Innate) This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after Sableye, that attack will fail. Against another Sableye, the trainer who issues attacks first has precedence and the opponent's attack will fail.
Prankster (Dream World): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Attacks (84 moves):

Aerial Ace
Astonish
Attract
Body Slam
Brick Break
Calm Mind
Captivate
Confuse Ray
Counter
Dark Pulse
Detect
Dig
Double-edge
Double Team
Dream Eater
Dynamicpunch
Embargo
Endure
Facade
Faint Attack
Fake Out
Feint
Fire Punch
Flash
Flatter
Fling
Focus Punch
Foresight
Foul Play
Fury Swipes
Gravity
Hidden Power (Fighting, 7 BP)
Hone Claws
Ice Punch
Icy Wind
Incinerate
Knock Off
Leer
Low Kick
Low Sweep
Mean Look
Metal Burst
Mimic
Moonlight
Mud-slap
Nasty Plot
Night Shade
Ominous Wind
Pain Split
Payback
Poison Jab
Power Gem
Protect
Psych Up
Psychic
Punishment
Rain Dance
Recover
Rock Tomb
Role Play
Scratch
Seismic Toss
Shadow Ball
Shadow Claw
Shadow Sneak
Shock Wave
Signal Beam
Sleep Talk
Snarl
Snatch
Substitute
Sucker Punch
Sunny Day
Swagger
Taunt
Telekinesis
Thief
Thunderpunch
Torment
Toxic
Trick
Water Pulse
Will-o-wisp
Zen Headbutt


Jellicent (Umberlee) (F)
Nature: Modest (Attack lowered by *; Sp. Attack raised by *)
Type: Water/Ghost
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Stats:

HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 60
Size Class: 4
Weight Class: 5
Base Rank Total: 18

EC: 6/6
MC: 0
DC: 1/5

Abilities:
Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Cursed Body: (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Damp (LOCKED): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Attacks (44 moves):

Absorb
Acid Armor
Attract
Blizzard
Brine
Bubble
Bubblebeam
Confuse Ray
Constrict
Dive
Double Team
Dream Eater
Energy Ball
Flash
Hail
Hex
Hidden Power [Fire, 7 BP]
Hydro Pump
Ice Beam
Mist
Night Shade
Ominous Wind
Pain Split
Protect
Psych Up
Psychic
Rain Dance
Recover
Safeguard
Scald
Shadow Ball
Sludge Bomb
Sludge Wave
Substitute
Surf
Swagger
Taunt
Toxic
Trick Room
Water Pulse
Water Sport
Water Spout
Will-O-Wisp
Wring Out


Golurk (Grumbar) (-)
Nature: Quiet (Sp. Attack raised by *; Speed lowered by 15%, Evasion reduced by a flat 10%)
Type: Ground/Ghost
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 47 (-)
Size Class: 5
Weight Class: 7
Base Rank Total: 18

EC: 6/6
MC: 0
DC: 5/5

Abilities:
Iron Fist: (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Klutz: (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.
No Guard: This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.

Attacks (47 moves):

Astonish
Brick Break
Bulldoze
Charge Beam
Defense Curl
Double Team
Dynamicpunch
Earthquake
Facade
Flash
Flash Cannon
Fling
Fly
Focus Blast
Focus Punch
Giga Impact
Grass Knot
Gyro Ball
Hammer Arm
Heavy Slam
Hidden Power [Ground, 7 BP]
Ice Beam
Iron Defense
Low Sweep
Magnitude
Mega Punch
Mud-slap
Night Shade
Pound
Protect
Psychic
Rain Dance
Rock Polish
Rock Slide
Rock Tomb
Rollout
Safeguard
Shadow Ball
Shadow Punch
Solarbeam
Stone Edge
Substitute
Swagger
Telekinesis
Thief
Thunderbolt
Toxic


Note: I eventually plan to swap some of these mons for any of the following ones: Necturna, Froslass, Mismagius, Drifblim

EDIT:

Basic outline for your would-be Gym Arena (ask us if you need ideas):
Restrictions:No external water source.

People have stopped burying people in this abandoned graveyard for centuries, but there is still an eerie aura all over the place. The grass looks more grey than gree (despite this not affecting Grass-type moves at all), and most Pokemon and people avoid the place instinctively. Some trainers however still visit this place to strengthen the link with their Pokemon, especially Ghost-type ones.

The odd aura of this graveyard has several effects in battle:

- Focus Blast has 100% accuracy, and the base power of Aura Sphere and Hidden Power is raised by (2). It is very easy to focus oneself's soul in this place.
- Will-O-Wisp and Inferno have 100% accuracy. There are always wisps floating around to provide decent enough fodder for these wicked spells
- Draining attacking moves have their base energy cost reduced by (2). Life energies are easier to drain and consume in this place.
 
Name: Yarnus (Jr.)
Time Zone: Mountain Time
Type of Gym: Normal
Activity (In EST, GMT -5): Random Points in the day, but pretty regular
Pokemon:

Lickilicky(*) Yum! (M)
Nature: Quiet (Special Attack increased by *; A 15% decrease in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on an opponent's attacks.)
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract or Cute Charm.
Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Cloud Nine: (Can Be Activated) This Pokemon dispels a misty aura which rises into the sky and nullifies any weather effect when it is ordered
Stats:
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 43

Total Ranks: 15
Size Class: 3
Weight Class: 5
EC: 6/6
MC: 0
DC: 5/5

13 Attacks Attacks:
Lick(*)
Wrap(*)
Supersonic(*)
Defense Curl(*)
Knockoff(*)
Stomp(*)
Disable(*)
Me First
Refresh
Wring Out
Power Whip

Bodyslam(*)
Zen Headbutt(*)
Muddy Water(*)
Counter
Endure
Bide
Mud Slap
Sleep Talk
Icy Wind
Block
Mimic

Flamethrower(*)
Ice Beam(*)
Thunder Bolt (*)
Substitute
Work Up
Explosion
Skull Bash
Dig
Protect
Surf
Shadow Ball
Solar Beam
Dragon Tail
Focus Blast
Toxic
Rest
Hyper Beam
Attract
Rain Dance
Thunder
Hidden Power (7, Ground)


Ambipom(*) Pow! (M)
Nature: Adamant (Attack increased by *; Special Attack reduced by *)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Technician: Type: Innate This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
Pick Up: (Innate) This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.

Skill Link: (Innate)(unlocked) This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 115
Total Ranks:19
Size Ranks: 2
Weight Rank: 2

EC: 6/6
MC: 1
DC: 5/5

19 Attacks
Attacks:
Scratch(*)
Tail Whip(*)
Sand Attack(*)
Astonish(*)
Baton Pass(*)
Tickle(*)
Fury Swipes(*)
Swift(*)
Screech(*)
Agility
Last Resort
Double Hit

Fake Out(*)
Revenge(*)
Bounce(*)
Mimic
Role Play
Low Sweep
Foul Play
Gunk Shot

Double Edge(*)
Fire Punch(*)
Ice Punch(*)
Thunder Punch
Seed Bomb
Brick Break
Counter
Taunt
Protect
U-turn
Dig
Endure
Snatch
Pursuit
Aerial Ace
Focus Punch
Shadow Claw
Thunder Wave
Substitute
Double Team
Toxic
Acrobatics
Hone Claws
Return


Snorlax [Zzz!] (M)
Nature: Impish (+1 Def, -1 Spa)

Type: Normal
Summary: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Immunity: Type: Innate This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage; however, it will continue to grow more severe.

Thick Fat: Type: Innate This Pokemon has a great deal of extra fat or muscle that increases
its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire-and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Gluttony: Type: Innate This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

Stats:
HP: 125
Atk: Rank 4
Def: Rank 4 (+)
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 30
Size Class: 4
Weight Class: 9
Base Rank Total: 22

EC: 6/6
MC: 0
DC: 5/5

Moves:
Metronome
Odor Sleuth
Tackle
Belly Drum
Yawn
Defense Curl
Amnesia
Lick
Recycle
Screech
Chip Away
Stockpile
Body Slam
Snatch
Swallow
Crunch
Giga Impact
Double-Edge
Rollout
Headbutt

Counter
Substitute
Zen Headbutt
Thunder Punch
Ice Punch
Fire Punch
Whirlwind
Seed Bomb
Gunk Shot
Superpower
Sleep Talk
Last Resort
Self-Destruct

Earthquake
Focus Punch
Rock Slide
Facade
Protect
Double Team
Endure
Brick Break
Smack Down
Bide
Reflect
Wild Charge
Skull Bash


Sawsbuck [Stomp!] (F)
Nature: Mild (+1 SpA, -1 Def)

Type: Normal/Grass
Normal: Summary: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Grass: Summary: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilities:
Chlorophyll: Type: Innate During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Sap Sipper: Type: Innate This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Serene Grace: (locked)Type: Innate This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)

Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 95
Size Class: 4
Weight Class: 4
Base Rank Total: 18

EC: 6/6
MC: 0
DC: 5/5

Moves:
Tackle
Camouflage
Growl
Sand-Attack
Double Kick
Leech Seed
Faint Attack
Take Down
Jump Kick
Aromtherapy
Nature Power
Mega Horn
Horn Leech
Energy Ball

Agility
Grass-Whistle
Synthesis
Baton Pass
Odor Sleuth
Worry Seed
Bounce
Sleep Talk

Wild Charge
Solar Beam
Sunny Day
Shadow Ball
Light Screen
Toxic
Safeguard
Hidden Power Water 7
Rock Smash
Thunder Wave
Work Up


Fearow (Peck!) Male
Nature: Naughty(+1 attack, -1 special defense)
Type: Normal/Flying
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Keen Eye: Type: Innate This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Sniper: Type: Innate This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.

Stats :
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 100
Size Class: 2
Weight Class: 3
Base Rank Total: 19

EC: 6/6
MC: 3
DC: 5/5

Moves:
Peck
Growl
Leer
Fury Attack
Pursuit
Pluck
Aerial Ace
Mirror Move
Agility
Drill Peck
Drill Run

Quick Attack
Steel Wing
Sky Attack
Roost
Heat Wave
Whirlwind

U-Turn
Return
Bide
Substitute
Double Team
Secret Power
Fly


PorygonZ [Zap!] (Genderless)
Nature: Modest (+1 SpA, -Atk)
Types: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities :
Adaptability: Type: Innate The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Download: Type: Innate At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage boost on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher Defense, and attack when facing Hypno, which has higher Special Defense. For ties, Special Attack is raised.) This boost is maintained at the end of each round.
Analytic: Type: Innate If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 90
Size Class: 2
Weight Class: 3
Base Rank Total: 20

EC: 9/9
MC: 1
DC: 5/5

Moves:
Trick Room
Nasty Plop
Conversion
Conversion 2
Tackle
Sharpen
Agility
Psybeam
Recover
Magnet Rise
Zap Cannon
Defense Curl
Discharge
Lock On
Magic Coat
Tri Attack
Hyper Beam
Embargo

Endure
Ice Beam
Thunderbolt
Signal Beam
Pain Split
Trick
Wonder Room
Gravity
Dark Pulse
Mimic
Electroweb
Shock Wave
Sleep Talk

Toxic
Psychic
Protect
Reflect
Solar Beam
Double team
Thunder Wave
Substitute
Hidden Power (Fire, 7)


Persian [Hiss!] (F)
Nature: Naughty +1 in attack -1 in Sp.Def
Type: Normal
Normal STAB: adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Limber:Type: Innate This Pokemon’s body is well trained and immune to paralysis. P
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.[/SIZE]
Unnerve (DW) (Unlocked): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 115
Size Class: 2
Weight Class: 3

EC: 6/6
MC: 7
DC: 5/5

Attacks:
Scratch
Growl
Bite
Pay Day
Fake Out
Fury Swipes
Faint Attack
Screech
Switcheroo
Taunt
Slash
Night Slash
Feint

Hyponisis
Foul Play
Assist
Thunderbolt

Work Up
Return
Dig

Note: Hiss is not full evolved in my registration post as of now, but I have purchased it in the Prize thread.

More coming!

Basic outline for your would-be Gym Arena (ask us if you need ideas):Actually, Maxim's arena looks great: using that with some minor mechanics, and major flavor chamges
 
Name: deadfox
Time Zone: GMT +10 (Australian Eastern)
Gym: Bug
Activity: Varied, but often
Pokemon:

Escavalier [Lanca] (M)
Nature: Brave (+1 Attack, -15% Speed, +10% Accuracy for oponent)

Type: Bug/Steel
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 2
SpD: Rank 4
Spe: 17 (20/1.15)
Size Class: 2
Weight Class: 3
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 5/5

Abilities:

Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)

Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Overcoat: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Attacks (30):
Peck
Leer
Endure
Fury Cutter
Fury Attack
Headbutt
False Swipe
Bug Buzz
Quick Guard
Twineedle
Iron Head
Reversal
Giga Impact
Swords Dance
Slash
Iron Defence

Aerial Ace
X-Scissor
Poison Jab
Toxic
Façade
Substitute
Protect
Double Team

Faint Attack
Bug Bite
Screech
Megahorn
Knock Off
Counter

Heracross [Smash] (M)
Nature: Jolly (+15% Spe, +11% Acc, -1 SpA)

Type: Bug/Fighting
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 98 (85*1.15)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: N/A
MC: 0
DC: 5/5

Abilities:

Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)

Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.

Moxie: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Attacks (33):
Night Slash
Tackle
Leer
Horn Attack
Endure
Fury Attack
Aerial Ace
Brick Break
Counter
Megahorn
Close Combat
Feint
Reversal

Dig
Stone Edge
Substitute
Earthquake
Smack Down
Protect
Double Team
Bulldoze
Rock Slide
Rain Dance
Toxic

Focus Punch
Bide
Pursuit
Flail

Vacuum Wave
Bug Bite
Low Kick
Knock Off
Body Slam

Syclant [Chilla] (F)
Nature: Mild (+1 SpA, -1 Def)

Type: Ice/Bug
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 121
Size Class: 3
Weight Class: 4
Base Rank Total: 21

EC: 6/6
MC: 0
DC: 5/5

Abilities:

Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.

Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.

Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).

Attacks (47):
Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Icy Wind
Bug Bite
Icicle Spear
Bug Buzz
X-Scissor
Icicle Crash
Ice Punch
Ice Beam
Hail

Protect
Frost Breath
Brick Break
Taunt
Solarbeam
Aerial Ace
Dig
Rock Slide
U-Turn
Focus Blast
Earthquake
Hidden Power (Fire, 6)
Blizzard
Substitute
Double Team
Stone Edge
Bulldoze
Endure
Toxic
Rain Dance
Rest
Acrobatics

Earth Power
Silver Wind
Water Pulse
Counter
Spikes
Superpower
String Shot
Pin Missile
Focus Punch
Electroweb

Galvantula [Kerzap] (F)
Nature: Modest (+1 SpA, -1 Att)

Type: Bug/Electric
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 108
Size Class: 2
Weight Class: 2
Base Rank Total: 16

EC: 6/6
MC: 0
DC: 5/5

Abilities:

Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.

Unnerve: (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)

Attacks (26):
String Shot
Leech Life
Spider Web
Thunder Wave
Screech
Fury Cutter
Electroweb
Bug Bite
Gastro Acid
Electro Ball
Agility
Bug Buzz
Discharge

Thunderbolt
Energy Ball
Toxic
Hidden Power (Rock, 7)
Volt Switch
Thunder
Hyper Beam
Protect
Double Team
Substitute

Disable
Faint Attack
Pin Missile

Volcarona [Shine] (F)
Nature: Timid (+15% Speed, +15% Accuracy, -1 Atk)

Type: Bug/Fire
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5
SpD: Rank 4
Spe: 115 (100*1.15)
Size Class: 3
Weight Class: 3
Base Rank Total: 22

EC: 6/6
MC: 0
DC: 5/5

Abilities:

Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.

Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)

Attacks (33):
Ember
String Shot
Leech Life
Take Down
Gust
Whirlwind
Quiver Dance
Heat Wave
Bug Buzz
Hurricane
Fiery Dance
Rage Powder
Fire Spin

Fire Blast
Psychic
Solarbeam
U-Turn
Fly
Hidden Power (Water, 7)
Will-O-Wisp
Protect
Substitute
Overheat
Struggle Bug
Toxic
Double Team
Sunny Day
Safeguard

Roost
Giga Drain

Endure
Morning Sun
Zen Headbutt

Armaldo [Bones] (M)
Nature: Careful (+1 SpD, -1 SpA)

Type: Rock/Bug
Rock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 2 (-)
SpD: Rank 4 (+)
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 5/5

Abilities:

Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.

Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.

Attacks (37):
Scratch
Harden
Mud Sport
Water Gun
Metal Claw
Protect
Rock Blast
Crush Claw
Fury Cutter

Dig
Rock Slide
X-Scissor
Smackdown
Brick Break
Earthquake
Rock Polish
Hone Claws
Stone Edge
Aerial Ace
Substitute
Rock Tomb
Double Team
Bulldoze
Swagger
Toxic
Sandstorm

Knock Off
Rapid Spin
Water Pulse

Stealth Rock
Aqua Tail
Low Kick
Superpower
Block
Endure
Iron Tail
Bug Bite

Scolipede [Curl] (M)
Nature: Adamant (+1 Att, -1 SpA)

Type: Bug/Poison
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 112
Size Class: 5
Weight Class: 6
Base Rank Total: 17

EC: 9/9
MC: 0
DC: 2/5

Abilities:

Poison Point: (Can be Disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)

Quick Feet: [DW LOCKED] (Innate) This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the Speed drop.

Attacks (22):
Defence Curl
Rollout
Poison Sting
Screech
Pursuit
Protect
Poison Tail
Bug Bite
Iron Defence
Agility
Steamroller
Megahorn

Poison Jab
Double Team
Toxic
Earthquake
Rock Slide
Substitute
Swagger

Toxic Spikes
Spikes
Pin Missile

Masquerain [Gaze] (F)
Nature: Modest (+1 SpA, -1 Att)

Type: Bug/Flying
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 60
Size Class: 1
Weight Class: 1
Base Rank Total: 16

EC: 6/6
MC: 0
DC: 5/5

Abilities:

Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.

Unnerve: (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Attacks (29):
Bubble
Quick Attack
Sweet Scent
Water Sport
BubbleBeam
Agility
Ominous Wind
Gust
Stun Spore
Air Slash
Whirlwind
Quiver Dance
Bug Buzz

Rain Dance
Ice Beam
Shadow Ball
Scald
Protect
Substitute
Double Team
Energy Ball
U-Turn

Hydro Pump
Mud Shot
Psybeam

Endure
Icy Wind
Swift
Tailwind


Arena Outline:
The very same dark and dense forest that Bugsy, the original Bug Gym Leader honed his skills in is the home of CAP ASB's own creepy crawly (potential) Bug Gym. The canopy is thick, but not so thick as to prevent all weather from making it inside. And yes it's a little dark, but nowhere near as hostile as some other arenas in that sense. The real key here is the hovels, mosses, shrubs and trap holes that only a type that has spent the most of its existence living within the forest could possibly know about. The bugs are at home here, and all other type unwelcome visitors.

Arena Effects:
- With so many Bugs calling the forest home the String Shots have been fired over almost every inch of the field. Any non Bug type Pokemon on the field will constantly suffer a single stage drop in their speed.
- All weather is possible in the forest, but any Bug type Pokemon will function as if they have the Cloud Nine trait. This is because they all know just where to hide to avoid the weather in their home forest. This does not give Bug types the ability to cancel existing weathers like normal Cloud Nine users, just the other effects.
- Any entry hazard put in place by a Bug type Pokemon will also make use of the natural mosses of the forest floor to provide extra fixation. This means the hazards cannot be removed via Rapid Spin, or by any other method.
- Finally while the forest does provide an amount of rocks necessary for such typed attacks, those present are of course covered in mosses and fungi. Any non Bug type using them for an attack will suffer a flat 15% drop in accuracy on the move.
 

Orcinus Duo

Banned deucer.
2 months of work later...

The most artificially built team in this entire thread!

Name: Orcinus
Time Zone: GMT +8 (China)
Gym: Fire
Activity: Active
Pokemon:

Infernape-Simion (M)
KOC: 3
Nature: Naughty
Type: Fire
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Abilities:
Blaze:Innate
When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)

Iron Fist: Trait
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4
SpD: Rank 2
Spe: 108
Size Class: 3
Weight Class: 4

EC: 9/9
MC: 1
DC: 5/5

Attacks: (68)
Mach Punch
Flame Wheel
Feint
Punishment
Close Combat
Fire Spin
Calm Mind
Flare Blitz
Facade
Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Torment

Focus Punch
Fake Out
Encore
Endeavor
Counter
Blast Burn
Covet
Dual Chop
Gunk Shot
Heat Wave
Helping Hand
Iron Tail
Low Kick
Role Play
Sleep Talk
Stealth Rock
Thunderpunch

Flamethrower
Brick Break
Acrobatics
U-Turn
Roar
Toxic
Hyper Beam
Protect
Solarbeam
Earthquake
Dig
Double Team
Rock Tomb
Aerial Ace
Flame Charge
Rest
Low Sweep
Focus Blast
Incinerate
Shadow Claw
Retaliate
Stone Edge
Bulldoze
Rock Slide
Grass Knot
Swagger
Substitute
Rock Smash
Hidden Power Ground (7)
Endure
Quick Guard
Slack Off
Will-o-Wisp
Fire Blast


Charizard - Tim (M)
KOC: 0
Nature: Naughty
Type: Fire
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Solar Power (DW): (Innate) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 100
Size Class: 3
Weight Class: 4

EC: 9/9
MC: 1
DC: 5/5

Attacks: (59)
Scratch
Growl
Ember
Leer
Metal Claw
Smokescreen
Rage
Dragon Rage
Scary Face
Fire Fang
Heat Wave
Dragon Claw
Shadow Claw
Air Slash
Flame Burst
Wing Attack
Slash
Flamethrower
Fire Spin
Flare Blitz

Crunch
Counter
Focus Punch
Thunderpunch
Blast Burn
Dragon Pulse
Outrage
Roost
Sleep Talk
Tailwind

Dig
Rock Slide
Substitute
Roar
Toxic
Hyper Beam
Protect
Solarbeam
Earthquake
Brick Break
Double Team
Flamethrower
Rock Tomb
Aerial Ace
Façade
Flame Charge
Rest
Attract
Focus Blast
Sky Drop
Incinerate
Will-o-Wisp
Dragon Tail
Rock Smash
Fly
Hidden Power Ground 7
Bide
Endure
Fire Blast


Mollux - Dream (F)
KOC: 0
Nature: Bold
Type: Fire/Poison
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
Illuminate (DW Locked): (Can Be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1) at the cost of 5 EN. The accuracy drop will last six (6) actions after the Pokemon is released.

Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 76
Size Class: 3
Weight Class: 3
Base Rank Total: 20

MC: 0
DC: 5/5

Attacks: (49)
Bide
Ember
Acid
Withdraw
Acid Spray
Confuse Ray
Clear Smog
Lava Plume
Moonlight
Acid Armor
Heat Wave
Recover
Toxic Spikes
Gunk Shot
Eruption

Heal Bell
Heal Pulse
Stealth Rock
Bind
Bug Bite
Gastro Acid
Helping Hand
Iron Defense
Knock Off
Sleep Talk
Snatch
Trick

Sludge Wave
Thunderbolt
Protect
Flamethrower
Toxic
Venoshock
Sunny Day
Hyper Beam
Light Screen
Rain Dance
Solarbeam
Thunder
Double Team
Sludge Bomb
Flame Charge
Rest
Thief
Will-o-Wisp
Explosion
Thunder Wave
Substitute
Rapid Spin


Pyroak - Trace (M)
KOC: 2
Nature:Brave
Type: Fire/Grass
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilities:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats:
HP: 120
Atk: Rank 4(+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 52(-) (-10% Evasion)
Size Class: 4
Weight Class: 5

EC: 9/9
MC: 1
DC: 5/5

Attacks:(57)
Bullet Seed
Sweet Scent
Absorb
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Leaf Tornado
Fire Spin
Petal Dance
Flame Burst
Synthesis
Lava Plume
Wood Hammer
Flare Blitz
Iron Defense
Amnesia
Zap Cannon
Heat Crash

Counter
Aromatherapy
Blaze Kick
Earth Power
Heat Wave
Iron Tail
Low Kick
Seed Bomb
Psybeam
Dragonbreath
Grasswhistle
Revenge
Block

Solarbeam
Flamethrower
Double Team
Toxic
Sunny Day
Facade
Flame Charge
Rock Slide
Grass Knot
Swagger
Protect
Flash Cannon
Substitute
Rest
Sleep Talk
Earthquake
Dragon Tail
Hyper Beam
Low Sweep
Sunny Day
Endure
Stealth Rock


Camerupt - Pompeii (M)
KOC:0
Nature: Brave
Type: Fire/Ground
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities:
Magma Armor:
(Innate) This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).
Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Anger Point (DW): (Innate) When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).


Stats:
HP: 90
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 34 (-)
Size Class: 4
Weight Class: 6

EC: 6/6
MC:0
DC: 5/5

Attacks: (47)
Growl
Tackle
Ember
Magnitude
Focus Energy
Flame Burst
Amnesia
Lava Plume
Curse
Yawn
Eruption

Endure
Heat Wave
Iron Head
After You
Sleep Talk
Stealth Rock

Protect
Dig
Rock Tomb
Earthquake
Toxic
Rock Slide
Rest
Flame Charge
Bulldoze
Flamethrower
Earth Power
Roar
Hidden Power Rock 7
Sunny Day
Hyper Beam
Solarbeam
Double Team
Sandstorm
Fire Blast
Façade
Attract
Overheat
Incinerate
Will-o-Wisp
Explosion
Stone Edge
Swagger
Substitute
Flash Cannon
Rock Smash


Rotom-H - Palm
KOC: 1
Nature: Modest
Type: Electric/Ghost
Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 86
Size Class: 2
Weight Class: 3
Base Rank Total: 20

MC: 1

Attacks: (35)
Trick
Astonish
Thunder Wave
Thundershock
Confuse Ray
Uproar
Double Team
Shock Wave
Electro Ball
Hex
Discharge
Charge
Substitute

Mud-Slap
Swift
Sucker Punch
Dark Pulse
Electroweb
Pain Split
Signal Beam
Snatch
Snore
Trick

Thunderbolt
Shadow Ball
Light Screen
Toxic
Protect
Sunny Day
Double Team
Reflect
Rest
Volt Switch
Will-o-Wisp
Endure


Chandelure - Soul (F)
KOC: 3
Nature: Timid
Type:Fire/Ghost
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:
Flash Fire (Innate): This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Flame Body (Innate): This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Shadow Tag (DW) (Innate): Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6
SpD: Rank 3
Spe: 92 (+10% Accuracy)
Size Class: 2
Weight Class: 3

EC: 9/9
MC: 1
DC: 5/5

Attacks (38):
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-O-Wisp
Flame Burst
Imprison
Shadow Ball
Pain Split
Hex
Curse
Memento

Clear Smog
Endure
Heat Wave
Dark Pulse
Spite
Trick
Acid Armor

Calm Mind
Fire Blast
Taunt
Protect
Toxic
Hyper Beam
Safeguard
Psychic
Shadow Ball
Substitute
Trick Room
Solarbeam
Hidden Power Ground 7
Thief
Energy Ball
Telekinesis


Gym Arena:

(huge props to thewolfe for coming up with this one. :) )
Arena: McCargo's Sauna Resort

Welcome one, welcome all to the great McCargo's Sauna Resort located deep in the heart of Lavaridge Town, owned by none other than the famed billionaire TheWolfe! Here, this sauna is specially designed to make your Fire types happy and content!

The sauna is an indoor facility stretching 20 feet long by 30 feet wide. It's also 70 feet tall so Pokemon who prefer being high up like Charizards and Blaziken have enough room to reach up high. The environment perfectly simulates the weather Sunny Day and all benefits of the weather including solar skills will be active. Furthermore, because of the surrounding steam, Dry Skin Pokemon will regenerate health as if in rain.

Much like its namesake, there are several medium sized unbelievably hot sauna baths in the facility, but not enough for water type moves that affect the whole field or to dive into. Fire types, who enjoy the therapeutic waters, will be cured of all status conditions if they spend an action in the baths. The saunas are large enough to fit most Pokemon, although a Wailord is going to have significant problems moving about. They are also exceptionally hot. If any non-Fire type takes a bath in one of the boiling baths for even an action, they'll suffer the Burn status and 10 damage.

The flooring consists of thick fireproof wood which is also difficult to tunnel through, but the thickness of the wood results in a mitigated damage to seismic moves, which is effectively -3 to BAP. While there's nothing stopping you from using Rock-type moves, do note there are no natural rocks to use such moves. Stealth Rock, being slippery from the sauna steam, deals 5 less damage.

Summary: Environment simulates the effects of Sunny Day perfectly and is unalterable, Dry Skin Pokemon will regenerate health as if in rain, no natural rock source, floor too thick to dig into and results in a -3 BAP to seismic moves, hot baths cure Fire types of status conditions but will burn non-Fire types and cause them to take 10 damage, not enough water for multi-target attacks or to dive into, Stealth Rock deals 5 less damage.

Possible issues/changes:
-Change the sauna pools into beds of hot sand (much like the Lavaridge Gym).
-30% chance of special attacks inflicting burns
-No real answer to solar rock users (such as Damp Rock for instance).
-Give Flareon Flare Blitz.

Arena Justification: I heavily nerfed Fire's weaknesses because I intend to make my gym for doubles, and surf/muddy water/rock slide/earthquake really just sucks.


Alternative Arena: Permasun, Banning spread moves. That is all.
 


Name: Gerard
Time Zone: GMT -6 (Viva Mexico!)
Gym: Psyquic (No typo!)
Activity: Limited right now (Stupid Hurricanes -.-), but normally I'm an active user
Pokemon:

Gavroche (Reuniclus) {♀}

Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Psyquic


  • Psyquic: 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.

Abilities:


  • Magic Guard: (Innate)
This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
  • Overcoat: (Innate)
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
  • Regenerator: (Innate)
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Stats:

HP: 110
Atk: 4 (+)
Def: 3
SpA: 5
SpD: 3
Spe: 26 (-)
SC: 2
WC: 2
BST: 20


EC: 9/9
MC: 0
DC: 5/5


Attacks: 52

Acid Armor
Calm Mind
Charm
Confuse Ray
Dizzy Punch
Double Team
Drain Punch
Endeavor
Energy Ball
Fire Punch
Flash Cannon
Fling
Focus Blast
Frustration
Future Sight
Giga Impact
Grass Knot
Gravity
Gyro Ball
Heal Block
Hidden Power Fire (7)
Hyper Beam
Ice Punch
Imprison
Light Screen
Magic Coat
Pain Split
Protect
Psychic
Psyshock
Psywave
Rain Dance
Recover
Reflect
Return
Rock Slide
Rollout
Shadow Ball
Signal Beam
Skill Swap
Snatch
Substitute
Superpower
Swagger
Thunder
ThunderPunch
Thunder Wave
Toxic
Trick
Trick Room
Wonder Room
Zen Headbutt
Metagross (Kirot) {O}

Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Steel / Psychic


  • Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

  • 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.

Abilities:


  • Clear Body: (Innate)
This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
  • Light Metal: (Innate)
The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Stats:

HP: 100
Atk: 5
Def:
5
SpA: 4 (+)
SpD: 3
Spe:
61 (-)
SC: 4
WC: 9 [7]
BST: 22


EC: 9/9
MC: 0

DC:
5/5


Attacks: 62

Aerial Ace
Agility
Block
Body Slam
Brick Break
Bulldoze
Bullet Punch
Confusion
Double Edge
Double Team
DynamicPunch
Earthquake
Endure
Explosion
Flash
Flash Cannon
Giga Impact
Grass Knot
Gravity
Gyro Ball
Hammer Arm
Headbutt
Hidden Power Fire 7
Hyper Beam
Ice Punch
Icy Wind
Iron Defense
Iron Head
Light Screen
Magnet Rise
Metal Claw
Meteor Mash
Mimic
Miracle Eye
Mud Slap
Protect
Psychic
Pursuit
Rain Dance
Reflect
Refresh
Rest
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Round
Sandstorm
Scary Face
Shadow Ball
Signal Beam
Sleep Talk
Sludge Bomb
Stealth Rock
Substitute
Swagger
Take Down
Telekinesis
ThunderPunch
Toxic
Trick
Zen Headbutt
Starmie (Vogue) {O}

Nature: Timid (+15% Speed, +20% Acc, -1 Atk)
Type: Water / Psychic



  • 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.

  • Water Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:


  • Illuminate: (Can be Activated)
When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1). The accuracy drop will last six (6) actions after the Pokemon is released.
  • Natural Cure: (Innate)
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
  • Analytic: (Innate)
If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

Stats:

HP: 90
Atk: 2 (-)
Def:
3
SpA: 4
SpD: 3
Spe: 133
(+)
SC: 2
WC: 4
BST: 19


EC: 6/6
MC: 0
DC: 5/5



Attacks: 55

Aurora Beam
Barrier
Bide
Blizzard
Brine
Camouflage
Confuse Ray
Cosmic Power
Dive
Double Team
Dream Eater
Endure
Flash Cannon
Grass Knot
Gravity
Gyro Ball
Hail
Harden
Hidden Power Fire (7)
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Light Screen
Magic Coat
Minimize
Pain Split
Power Gem
Protect
Psychic
Psyshock
Rain Dance
Rapid Spin
Recover
Refect Type
Reflect
Rest
Scald
Signal Beam
Skill Swap
Sleep Talk
Substitute
Supersonic
Surf
Swift
Tackle
Teleport
Thunder
Thunder Wave
Thunderbolt
Toxic
Trick
Twister
Water Gun
Zap Cannon
Gardevoir (Katherine) {♀}

Nature: Bold (+1 Def, -1 Atk)
Type: Psychic

  • 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.

Abilities:


  • Synchronize: (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.
  • Trace: (Can be Activated)
When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.
  • Telepathy: (Innate)
This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats:

HP:
100
Atk:
2 (-)
Def:
4 (+)
SpA:
5
SpD:
4
Spe:
80
SC:
3
WC:
3
BST:
21


EC:
9/9
MC:
0
DC:
5/5


Attacks:
47

Ally Switch
Calm Mind
Captivate
Charm
Confuse Ray
Confusion
Destiny Bond
Disable
Double Team
Dream Eater
Encore
Endure
Energy Ball
Focus Blast
Grass Knot
Growl
Heal Bell
Heal Pulse
Healing Wish
Helping Hand
Hidden Power Fire [6]
Hypnosis
Icy Wind
Imprison
Light Screen
Lucky Chant
Magic Coat
Magical Leaf
Pain Split
Protect
Psychic
Rain Dance
Reflect
Safeguard
Shadow Ball
Signal Beam
Skill Swap
Snatch
Stored Power
Sunny Day
Taunt
Teleport
Thunder Wave
Thunderbolt
Torment
Will-O-Wisp
Wish
Wilde (Gallade) {♂}

Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Psychic / Fighting

  • 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.

  • Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:


  • Steadfast: (Innate)
If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
  • Justified: (Innate)
This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:


HP:
100
Atk:
5
Def:
3
SpA:
4 (+)
SpD:
4
Spe:
69 (-)
SC:
3
WC:
4
BST:
21


EC:
9/9
MC:
0
DC:
5/5


Attacks: 78

Aerial Ace
Ally Switch
Brick Break
Bulldoze
Calm Mind
Close Combat
Confuse Ray
Confusion
Destiny Bond
Disable
Double Team
Drain Punch
Dream Eater
Dual Chop
Earthquake
Encore
Endure
False Swipe
Feint
Fire Punch
Focus Blast
Focus Punch
Fury Cutter
Future Sight
Giga Impact
Grass Knot
Growl
Heal Pulse
Helping Hand
Hypnosis
Ice Punch
Imprison
Knock Off
Leaf Blade
Leer
Light Screen
Low Sweep
Low Kick
Lucky Chant
Magic Coat
Magic Room
Magical Leaf
Mean Look
Night Slash
Pain Split
Poison Jab
Protect
Psychic
Psycho Cut
Rain Dance
Recycle
Reflect
Rock Slide
Safeguard
Shadow Ball
Shadow Sneak
Signal Beam
Skill Swap
Slash
Sleep Talk
Snatch
Stone Edge
Substitute
Sunny Day
Swords Dance
Taunt
Teleport
ThunderPunch
Thunder Wave
Thunderbolt
Torment
Toxic
Trick Room
Vacuum Wave
Will-O-Wisp
Wish
X-Scissor
Zen Heabutt
Kurt (Slowbro) {♂}

Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Psychic / Water


  • Psyquic: 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.

  • Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:



  • Oblivious: (Innate)
This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
  • Own Tempo: (Innate)
This Pokemon moves at its own pace and cannot be confused by any method.
  • Regenerator: (Innate)
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Stats:

HP: 100
Atk:
4 (+)
Def:
4
SpA:
4
SpD:
3
Spe:
26 (30/1.15)
SC:
3
WC:
4
BST:
19


EC:
6/6
MC:
3
DC:
5/5


Attacks: 60

Aerial Ace
After You
Aqua Tail
Bide
Blizzard
Block
Body Slam
Brick Break
Brine
Confusion
Counter
Curse
Dig
Disable
Dive
Drain Punch
DynamicPunch
Earthquake
Endure
Fire Blast
Flamethrower
Fling
Focus Blast
Focus Punch
Grass Knot
Gravity
Growl
Headbutt
Heal Pulse
Hyper Beam
Ice Beam
Ice Punch
Icy Wind
Light Screen
Magic Coat
Mega Kick
Mud Sport
Protect
Psyquic
Rain Dance
Reflect
Rest
Safeguard
Scald
Shadow Ball
Signal Beam
Skill Swap
Slack Off
Sleep Talk
Substitute
Sunny Day
Surf
Tackle
Thunder Wave
Toxic
Trick
Trick Room
Water Gun
Yawn
Zen Headbutt


Jynx, Bronzong and Alakazam will be added after claiming

Arena Outline:

Sorting out, though right now:
a) Plus One (+1) round duration on Rooms
b) Minus One (-1) Energy cost on Psychic support moves
c) Enchanced gravity and Natural Anti-Gravity
d) Psychic types unable to lose Focus
e) All Weather, All Attacks, etc.. allowed

-Possible changes (either some or even one, but not all obviously):
*Stealth Rock on the opponent side of the field
*Taunt duration reduced
*Screens boost
*Acc increase on Psychic Types
*Psychic Leader always ordes Second
(If you let me this I will Scratch everything :3)
 
Throwing my hat in the ring because I'm semi-confident.

Name: SimonSays
Time Zone: GMT+12
Type of Gym: Normal
Activity: Waiting on 1 last approval.

Slaking (Creon) [M]
Nature: Lonely [Adds One (1) Rank to Attack; Subtracts One (1) Rank from Defense]
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.


Abilities:
Truant: (Trait) This Pokemon is naturally lazy, and becomes Sluggish after every normal action. This effect takes place after completing any normal (e.g. non-Sluggish) action. If this Pokemon uses a move that would inflict Sluggish, it instead becomes Exhausted for the next action. When Exhausted, its Confusion stage will not be checked and it will not hit itself in confusion during the second action. It recovers 3% energy when Exhausted. If this Pokemon uses a Combination, it becomes Sluggish or Exhausted on the action following the cooldown of the combination. Truant can be altered or shifted by Skill Swap, Role Play, Gastro Acid, or Mummy, but is not changed by Entrainment, Simple Beam, or Worry Seed.


Stats:
HP: 125
Atk: Rank 7 (+)
Def: Rank 3 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 100
Size Class: 4
Weight Class: 5
Base Rank Total: 25


EC: 9/9
MC: 1
DC: N/A


Attacks:
Uproar
Scratch
Yawn
Encore
Slack Off
Faint Attack
Amnesia
Endure
Flail
Focus Punch
Reversal
Counter
Covet
Chip Away
Punishment

Crush Claw
Night Slash
Hammer Arm
Body Slam
Pursuit

Return
Double Team
Rock Slide
Earthquake
Facade
Toxic
Giga Impact
Protect
Taunt
Shadow Claw
Substitute

Ice Punch
ThunderPunch
Sucker Punch

Moves: 34



Scratchet (Marquis) [M]
Nature: Adamant; [Adds One (1) Rank to Attack; Subtracts One (1) Rank from Special Attack]
Type: Normal / Fighting
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.


Abilities:
Scrappy: (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Vital Spirit (DW): (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.


Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 0 (-)
SpD: Rank 3
Spe: 40
Size Class: 1
Weight Class: 2
Base Rank Total: 14


EC: 2/6
MC: 2
DC: 2/5


Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Taunt
Superpower

Baton Pass
Rapid Spin
Stealth Rock

Toxic
Brick Break
Rock Slide

Moves: 13



Togetic (Dame) [F]
Nature: Bold [Adds one (1) Rank to Defense; Subtracts one (1) Rank from Attack.]
Type: Normal / Flying
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck (DW): (Innate) This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.


Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 3
SpD: Rank 4
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 16


EC: 7/9
MC: 6
DC: 5/5


Attacks:
Magical Leaf
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow
Wish
Baton Pass

Secret Power
Mirror Move
Psycho Shift

Psyshock
Flamethrower
Shadow Ball
Light Screen
Reflect

Moves: 20



Clefairy (Emira) [F]
Nature: Quiet [Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.]
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Cute Charm: (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.
Friend Guard (DW): (Innate) The Pokemon's body emits an aura of joy that reduces the Base Attack Power of all opponents' attacks in multiple battles by two (2).


Stats:
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 30 (35/1.15, rounded down)
Size Class: 1
Weight Class: 1
Base Rank Total: 16
-10 Eva.


EC: 4/9
MC: 0
DC: 4/5


Attacks:
Pound
Growl
DoubleSlap
Defence Curl
Follow Me
Bestow
Wake-Up Slap
Minimize
Charm
Encore
Sing
Sweet Kiss
Copycat
Magical Leaf
Cosmic Power

Metronome
Mimic
Wish
Aromatherapy

Fire Blast
SolarBeam
Psychic
Reflect
Light Screen

Moves: 22



Lopunny (Princess) [F]
Nature: Adamant; [Adds One (1) Rank to Attack; Subtracts One (1) Rank from Special Attack]
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Cute Charm: (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move.
Klutz: (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.
Limber (DW): (Innate) This Pokemon’s body is well trained and immune to paralysis.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 105
Size Class: 2
Weight Class: 3
Base Rank Total: 19

EC: 6/6
MC: 1
DC: 5/5

Attacks:
Mirror Coat
Magic Coat
Splash
Pound
Defense Curl
Foresight
Endure
Frustration
Quick Attack
Jump Kick
Bounce
Agility
Entrainment
Healing Wish
After You
Dizzy Punch
Charm
Return

Encore
Fake Out
Switcheroo

Dig
Attract
Substitute

Heal Bell
Low Kick

Moves: 26



Sawsbuck [Prince] (M)
Nature: Adamant; [Adds One (1) Rank to Attack; Subtracts One (1) Rank from Special Attack]
Type: Normal/ Grass
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilities:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Sap Sipper: (Innate)This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Serene Grace (DW): (Innate)This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95
Size Class: 4
Weight Class: 4
Base Rank Total: 18


EC: 6/6
MC: 2
DC: 5/5


Attacks:
Megahorn
Tackle
Camouflage
Growl
Sand Attack
Double Kick
Leech Seed
Faint Attack
Take Down
Jump Kick
Nature Power
SolarBeam
Aromatherapy
Horn Leech
Double-Edge

Sythesis
Agility
Odour Sleuth
Natural Gift
Baton Pass

Protect
Return
Wild Charge
Sword Dance
Sunny Day
Toxic
Giga Impact
Thunder Wave
Substitute
Light Screen
Facade
Rest
Attract

Moves: 33



Kecleon (Jester) [M]
Nature: Impish [Adds one (1) Rank to Defense; Subtracts one (1) Rank from Special Attack]
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Colour Change: (Trait/Can be Activated) A Pokemon with this ability can change its type to that of any attack that has damaged it within the past three (3) actions. It can remain as that type for the duration of the battle, or use Color Change again to change type. When Kecleon uses Camouflage to change its type, its entire body changes color, giving it a one (1) stage boost in evasion. This effect lasts for six (6) actions. Subsequent uses of Camouflage refresh this effect.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 1 (-)
SpD: Rank 5
Spe: 40
Size Class: 2
Weight Class: 2
Base Rank Total: 17

EC: N/A
MC: 0
DC: N/A

Attacks:
Thief
Tail Whip
Astonish
Lick
Scratch
Bind
Faint Attack
Fury Swipes
Feint
Psybeam
Screech
Shadow Sneak
Slash
Sucker Punch

Disable
Fake Out
Snatch

Return
Brick Break
Dig

Skill Swap

Moves: 21


And 1 other, when I can find the right one.

Basic outline for your would-be Gym Arena:


Arena: Time Traveller's Forest
Field Type: Diverse
Complexity: Intense
Format: All
Restrictions: Weather moves won't last.

Description:
A simple little grove in the middle of a forest, with a 50m clearing in the middle. A river runs silently off to the side of the arena, about 2.5m deep and 3m wide, and sunlight flutters softly down onto this picturesque scene. Simon discovered this place while he was still a young trainer, and all of his pokemon are familiar with the oddities of it. So, what make this arena so special?

Time Travel.

At the end of every second round, Celebi shows up (Non-catchable) and shifts everyone from the current timeline to a random alternate. At the beginning of the battle, the ref RNGs the order in which the different arenas appear. The potential timelines are:

A. - Natural Life: The starting arena. Call it home if you like, because it'll be the only promise of comfort you'll get. No special effects.
B. - Forest Fire: Tiger, Tiger, burning bright... All Fire Moves enjoy a +2BP Boost, while Water Moves suffer a -2BP Boost. In adition, all pokemon unused to the intense heat with have -1 Accuracy.
C. - Industrialization: Welcome to the Streets. Desolate for as far as the eye can see, nothing but concrete and iron under the harsh street lamps of the Big City. The river and all the trees are gone, and Seismic Activity and Dig are unusable. Steel, Poison and Electric types are right at home, and have the Energy cost reduced of all moves by 1.
D. - Drought: Sunlight, so harsh it burns. The trees have lost their leaves, and offer little to no relief to wary battlers. After 3 actions, the heat begins to take its toll on those most susceptible to it; All Grass-Types will be treated as if they have Solar Power, as well as their normal abilities,while Water-types will also be treated as if they have Dry Skin. And the Sun is burning bright.
E. - Storm: Thunderbolts and Lightning, very very Frightening! The river has flooded, and everyone has about 50cm of water around their ankles! This impedes foot-movement, and all moves that require going up and striking your opponent to have negative priority. Flying types, Levitators and Water-types are able to ignore this, due to their ability to avoid/thrive in watery conditions. Also, it's Raining.
F. - Deadland: The river dried up, and the land died with it. Nothing but Sand as far as the eye can see, which isn't very far, with the giant Sandstorm in your face. Pokemon uncomfortable with Desert conditions have -1 Accuracy.
G. - Snowbound: Welcome to a Winter Wonderland. Weather is Snowing (Hail, without the damage per Action). Pokemon unfit for Winter conditions will move slower than normal.
H. - Volcanic Pile: From out of the ashes I leap! The volcano has long since died down, but its scar against the countryside is left forever. The ground is rocky and loose, giving all direct damaging attacks a 1/10 of outright failing, with the exception of Flying, Rock, Ground or Levitating Pokemon.
I. - Midnight in a Perfect World: Identical to Natural Life, but during the Night. Because of the tranquility, a sense of peace befalls all Pokemon; Chilling regains 10 health as well as 18% Energy, and Recoveries are 50% more effective, and will work with their maximum level of effectiveness (even Sythesis/Morning Sun). This peace also affects a Pokemon's fighting prowess; All Pokemon's Attack and Special Attack Ranks are halved, rounded up.
J. - 1994 Kanto: Taking it way back, when Pokemon was just ≈150. Long before the Physical/Special Split, Abilities (inc. Traits), Items and Natures, there was these 16-bit trees and the most catchy music in the world.


Simon discovered this place while he was still a young trainer, and all of his pokemon are familiar with the oddities of it. Thus they are able to overcome adverse effects in 2 actions.
 
Name: Leethoof + Seven Deadly Sins
Time Zone: GMT +12
Type of Gym: Rock
Activity: Unknown, but SDS is active
Pokemon: Siege the RHYPERIOR, Reef the CRADILY, Ra the SOLROCK, Slag the PROBOPASS, Gilgamesh the TYRANITAR, Paradiso the ARCHEOPS, Bulwark the BASTIOCARROCOSTA, and Ruby the STRATAGEM
[PIMG]248[/PIMG]
Tyranitar - Gilgamesh (M)

Nature: Quiet (Special Attack increased by *, Speed decreased by 15%)
Type: Rock / Ground
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Dark: Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Stats:

HP: 110
Atk: Rank 5
Def: Rank 4
SpA: Rank 4(+)
SpD: Rank 4
Spe: 52 (-15%)

EC: 9/9
MC: 2
DC: 5/5

Abilities:
Sand Stream: (Innate) When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. The flying gravel and rocks of Sandstorm will do two (2) damage per action to Pokemon that do not have hard bodies (Rock, Ground, and Steel-types) or the Sand Veil, Sand Strength, or Sand Throw Abilities.
Unnerve (DW): (Innate) The Pokemon's presence causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Attacks:
Bite
Leer
Sandstorm
Screech
Chip Away
Rock Slide
Scary Face
Thrash
Earthquake
Crunch
Thunder Fang
Ice Fang
Fire Fang

Aqua Tail

Ancientpower
Pursuit
Iron Defense

Dig
Toxic
Protect
Thunder Wave
Taunt
Brick Break



Paradiso - Archeops (F)

Nature: Lonely (Attack increased by 1, Defense reduced by 1)
Type: Rock / Flying
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).

Stats:

HP: 100
Atk: Rank 6(+)
Def: Rank 2(-)
SpA: Rank 4
SpD: Rank 3
Spe: 112

EC: 6/6
MC: 1
DC: 0/0

Abilities:
Defeatist: (Innate) The Pokemon tires from prolonged battles easily, and deals 3 less damage once below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Faint-Hearted's effects will dissapear.

Attacks:
Quick Attack
Leer
Wing Attack
Rock Throw
Double Team
Scary Face
Pluck
AncientPower
Agility
Quick Guard
Acrobatics
Crunch
U-Turn
Rock Slide
Endeavor

Head Smash
Earth Power
Defog

Claw Sharpen
Taunt
Stone Edge
Earthquake
Focus Blast
Dragon Tail
Fly
Torment



Bulwark (Carracosta) (M)

Nature: Brave (Attack increased by *, Speed decreased by 15%)
Type: Rock / Water
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 5
SpA: Rank 3
SpD: Rank 3
Spe: 27 (-15%)

EC: 6/6
MC: 1
DC: 5/5

Abilities:
Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Swift Swim : (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.

Attacks:
Bide
Withdraw
Water Gun
Rollout
Bite
Protect
Aqua Jet
Ancientpower
Crunch
Wide Guard
Aqua Tail
Shell Smash
Smack Down
Rain Dance
Hydro Pump

Body Slam
Iron Defense
Whirlpool

Rock Slide
Earthquake
Scald
Stone Edge
Dig
Ice Beam
Toxic
Focus Blast
Waterfall



Stratagem - Ruby (N/A)

Nature: Modest (Special Attack increased by 1 Rank, Attack decreased by 1 Rank.)
Type: Rock
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm

Stats:

HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 130
Size Class: 2
Weight Class: 3
Base Rank Total: 21

EC: 9/9
MC: 0
DC: 2/5

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Mold Breaker (DW Locked): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Attacks:
Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem
Paleo Wave
Earth Power
Vacuum Wave
Weather Ball
Giga Drain

Ominous Wind
Heat Wave
Ancientpower

Hidden Power (Flying, 6)
Fire Blast
Protect
Volt Switch
Substitute
Stealth Rock
Endure
Explosion



Rhyperior [Siege] (Male)
Nature: Sassy (+ Sp.Def, -Speed)

Type:
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:
HP: 110
Atk: Rank 5
Def: Rank 5
SpA: Rank 2
SpD: Rank 3 (+)
Spe: 34 (40/1.15) (+10% accuracy on foe's moves)
Size Class: 5
Weight Class: 7
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 5/5

Abilities:
Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
LightningRod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
Reckless (DW): (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.

Attacks (36):
Poison Jab
Horn Attack
Stomp
Tail Whip
Fury Attack
Scary Face
Rock Blast
Earthquake
Drill Run
Stone Edge
Megahorn
Take Down
Hammer Arm
Bulldoze
Horn Drill
Rock Wrecker
Chip Away

Counter
Skull Bash
Reversal
Bide
Sleep Talk
Fire Punch
Thunder Punch
Ice Punch
Mimic
Endure
Endeavor
Fissure
Crunch
Fire Fang
Ice Fang
Thunder Fang

Double Team
Sandstorm
Roar
Protect
Facade
Blizzard
Rest
Giga Impact
Focus Punch
Brick Break
Surf
Smack Down
Rock Slide
Avalanche
Aqua Tail
Dragon Tail
Rock Tomb
Shadow Claw



Cradily [Reef] (Female)
Nature: Quiet (+ Sp.Atk, -Speed)

Type:
Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 37 (43/1.15) (+10% enemy accuracy)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 5/5

Abilities:
Suction Cups: (Innate) This Pokemon has sticky suction cups that anchor down to prevent it from being moved or scared away by Roar or Whirlwind. It will hold its ground against Dragon Tail and Overhead Throw and will not be forced out in a switch battle.
Storm Drain (DW): (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Attacks (20):
Astonish
Constrict
Acid
Ingrain
Confuse Ray
Gastro Acid
AncientPower
Swallow
Stockpile
Spit Up
Energy Ball
Wring Out

Mirror Coat
Recover
Barrier
Synthesis
Earth Power
Pain Split
Endure

Toxic
Grass Knot
Rock Slide
Giga Drain
Stone Edge
Protect
Earthquake
Sludge Wave
Bulldoze
Hidden Power Fire 7



Solrock [Ra] (genderless)
Nature: Quiet (+Special Attack, -Speed)
Type:
Rock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a flying type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.


Stats:

HP: 100
Attack: 3
Defense: 3
Sp. Attack: 3 (+)
Sp. Defense: 3
Speed: 60 (-)
Diameter Class: 2
Rock Class: 5
Rank Total: 17

EC: ...
MC: 0
DC: ...

Attacks(24):
Tackle
Harden
Confusion
Rock Throw
Fire Spin
Rock Polish
Psywave
Cosmic Power
SolarBeam
Explosion
Rock Slide
Heal Block
Magic Room

Sunny Day
Will-o-wisp
Trick Room
Psychic
Light Screen
Flamethrower
Shadow Ball
Toxic
Charge Beam
Protect
Reflect
Fire Blast
Stone Edge
Gyro Ball
Telekinesis

Gravity
Earth Power
Zen Headbutt
Endure
Pain Split
Signal Beam
Mimic
Seismic Toss
Role Play
Magic Coat



Probopass (Slag) (M)

Nature: Quiet (Adds * to Sp.Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)

Type:
Rock:Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:
Surdy:This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Magnet Pull:This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Sand Force (DW) Locked:This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.

Stats
HP: 90
Atk: Rank 2
Def: Rank 6
SpA: Rank 4 (+)
SpD: Rank 6
Spe: 34 (40/1.15) (-10% evasion)
Short Class: 3
Magnetic Force Class: 7
Rank Total: 21

EC: 6/6
MC: 1
DC: 5/5

Attacks (38):
Tackle
Harden
Rock Throw
Block
Thunder Wave
Power Gem
Earth Power
Zap Cannon
Lock On
Magnet Rise
Gravity
Magnet Bomb
Iron Defense
Rest
Discharge
Stone Edge
Rock Slide

Endure
Double Edge
Stealth Rock
Pain Split
DynamicPAUNCH
Role Play
Ice Punch
Fire Punch
Magic Coat

Smack Down
Thunderbolt
Sandstorm
Toxic
Protect
Flash Cannon
Volt Switch
Torment
Substitute
Hyper Beam
Taunt
Shock Wave
Earthquake
Double Team

Arena: My finest work...
Hard Rock Temple

SDS and Leethoof happen to be the coolest gym leaders around. So, instead of having a regular gym arena, they have bought out the local Sinnoh Hard Rock Cafe, and souped it up. Battlers, are you prepared to rock?

The Temple is carved into a large cavern in the side of Mount Coronet, obviously near Oreborough City. Battlers enter through a stone archway, fifteen feet high, ringed with solid stone guitars. Epic rock music blasts out of grand speakers throughout the entryway, shaking any unprepared trainers far before they even begin the battle. In the front room of the Temple, a small gift shop and regular Hard Rock Cafe give the illusion of an average restaurant, though a steady booming begins as the challenger crosses the busy Cafe. It is low and almost unrecognizable at first, but steadily grows louder as the trainer approaches the stone back door, into the arena.

Stomp Stomp Clap.
Stomp Stomp Clap.

The rear door grinds open slowly, retracting into the floor, giving the trainer one last chance to back out. A cloud of dust obscures the main room of the Temple unless the brave challenger steps forward past the doorway. As soon as this happens, the stone door grinds back upwards into its place, and seamlessly blends in with the craggy walls. Now, the trainer can truly appreciate the grandeur of the Hard Rock Temple before the battle begins.

Stomp Stomp Clap.
Stomp Stomp Clap.

The Temple's main room arches high into one of the many peaks of Mount Coronet, and the gray stone walls seem to soar endlessly in the large room. A single bright torch, so large it seems more like a bonfire, extends from a branch of rock, hanging over the center of the arena. With this dim lighting, the challenger can barely make out the vague shadows of a large statue in the back of the room; the statue so large it covers the entire rear wall of the Temple. The torch also gives the battler a glimpse of the solid stone arena. The beat grows louder and louder now that the trainer is within the cavern.

Stomp Stomp Clap.
Stomp Stomp Clap.

Suddenly, a bright flash of light blinds the challenger. They squint and flinch away, but then slowly turn their heads to behold the beautiful sight before them, a pure ode to rock, of both kinds. The statue dominating the rear wall is that of a large stone Bastiodon, its jaw jutting out proudly a good twenty feet. Its eyes hold bright stage lights, brilliantly flashing to the beat of the music. Atop the Bastiodon's jaw, a band is rocking out to the gym leaders' whims on a stone stage, with huge speakers broadly spreading across the Bastiodon's forehead. The steel plating seems to have rusted away into dust, small bits of it clinging to the edges, but the rock still stands sturdily.

Stomp Stomp Clap.
Stomp Stomp Clap.

Then, a spotlight rises up from the Bastiodon stage, and highlights two figures standing atop the Bastiodon's head. One step forwards to a mic jutting out of the rock, and the challenger can only begin to behold the dizzying height they are at.

"Greetings, [challenger]. I am Seven Deadly Sins, and this is Leethoof. We have been eagerly anticipating your arrival, and hope you feel the same way. Now, let's begin."

Instead of readying Pokeballs, Leethoof reaches to the side, and grabs a large stone hammer. The spotlight shifts a bit, and now reveals a matching gong. Leethoof reaches over and slams the gong to the beat of the music.

Stomp Stomp Clap.
Stomp Stomp Clap.

The challenger must once again shield their eyes, as hidden jets in the sides of the stone arena suddenly blast out incomprehensible amounts of sand, kicking up a wild sandstorm. The stage lights hazily point downwards, adding to the dim lighting provided by the bonfire above. The arena is now fully revealed, as more stone grinds to the side and expands it. It is a fifty by fifty foot arena, with rough rock flooring. In the dusty depths of this cavern, there is neither water nor plant-life, and any that manages to take hold is quickly removed by the gym leaders' trusted Pokemon. As the challenger sizes up the playing field below them, Leethoof mashes the gong once again, still keeping the beat.

Stomp Stomp Clap
Stomp Stomp Clap.

With a sudden ruckus, clearly audible even over the raging sands, the cries of many Pokemon add to the beat. Aerodactyl and Archeops dive down from their hidden roost high in the arches of the Temple. Rhyperior and Tyranitar slowly lumber down to the arena, roaring in anticipation, whereas they had previously blended in carefully with the stony walls. Carracosta clambers out of its shell, and looks over the challenger disdainfully as it trudges over below the stage. Two Bastiodon, standing protectively over some eager Shieldon, look up lazily from their perfectly carved holes in the base of the statue. A group of strange-looking stones seemingly tossed in a corner rises up and coalesces into Stratagem, who floats over beside the rest of the group. The rock-types make their way over to their places beneath the stage, rising out of any convenient crevice or walking out some hidden nook, and assemble in a group, roaring loudly and smacking their tough skin together to the beat.

Stomp Stomp Clap.
Stomp Stomp Clap.

Leethoof mashes the gong once more, and the loud noise silences the rowdy Pokemon, though the beat continues to shake the cavern. More large slabs of stone grind into the floor, revealing heavy-duty glass so that the guests at the Cafe may watch the battle. With this, the diners give a loud cheer for the gym leaders before returning to their meals, looking for action out of the corner of their eyes.
Leethoof then sets the hammer down, and looks to Seven Deadly Sins.

Seven Deadly Sins approaches the microphone once more, and gestures down below to the rock-types gathered near the stage, "They're an impressive bunch, aren't they, [challenger]? I hope you're prepared for this battle, but either way..."

Even from this massive distance, the challenger gets the feeling that both of the leaders are grinning widely.
"We will rock you!"

Stomp Stomp Clap.
Stomp Stomp Clap.

PLEASE READ MY FLAVOR BUT HERES THE RULES ANYWAYS
-Permanent, unchangeable, Sandstorm
-No external water
-No external plants (for grass knot, seed bomb, etc)
 

Name:
Lord Jesseus
Time Zone: GMT +10
Type of Gym: Fire
Activity: Very Active, I'm like always here even when you think I'm not.
Pokemon:

Charizard [Chi] (Male)
Nature: Lonely (+Atk, -Def)

Type:
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 100
Size Class: 3
Weight Class: 4

EC: 9/9
MC: 0
DC: 5/5

Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2).
SolarPower (DW): (Innate) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).

Attacks:
Heat Wave
Dragon Claw
Air Slash
Scratch
Growl
Leer
Ember
Metal Claw
Rage
Dragon Rage
Scary Face
Fire Fang
Smokescreen
Flamethrower
Flame Burst
Wing Attack

Crunch
Rock Slide
Counter

Will-o-Wisp
Rock Slide
Dig
Protect
Brick Break
Shadow Claw
Solarbeam
Sunny Day
Earthquake
Bulldoze
Stone Edge
Roost
ThunderPunch
Substitute
Hidden Power (Water 7)
Dragon Tail
Fly
Toxic
Rest
Sleep Talk
Endure


Blaziken [Upsilon] (Female)
Nature: Rash (+SpA, -SpD)

Type:
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 2 (-)
Spe: 80
Size Class: 3
Weight Class: 4
Base Rank Total: 21

EC: 9/9
MC: 0
DC: 5/5

Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2).
Speed Boost (DW): (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).

Attacks:
Fire Punch
Hi Jump Kick
Scratch
Growl
Focus Energy
Double Kick
Ember
Peck
Sand Attack
Fire Spin
Flamethrower
Mirror Move
Flare Blitz
Brave Bird

Night Slash
Reversal
Counter
Low Kick

Will-o-Wisp
Rock Slide
Dig
Protect
Endure
Brick Break
Focus Punch
Earthquake
Bounce
ThunderPunch
Solarbeam
Substitute
Helping Hand
Heat Wave
Knock Off
Hidden Power (Water 7)
Bulldoze
Stone Edge
Toxic
Rest
Sleep Talk


Rotom [Gamma]
Nature: Timid (+Spe, -Atk)

Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Fire (Heat Form Only): Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 4
SpD: Rank 4
Spe: 86
Size Class: 2 (1.3m)
Weight Class: 3 (25.3kg)
Base Rank Total: 20

MC: 0

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Attacks:
Trick
Astonish
Thunder Wave
Thundershock
Confuse Ray
Uproar
Double Team
Shock Wave
Substitute
Hex
Discharge
Charge
Electro Ball
Ominous Wind
Overheat (Heat Form Only)

Toxic
Will-o-Wisp
Protect
Shadow Ball
Pain Split
Thunder
Rain Dance
Thunderbolt
Rest
Sleep Talk
Reflect
Light Screen
Endure
Volt Switch
Snatch
Signal Beam
Hidden Power (Ground 7)
Spite
Sucker Punch
Dark Pulse
Mud-Slap
Sucker Punch
Swift
Secret Power
Telekinesis


Mollux [Astropod] (Female)
Nature: Bold (+Def, -Atk)
Type:
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 76
Size Class: 3
Weight Class: 3
Base Rank Total: 20

MC: 0
DC: 5/5

Abilities:
Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
Illuminate (DW): (Can Be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1) at the cost of 5 EN. The accuracy drop will last six (6) actions after the Pokemon is released.

Attacks:
Bide
Ember
Acid
Withdraw
Acid Spray
Confuse Ray
Clear Smog
Lava Plume
Heat Wave
Recover
Eruption
Moonlight
Toxic Spikes

Heal Bell
Heal Pulse
Helping Hand
Rapid Spin

Sludge Wave
Thunderbolt
Protect
Hidden Power Grass 7
Gastro Acid
Heal Bell
Rest
Sleep Talk
Snatch
Stealth Rock
Hyper Beam
Toxic
Venoshock
Fire Blast
Light Screen
SolarBeam
Rain Dance
Will-o-Wisp
Explosion
Thunder Wave



Chendelure [Lethe] (Female)
Nature: Timid (+Spe, -Atk)
OT: Danmantincan

Type:
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6
SpD: Rank 3
Spe: 92 (+)
Acc: +10%
Size Class: 2
Weight Class: 3
Base Rank Total: 19

EC: 9/9
MC: 0
DC: 5/5

Abilities:
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Shadow Tag (DW): (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

Attacks:
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-o-Wisp
Flame Burst
Imprison
Pain Split
Shadow Ball
Hex

Acid
Endure
Heat Wave

Psychic
Flamethrower
Energy Ball
Taunt
Dark Pulse
Trick
Rest
Sleep Talk
Protect
Safeguard
SolarBeam
Fire Blast
Trick Room
Spite
Hyper Beam
Hidden Power (Water 7)



Volcarona [Atlas] (Female)
Nature: Timid (+Spe, -Atk)

Type:
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5
SpD: Rank 4
Spe: 115 (+)
acc: +15%
Size Class: 3
Weight Class: 3
Base Rank Total: 22

EC: 6/6
MC: 0
DC: 5/5

Abilities:
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Swarm: (DW) (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)

Attacks:
Ember
Leech Life
String Shot
Gust
Take Down
Bug Buzz
Whirlwind
Fiery Dance
Quiver Dance
Heat Wave
Hurricane

Endure
Morning Sun
Foresight

Fire Blast
SolarBeam
Sunny Day
Giga Drain
Roost
Signal Beam
Hidden Power (Water 7)
Safeguard
Psychic
Will-o-Wisp
U-Turn
Substitute
Fly
Protect
Hyper Beam
Light Screen
Rest
Sleep Talk


Darmanitan [Scrabble] (Male)
Nature: Serious (No Change)
OT: SubwayJ

Type:
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Psychic (Zen Mode Activated Only): 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.

Stats:
HP: 110
Atk: Rank 5
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 95
Size Class: 3
Weight Class: 4
Base Rank Total: 18

(Zen Mode Activated)
HP: 110
Atk: Rank 2
Def: Rank 4
SpA: Rank 5
SpD: Rank 4
Spe: 55
Size Class: 3
Weight Class: 4
Base Rank Total: 21

EC: 0/6
MC: 0
DC: 0/5

Abilities:
Sheer Force: (Can be enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Zen Mode: (DW) (Can Be Enabled) Once below 50% of its maximum HP, the Pokemon can focus incredible energy into its body and change forms.

Attacks:
Tackle
Rollout
Incinerate
Rage
Fire Fang
Headbutt
Uproar
Facade
Fire Punch
Work Up
Taunt
Flare Blitz
Superpower

Encore
Hammer Arm
Yawn

Rock Slide
Dig
Flamethrower
Protect
Endavour
Rest
Sleep Talk
Zen Headbutt
Hidden Power Water 7
Earthquake
Smack Down
Psychic
Brick Break
Fire Blast
Torment
Flame Charge
Focus Blast
Will-o-wisp
Payback
Stone Edge
Grass Knot
Substitute
U-Turn
Bulldoze
Toxic

Range from 32-41 moves, average of 37.
Soon to come: Pyroak (if trades are ever approved)
Arena:
The Battle takes place in Jesseus' home country in a dry Eucalypt Forest. Due to the aridity, there is no natural water and the area is very prone to bushfires. The use of Fire-Type attacks will raise the Fire Hazard Level (more on that later). Also, because of the need for Firefighters to easily access the area, all Entry Hazards are strictly forbidden.
Fire Hazard Level: The Fire Hazard Level ranges from 0 to X and is spread across X Tiers. The Fire Hazard Level is increased every time a Fire-Type attack is used. Water attacks can be used to lower the Level, but only if they are aimed specifically at the environment. Each Tier causes an environmental effect. Rain will lower the effective Tier by 1 while Sun will raise it, however the Hazard Level will remain. This means that the Tier will return to normal after the weather stops.
Levels:
Tier 1 Forest - Level 0-2: The Forest is fine for now. Pokemon with enhanced senses in forest environments will benefit here.
Tier 2 Smoke - Level 3-5: The Forest heats up and trees begin to smoke and ember. Pokemon with enhanced senses in forest or brushfire environments will benefit here.
Tier 3 Bushfire - Level 6-8: The Forest is set mildly ablaze. Pokemon with enhanced senses in forest or brushfire environments will benefit here. In addition, the BAP of Fire Attacks is increased by 2 While Water attacks have their BAP lowered by 2.
Tier 4 Intense Blaze - Level 9-11: The Forest is blazing now! The fire is so hot that it feels like the heat of the sun! The weather is treated as Sunny Day for all intents and Purposes regardless of the actual weather (Rain and Sun will still change the effective Tier). Pokemon with enhanced senses in brushfire environments will benefit here.
Tier 5 Inferno - level 12-15: In addition to the effects of Tier 4, the fires will burn all Pokemon that can be burned at the end of each round.
Tier 6 Hellfire: Achieved when the Sun is up during an Inferno. Has the same effects as Inferno but also nullifies all resistances to the Fire Type, making everything neutral or weaker.
Summary: No Natural Water, No Entry Hazards, Fire Hazard Level.
 
Alright boys, 2 day warning! Everyone who wants a Gym this round MUST apply with a full application (including arena basics and pokemon profiles) by 11:59 MOUNTAIN TIME (GMT -7, so 7:00 AM GMT the day after) on August 26!
 
Alright, MK and I have decided on what's happening this round, result int he hide tab. Drum roll please.............................................................................................................................................................................

Ghost: Congrats Zarator!
Rock: Congrats Leethoof and Seven Deadly Sins!
Psychic: Alchemator vs Gerard (Decide on battle rules, get a good ref, imo B5P3 for both is good for GL battles)
Bug: Deadfox vs Rediamond (Decide on battle rules, get a good ref, imo B5P3 for both is good for GL battles)
Fire: Round Robin! Danmantincan vs Orc, Orc vs Jess, Jess vs Danmantincan (Your battle rules are: 3v3 Singles, Bench 5, ASB Arena Switch=OK, Items=ON, 2 Substitutions, 3 Day DQ, 3 Recoveries/5 Chills, Find some good quality refs and good luck) In the event of a tie, MK and I will decide the leader based on battling skill demonstrated in these battles.

Good Luck and congratulations all!


Use this thread to organize your battles and give congrats. For those that didn't make the cut, don't worry. You can apply for round three down the road, though make sure you buff your Pokemon between now and then! And for reference, the types that still don't have Gyms are:
Ice, Normal, Grass, Dragon
 

Orcinus Duo

Banned deucer.
All righty. Bring it on, Dan and Jesseus! Really would've preferred dubs but okay, I guess. If there are any interested refs for our battles, if they could post in this thread, that'll be great. First come first serve!

Also, volunteering to ref Alch and Gerard.
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus
B5P3
Switch = OK
All abilities
No items
Two subs
2 Recoveries / 5 Chills
3 Day DQ

Also I always order second. js.

Fine by you, Gerard?
 
deadfox and I have come to an agreement.

B5C3
Switch=OK
Items=On
Abilities=All
2 Chills/5 Recovers
ASB Arena
3 Day DQ
2 Subs


Now all we need is a ref.
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
orcinus, Jesseus, danmantican, send me your teams for your respective matches - remember that you may use different teams of 5 for each match.

:D
 
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