<challenge>
I think it's about time I had one last crack at this guy, since he was the first person I ever battled. Therefore:
Challenging danmantincan
3v3 FE Singles
2 day DQ
2 Recover / 5 Chill
Arena: Sienna City Gym
Arena: Sienna City Gym
Field Type: Fire
Complexity: Intense
Format: Singles / Doubles
Restrictions:
-No Weather
-No Digging
-No Seismic Moves
-No Water Source
Description:
Located in Sienna City just south of Route 9001, the Sienna City Gym focuses on the Fire-type above all else. The battlefield itself is found deep underground in a conveniently placed volcanic chamber. The field is roughly 20' x 20', and is suspended 15 feet over a magma pit by tempered steel girders. While the steel is fairly sturdy, using moves such as Magnitude and Earthquake will severely damage the structure, which means that those moves, as well as all like them, are banned for safety's sake. The main platform is also made of tempered steel, so Digging is impossible. Rock moves are usable, but as the only rocks around are molten, moves using them require 3 more energy to keep the rocks from melting. If a Pokemon is knocked into / falls into the lava, they lose 15 HP and have a 50% chance of being burned (unless they are Fire-type, in which case they only lose 10 HP, or the Pokemon has Flash Fire, in which case they suffer no damage but do not get the Flash Fire boost; in neither case can the Pokemon in question be burned). If the Pokemon has wings / can Fly or Teleport (not including Pokemon such as the Gliscor line or other Pokemon that cannot actually "fly"), they take no damage, but must use their next action to return to the platform, using 2/3 of the move's usual Energy cost. If this occurs after the last action of the round, the Pokemon will still return to the platform, but cannot move for the first action next round. At the end of each round, a jet of fire may erupt from underneath one of the Pokemon; this happens roughly 30% of the time. The damage done to the Pokemon will be given as follows:
If the Pokemon in question resists Fire 4x, they lose 3 HP.
If they resist 2x, they lose 5 HP.
If they are neutral to Fire, they lose 10 HP.
If they are 2x weak to Fire, they lose 15 HP.
If they are 4x weak to fire, they lose 20 HP.
If the Pokemon has the ability Flash Fire, they lose no HP, but do not gain the Flash Fire bonus.
And that's about it.
</challenge>
Accepting.
Switch = KO
Abilities = One
Items = Sure
Team Galladiator:

Gallade (*) [Roman] (M)
Nature: Adamant (increases Attack by 1 Rank, decreases Sp. Attack by 1 Rank)
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.
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): (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 will be maintained at the end of each round.
Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 4
Base Rank Total: 21
EC: 9/9
MC: 0
DC: 5/5 (Unlocked)
Moves:
Night Slash
Leaf Blade
Growl (*)
Confusion (*)
Double Team (*)
Teleport (*)
Fury Cutter
Lucky Chant (*)
Magical Leaf (*)
Slash
Heal Pulse (*)
Psycho Cut
Close Combat
Confuse Ray (*)
Shadow Sneak (*)
Will-o-Wisp (*)
Return (*)
Psychic (*)
Shadow Ball (*)
Light Screen
Reflect
Stone Edge
Brick Break
Total Moves: 23

Feraligatr (*) [Irwin] (M)
Nature: Jolly (A 15% increase (rounded up) in Base Speed and a +9.3% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts 1 Rank from Special Attack)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Sheer Force (DW) (Unlocked): (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.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 4
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 90 (78*1.15) (+)
Size Class: 4
Weight Class: 4
Base Rank Total: 20
EC: 9/9
MC: 1
DC: 5/5 (Unlocked)
Moves:
Scratch (*)
Leer (*)
Water Gun (*)
Rage (*)
Bite (*)
Scary Face (*)
Ice Fang (*)
Flail (*)
Crunch
Slash
Superpower
Aqua Jet (*)
Dragon Dance (*)
Ice Punch (*)
Metal Claw
Waterfall (*)
Shadow Claw (*)
Return (*)
Dragon Claw
Total Moves: 19

Volcarona [Harvey] (M)
Nature: Rash (+ Sp. Atk, - Sp. Def)
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.
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)
Stats:
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3 (-)
Spe: 100
Size Class: 3
Weight Class: 3
Base Rank Total: 22
EC: 6/6
MC: 0
DC: 5/5
Moves:
Ember
String Shot
Leech Life
Take Down
Flame Charge
Silver Wind
Quiver Dance
Bug Buzz
Hurricane
Fiery Dance
Magnet Rise
Morning Sun
Zen Headbutt
Toxic
Fire Blast
Acrobatics
Overheat
Hyper Beam
Total Moves: 18
Team danmantincan:


Oliver - Snorlax (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: 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 Unlocked): (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 (-)
Size Class: 4
Weight Class: 9
Base Rank Total: 22
EC: 6/6
MC: 1
DC: 5/5
Moves (29):
Metronome
Odor Sleuth
Tackle
Defense Curl
Amnesia
Lick
Recycle
Screech
Chip Away
Stockpile
Snatch
Rollout
Body Slam
Tackle
Headbutt
Belly Drum
Yawn
Rest
Heavy Slam
Crunch
Hyper Beam
Giga Impact
Counter
Selfdestruct
Zen Headbutt
Whirlwind
Ice Beam
Thunderbolt
Flamethrower
Earthquake

Shinon - Octillery (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Types: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Sniper: (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.
Moody (DW Unlocked): (Innate) This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Inconsistent is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 39 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Moves (23):
Water Gun
Lock-On
Psybeam
Aurora Beam
BubbleBeam
Focus Energy
Bullet Seed
Ice Beam
Octazooka
Constrict
Gunk Shot
Wring Out
Signal Beam
Hyper Beam
Soak
Acid Spray
Rock Blast
Water Spout
Psychic
Flamethrower
Waterfall
Scald
Charge Beam
Sludge Wave
Energy Ball

Marcia - Togekiss (F)
Nature: Calm (+1 SpD, -1 Atk)
Types: 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 outside extremely odd circumstances even for ground-based flying Pokemon. 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 Unlocked): (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 3
SpA: Rank 5
SpD: Rank 5 (+)
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 20
EC: 9/9
MC: 2
DC: 5/5
Moves (29):
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow
Wish
Safeguard
Magical Leaf
Sky Attack
ExtremeSpeed
Aura Sphere
Air Slash
After You
Extrasensory
Mirror Move
Psycho Shift
Counter
Softboiled
Tri Attack
Shadow Ball
Flamethrower
Grass Knot
Thunder Wave
Roost
Reflect
Mmkay, so, Galladiator's mon and ability, danman's orders, Galladiator's orders.