The Combatants!
The Wanderer vs. lucarioisawesome
The Rules:
2v2 Doubles
2 day DQ time
2 Recovers/5 Chills
All abilities
Items: OFF
Switch: THE GREAT DOOM GOOD OF LOL (no)
The Teams!
The Wanderer's team
Riolu(*) [Rico] (Male)
"<It's like the laws of the universe: Atoms make up all matter, gravity pulls things down, and Rico'll tear you a new one!>"
An arrogant but fiercely loyal riolu that has been in the wanderer's care since as far back as he can remember.
Nature: Naughty (+1 atk, -1 SpD)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities: Inner Focus, Steadfast
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.
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.
Prankster (DW): (innate, locked) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 3/6
MC: 0
DC: 3/5
Attacks (16 total):
Level Up:
Quick Attack(*)
Foresight(*)
Endure(*)
Counter(*)
Force Palm(*)
Feint(*)
Reversal(*)
Screech(*)
Nasty Plot
Egg:
Blaze Kick(*)
Vacuum Wave (*)
Iron Defense(*)
Circle Throw
TM:
Hidden Power(*) - Ice, power 7
Swords Dance(*)
Earthquake(*)
Past Gen:
Thunderpunch
Togepi(*) [Sethim (Seth for short)] (Male)
"<I hear that if you close your eyelids really hard, it makes your eyes sore.>"
Rico's little brother (their mother was a ditto), and an utter space cadet.
Nature: Bold (+1 Def, -1 Atk)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities: Serene Grace, Hustle
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Hustle: (Can Be Activated) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
Super Luck (DW): (Innate, Locked) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Stats:
HP: 90
Atk: Rank 0 (-)
Def: Rank 4 (+)
SpA: Rank 2
SpD: Rank 3
Spe: 20
Size Class: 1
Weight Class: 1
Base Rank Total: 12
EC:2/9
MC: 0
DC: 2/5
Attacks (17 total):
Level Up:
Growl(*)
Charm(*)
Metronome(*)
Sweet Kiss(*)
Yawn(*)
Encore(*)
AncientPower(*)
Follow Me(*)
Bestow(*)
Egg:
Nasty Plot(*)
Extrasensory(*)
Morning Sun(*)
TM:
Flamethrower(*)
Thunder Wave(*)
Grass Knot(*)
Protect
Past Gen:
Heal Bell
lucarioisawesome's team
Sneasel [Icicles] (M)
Nature: Adamant (* Attack, -1 * Special Attack)
Type: Dark/Ice
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:
Type: 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:
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.
Pickpocket (DW):
Type: 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.
Stats:
HP:90
Atk: 4(+)
Def: 2
SpA: 1(-)
SpD: 3
Spd: 115
Size Class: 2
Weight Class: 3
Base Rank Total: 17
EC:5/6
MC:0
DC: 2/5
Attacks:
Level Ups:
Scratch (*)
Leer (*)
Taunt (*)
Quick Attack (*)
Screech (*)
Faint Attack (*)
Furry Swipes (*)
Agility (*)
Breeding Moves:
Ice Punch (*)
Fake Out (*)
Ice Shard (*)
Tm Moves:
Sword Dance (*)
Brick Break (*)
Shadow Claw (*)
Endure (past gen)
Litwick( Inferno) (M)
Nature: Modest (+1* SpAtk -1* def)
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 2
SpA: Rank 4(+)
SpD: Rank 2
Spe: 20
Size Class: 1
Weight Class: 1
Base Rank Total: 12
EC: 0/9
MC: 0
DC: 0/5
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 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.
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.
Moves:
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-O-Wisp
Flame Burst
Imprison
Endure
Heat Wave
Clear Smog
Solarbeam
Sunny Day
Psychic
Total: 16 moves.
Order of stuff:
lucario order your actions
The Wanderer order your actions
I ref
reverse
The Book Is BLANK!! :)
Good luck to both sides. FENCE!
The Wanderer vs. lucarioisawesome
The Rules:
2v2 Doubles
2 day DQ time
2 Recovers/5 Chills
All abilities
Items: OFF
Switch: THE GREAT DOOM GOOD OF LOL (no)
Field Type: Flying
Complexity: Intense
Format: All
Restrictions: No water source, No digging, No rain or hail, No Grass Knot
Description: About 20m in diameter, this battlefield is the aerie of the Tower of Heaven, a colossus that extends high into the atmosphere, and home to an entity simply known as the Deity. Golden blocks litter the battlefield, about two to three meters apart, and are both a size and weight class of 1. The battlefield is so high up that it pierces the clouds, which makes rain and hail impossible, but the open sky and all the dust atop the tower make sun and sandstorms viable. The floor is made of tough, thick stone, and is thus impossible to dig through. It's also devoid of water or vegetation, so Grass Knot or certain water moves like surf are impossible. While a pokemon that can fly or levitate can return to the battlefield if s/he is thrown off the tower, those who can't will fall to their deaths (translation: instant KO). Seismic moves are allowed, as the tower somehow repairs damage to it by itself. Finally, since the Deity does run this tower, you must adhere to whatever law He dictates, or else He's gonna smite ya.
The Book of Laws: At the end of each round, the ref will rng d20. Whatever number it hits, the corresponding law in the list below will be in effect for the following round. If a law is explicitly defined to take place on a certain round (e.g. "thou shalt not waste my time" in round 20), then that law will be in effect instead. Only one law will be in effect at a time.
Each pokemon involved in the battle has an individual smite counter, which is set to 1. At the end of each round, if a pokemon at some point in the round has broken the law currently in effect, the deity will smite the offending pokemon, dealing a typeless (10 * smite counter) in damage. Following penalty, the offending pokemon's smite counter will be increased by 1, to a maximum of 5. Switching the pokemon out will reset its smite counter to 1.
The potential laws are as follows:
1: The Book of Laws is blank - No law is in effect this round. Go nuts! By default, this law will be in effect during the first round of battle.
2: Thou shalt not touch the golden blocks - The pokemon may not touch any of the golden blocks littered on the battlefield. If a pokemon is knocked to the ground or hit with a critical, the ref will rng d6. If a 6 is rolled, the pokemon accidentally touches a golden block and will be penalized. Moves that employ telekinesis to throw golden blocks at a foe will not result in a penalty - in fact, connecting such an attack will penalize the enemy!
3: Thou shalt not shake the earth - The pokemon may not use any seismic moves.
4: Thou shalt not touch another living being - The pokemon may not make physical contact with each other or any other living being (e.g. bullet seed, leech seed). If one pokemon touches the other, both will be penalized.
5: Thou shalt not leave the ground - The pokemon may not fly, levitate, jump, or otherwise be in the air. If a pokemon is knocked away or hit with a critical, the ref will rng d6. If a 6 is rolled, the pokemon is lifted from the ground briefly and will be penalized.
6: Thou shalt not walk - The pokemon may not walk, run or slither across the ground. The pokemon may, however, jump across the ground, fly or otherwise travel through the air, provided it doesn't need to walk or run to get momentum going.
7: Thou shalt not tamper with the weather - The pokemon may not use any weather-changing moves or abilities, like sunny day, sand stream or the weather-clearing command of cloud nine. Any current weather in play will not be affected.
8: Thou shalt not incapacitate - The pokemon may not use moves that induce status ailments. Any status inducing moves (e.g. toxic spikes) that were in play before this law came into effect are excluded.
9: Thou shalt not flee - Switching pokemon is prohibited in this round. If a pokemon does switch out, the deity will smite it before the switch takes effect, rather than at the end of the round like usual. If the ref rngs this law in a battle where switching out results in a KO, then s/he will treat it as if s/he rolled a 1 instead.
10: Thou shalt not invoke [type] - Moves of the type specified by the law are prohibited. The ref will rng d17 to determine the type:
1: Normal
2: Fire
3: Water
4: Electric
5: Grass
6: Ice
7: Fighting
8: Poison
9: Ground
10: Flying
11: Psychic
12: Bug
13: Rock
14: Ghost
15: Dragon
16: Dark
17: Steel
11: Thou shalt not be a coward - The pokemon may only use damaging moves. You may use non-damaging moves in a combo attack, provided the combined attack does damage (e.g. Weather Ball with Will-o-wisp). Moreover, the cooldown that follows a combo move will not result in a penalty.
12: Thou shalt not kill - The pokemon may not directly KO the opponent. KOing a pokemon through indirect damage (e.g. Toxic, Leech Seed) will not result in a penalty.
13: Thou shalt not heal - The pokemon may not use recovery or chills. If the ref rngs this law in a battle where recovery is prohibited to begin with, then s/he will treat it as if s/he rolled a 1 instead.
14: Thou shalt not harm - The pokemon may only use non-damaging moves. Indirect damaging moves like toxic or leech seed are allowed.
15: Thou shalt not protect thyself - The pokemon may not dodge or otherwise attempt to prevent damage done to itself (e.g. using barrier to deflect contact moves).
16: Thou shalt not employ thine talents - The pokemon may not use ablilties that can be activated or enabled. If an ability can be disabled, it must be disabled before the end of the round to avoid penalty. Traits and innate abilities will not be penalized.
17: Thou shalt not overpower thine foe - If the percentage of the pokemon's HP exceeds the percentage of its foe's HP by at least 40% by the end of the round (e.g. yours is at 90% HP while your foe's is at 12%), the pokemon will suffer a penalty.
18: Thou shalt not be a weakling - If the percentage of the pokemon's HP is less than the percentage of its foe's HP by at least 40% by the end of the round (e.g. yours is at 12% HP while your foe's is at 90%), the pokemon will suffer a penalty.
19: Thou shalt not speak - Sound-based moves are prohibited.
20: Thou shalt not inflict grievous damage - If a pokemon's attack lands a critical hit, it suffers a penalty.
There's also a law that always takes effect on the 20th round, and again every additional ten rounds:
Thou shalt not waste my time - The deity is pissed at how long the fight's taking, and smites both pokemon at the end of the round. What an asshole!
Complexity: Intense
Format: All
Restrictions: No water source, No digging, No rain or hail, No Grass Knot
Description: About 20m in diameter, this battlefield is the aerie of the Tower of Heaven, a colossus that extends high into the atmosphere, and home to an entity simply known as the Deity. Golden blocks litter the battlefield, about two to three meters apart, and are both a size and weight class of 1. The battlefield is so high up that it pierces the clouds, which makes rain and hail impossible, but the open sky and all the dust atop the tower make sun and sandstorms viable. The floor is made of tough, thick stone, and is thus impossible to dig through. It's also devoid of water or vegetation, so Grass Knot or certain water moves like surf are impossible. While a pokemon that can fly or levitate can return to the battlefield if s/he is thrown off the tower, those who can't will fall to their deaths (translation: instant KO). Seismic moves are allowed, as the tower somehow repairs damage to it by itself. Finally, since the Deity does run this tower, you must adhere to whatever law He dictates, or else He's gonna smite ya.
The Book of Laws: At the end of each round, the ref will rng d20. Whatever number it hits, the corresponding law in the list below will be in effect for the following round. If a law is explicitly defined to take place on a certain round (e.g. "thou shalt not waste my time" in round 20), then that law will be in effect instead. Only one law will be in effect at a time.
Each pokemon involved in the battle has an individual smite counter, which is set to 1. At the end of each round, if a pokemon at some point in the round has broken the law currently in effect, the deity will smite the offending pokemon, dealing a typeless (10 * smite counter) in damage. Following penalty, the offending pokemon's smite counter will be increased by 1, to a maximum of 5. Switching the pokemon out will reset its smite counter to 1.
The potential laws are as follows:
1: The Book of Laws is blank - No law is in effect this round. Go nuts! By default, this law will be in effect during the first round of battle.
2: Thou shalt not touch the golden blocks - The pokemon may not touch any of the golden blocks littered on the battlefield. If a pokemon is knocked to the ground or hit with a critical, the ref will rng d6. If a 6 is rolled, the pokemon accidentally touches a golden block and will be penalized. Moves that employ telekinesis to throw golden blocks at a foe will not result in a penalty - in fact, connecting such an attack will penalize the enemy!
3: Thou shalt not shake the earth - The pokemon may not use any seismic moves.
4: Thou shalt not touch another living being - The pokemon may not make physical contact with each other or any other living being (e.g. bullet seed, leech seed). If one pokemon touches the other, both will be penalized.
5: Thou shalt not leave the ground - The pokemon may not fly, levitate, jump, or otherwise be in the air. If a pokemon is knocked away or hit with a critical, the ref will rng d6. If a 6 is rolled, the pokemon is lifted from the ground briefly and will be penalized.
6: Thou shalt not walk - The pokemon may not walk, run or slither across the ground. The pokemon may, however, jump across the ground, fly or otherwise travel through the air, provided it doesn't need to walk or run to get momentum going.
7: Thou shalt not tamper with the weather - The pokemon may not use any weather-changing moves or abilities, like sunny day, sand stream or the weather-clearing command of cloud nine. Any current weather in play will not be affected.
8: Thou shalt not incapacitate - The pokemon may not use moves that induce status ailments. Any status inducing moves (e.g. toxic spikes) that were in play before this law came into effect are excluded.
9: Thou shalt not flee - Switching pokemon is prohibited in this round. If a pokemon does switch out, the deity will smite it before the switch takes effect, rather than at the end of the round like usual. If the ref rngs this law in a battle where switching out results in a KO, then s/he will treat it as if s/he rolled a 1 instead.
10: Thou shalt not invoke [type] - Moves of the type specified by the law are prohibited. The ref will rng d17 to determine the type:
1: Normal
2: Fire
3: Water
4: Electric
5: Grass
6: Ice
7: Fighting
8: Poison
9: Ground
10: Flying
11: Psychic
12: Bug
13: Rock
14: Ghost
15: Dragon
16: Dark
17: Steel
11: Thou shalt not be a coward - The pokemon may only use damaging moves. You may use non-damaging moves in a combo attack, provided the combined attack does damage (e.g. Weather Ball with Will-o-wisp). Moreover, the cooldown that follows a combo move will not result in a penalty.
12: Thou shalt not kill - The pokemon may not directly KO the opponent. KOing a pokemon through indirect damage (e.g. Toxic, Leech Seed) will not result in a penalty.
13: Thou shalt not heal - The pokemon may not use recovery or chills. If the ref rngs this law in a battle where recovery is prohibited to begin with, then s/he will treat it as if s/he rolled a 1 instead.
14: Thou shalt not harm - The pokemon may only use non-damaging moves. Indirect damaging moves like toxic or leech seed are allowed.
15: Thou shalt not protect thyself - The pokemon may not dodge or otherwise attempt to prevent damage done to itself (e.g. using barrier to deflect contact moves).
16: Thou shalt not employ thine talents - The pokemon may not use ablilties that can be activated or enabled. If an ability can be disabled, it must be disabled before the end of the round to avoid penalty. Traits and innate abilities will not be penalized.
17: Thou shalt not overpower thine foe - If the percentage of the pokemon's HP exceeds the percentage of its foe's HP by at least 40% by the end of the round (e.g. yours is at 90% HP while your foe's is at 12%), the pokemon will suffer a penalty.
18: Thou shalt not be a weakling - If the percentage of the pokemon's HP is less than the percentage of its foe's HP by at least 40% by the end of the round (e.g. yours is at 12% HP while your foe's is at 90%), the pokemon will suffer a penalty.
19: Thou shalt not speak - Sound-based moves are prohibited.
20: Thou shalt not inflict grievous damage - If a pokemon's attack lands a critical hit, it suffers a penalty.
There's also a law that always takes effect on the 20th round, and again every additional ten rounds:
Thou shalt not waste my time - The deity is pissed at how long the fight's taking, and smites both pokemon at the end of the round. What an asshole!
The Teams!
The Wanderer's team

Riolu(*) [Rico] (Male)
"<It's like the laws of the universe: Atoms make up all matter, gravity pulls things down, and Rico'll tear you a new one!>"
An arrogant but fiercely loyal riolu that has been in the wanderer's care since as far back as he can remember.
Nature: Naughty (+1 atk, -1 SpD)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities: Inner Focus, Steadfast
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.
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.
Prankster (DW): (innate, locked) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 3/6
MC: 0
DC: 3/5
Attacks (16 total):
Level Up:
Quick Attack(*)
Foresight(*)
Endure(*)
Counter(*)
Force Palm(*)
Feint(*)
Reversal(*)
Screech(*)
Nasty Plot
Egg:
Blaze Kick(*)
Vacuum Wave (*)
Iron Defense(*)
Circle Throw
TM:
Hidden Power(*) - Ice, power 7
Swords Dance(*)
Earthquake(*)
Past Gen:
Thunderpunch

Togepi(*) [Sethim (Seth for short)] (Male)
"<I hear that if you close your eyelids really hard, it makes your eyes sore.>"
Rico's little brother (their mother was a ditto), and an utter space cadet.
Nature: Bold (+1 Def, -1 Atk)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities: Serene Grace, Hustle
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Hustle: (Can Be Activated) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
Super Luck (DW): (Innate, Locked) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Stats:
HP: 90
Atk: Rank 0 (-)
Def: Rank 4 (+)
SpA: Rank 2
SpD: Rank 3
Spe: 20
Size Class: 1
Weight Class: 1
Base Rank Total: 12
EC:2/9
MC: 0
DC: 2/5
Attacks (17 total):
Level Up:
Growl(*)
Charm(*)
Metronome(*)
Sweet Kiss(*)
Yawn(*)
Encore(*)
AncientPower(*)
Follow Me(*)
Bestow(*)
Egg:
Nasty Plot(*)
Extrasensory(*)
Morning Sun(*)
TM:
Flamethrower(*)
Thunder Wave(*)
Grass Knot(*)
Protect
Past Gen:
Heal Bell
lucarioisawesome's team

Sneasel [Icicles] (M)
Nature: Adamant (* Attack, -1 * Special Attack)
Type: Dark/Ice
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:
Type: 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:
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.
Pickpocket (DW):
Type: 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.
Stats:
HP:90
Atk: 4(+)
Def: 2
SpA: 1(-)
SpD: 3
Spd: 115
Size Class: 2
Weight Class: 3
Base Rank Total: 17
EC:5/6
MC:0
DC: 2/5
Attacks:
Level Ups:
Scratch (*)
Leer (*)
Taunt (*)
Quick Attack (*)
Screech (*)
Faint Attack (*)
Furry Swipes (*)
Agility (*)
Breeding Moves:
Ice Punch (*)
Fake Out (*)
Ice Shard (*)
Tm Moves:
Sword Dance (*)
Brick Break (*)
Shadow Claw (*)
Endure (past gen)

Litwick( Inferno) (M)
Nature: Modest (+1* SpAtk -1* def)
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 2
SpA: Rank 4(+)
SpD: Rank 2
Spe: 20
Size Class: 1
Weight Class: 1
Base Rank Total: 12
EC: 0/9
MC: 0
DC: 0/5
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 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.
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.
Moves:
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-O-Wisp
Flame Burst
Imprison
Endure
Heat Wave
Clear Smog
Solarbeam
Sunny Day
Psychic
Total: 16 moves.
Order of stuff:
lucario order your actions
The Wanderer order your actions
I ref
reverse
The Book Is BLANK!! :)
Good luck to both sides. FENCE!