You guys got way too many numbers.
Cyndaquil(*) (M)
Nature: Naïve (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Special Defense)
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. Solarbeam has Energy Cost reduced by one (1).
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)
Flash Fire (DW): (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).
Stats:
HP: 90
Atk: **
Def: **
SpA: ***
SpD: * (-)
Spe: 75 (65 * 1.15 = 74.75 rounds to 75)
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle (*)
Leer (*)
Smokescreen (*)
Ember (*)
Quick Attack (*)
Flame Wheel (*)
Defense Curl (*)
Extrasensory (*)
Flare Blitz (*)
Foresight (*)
Double Team (*)
Flame Charge (*)
Will-o-Wisp (*)
Riolu(*) Ike (M)
Nature: Mild (Adds * to Special Attack; Subtracts * From Defense)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
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.
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.
Prankster (DW): (Innate) 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: ***
Def: *(-)
SpA: ***(+)
SpD: **
Spe: 60
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Quick Attack (*)
Foresight (*)
Endure (*)
Counter (*)
Force Palm (*)
Feint (*)
Reversal (*)
Screech (*)
Agility (*)
Blaze Kick (*)
Vacuum Wave (*)
Focus Blast (*)
Shadow Claw (*)
Work Up (*)
Ducklett(*) BigPecks (F)
Nature: Quirky (No Effect on Stats)
Type: Water/Flying
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).
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).
Abilities:
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.
Big Pecks: (Innate) This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds.
Hydration (DW): (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
Stats:
HP: 100
Atk: **
Def: **
SpA: **
SpD: **
Spe: 55
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Water Gun (*)
Water Sport (*)
Defog (*)
Wing Attack (*)
Water Pulse (*)
Aerial Ace (*)
BubbleBeam (*)
Feather Dance (*)
Aqua Ring (*)
Me First (*)
Mirror Move (*)
Steel Wing (*)
Facade (*)
Ice Beam (*)
Scald (*)
Poliwag [Buff] (Male)
Nature: Adamant (+1 to Special Attack, -1 Attack)
Type: Water
Water: Summary: 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).
Stats:
HP: 90
Atk: *** (+1)
Def: **
SpA: * (-1)
SpD: **
Spe: 90
(+1 to Special Attack, x20/23 to Speed)
EC: 0/9
MC: 0
DC: 0/5
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.
Damp: (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Swift Swim: (DW, not activated) (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Attacks
Water Sport
Bubble
Hypnosis
Water Gun
DoubleSlap
Rain Dance
Bubblebeam
Refresh
Encore
Mud Shot
Waterfall
Return
Toxic
Mantyke (*) Squishy (F)
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Water/Flying
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).
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).
Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
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.
Water Veil (DW): (Innate) Pokemon with this ability always have their body coated in a lair of water which prevents burns.
Stats:
HP: 90
Atk: * (-1)
Def: **
SpA: **** (+1)
SpD: ****
Spe: 50
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Tackle
Bubble
Supersonic
BubbleBeam
Headbutt
Agility
Wing Attack
Hydro Pump
Haze
Splash
Ice Beam
Surf
Rain Dance
Pichu [Sandaa] (Female)
Nature: Mild (+1 to Special Attack, -1 Special Defense)
Type: Electric
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Stats:
Pichu
HP: 80
Atk: **
Def: * (-1)
SpA: *** (+1)
SpD: **
Spe: 60
(+1 to Special Attack, -1 to Defense)
EC: 0/9
MC: 0
DC: 0/5
Abilities
Static: (Innate) This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
Lightning Rod: (DW, not activated) (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.
Attacks
Thundershock
Charm
Tail Whip
Thunder Wave
Sweet Kiss
Nasty Plot
Charge
Encore
Volt Tackle
Thunderbolt
Hidden Power Ice 7
Protect
Okay, good luck and have fun!
edit: DA, I would totally go with a Water-type Pokemon to fight that Ducklett!
aww da's a meany T_T
it's okay, go ahead and use it ^_^
I don't really know how this will go, but who wants to be the first person I battle?
Lets go with:
3v3 Singles
2 Day DQ
2 Recovers, 5 Chills
And as for an arena, well, nothing too complicated. How about a field. With some grass. And lets just say there's a tree in the middle.
Done.
Switch=KO
All Abilities
No items
if nobody accepts, I'll just attack a first-timer instead. gosh.
the person with the most numbers in their username posts their first Pokemon
the person with the least numbers excluding me will post their first Pokemon and its orders
most numbered person posts orders
me
okay, fine, jas
DA
flora
DA
jas
flora
jas
DA
flora
DA
jas
flora
jas
DA
flora
kkkkk
the person with the least numbers excluding me will post their first Pokemon and its orders
most numbered person posts orders
me
okay, fine, jas
DA
flora
DA
jas
flora
jas
DA
flora
DA
jas
flora
jas
DA
flora
kkkkk

Cyndaquil(*) (M)
Nature: Naïve (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Special Defense)
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. Solarbeam has Energy Cost reduced by one (1).
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)
Flash Fire (DW): (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).
Stats:
HP: 90
Atk: **
Def: **
SpA: ***
SpD: * (-)
Spe: 75 (65 * 1.15 = 74.75 rounds to 75)
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle (*)
Leer (*)
Smokescreen (*)
Ember (*)
Quick Attack (*)
Flame Wheel (*)
Defense Curl (*)
Extrasensory (*)
Flare Blitz (*)
Foresight (*)
Double Team (*)
Flame Charge (*)
Will-o-Wisp (*)

Riolu(*) Ike (M)
Nature: Mild (Adds * to Special Attack; Subtracts * From Defense)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
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.
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.
Prankster (DW): (Innate) 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: ***
Def: *(-)
SpA: ***(+)
SpD: **
Spe: 60
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Quick Attack (*)
Foresight (*)
Endure (*)
Counter (*)
Force Palm (*)
Feint (*)
Reversal (*)
Screech (*)
Agility (*)
Blaze Kick (*)
Vacuum Wave (*)
Focus Blast (*)
Shadow Claw (*)
Work Up (*)

Ducklett(*) BigPecks (F)
Nature: Quirky (No Effect on Stats)
Type: Water/Flying
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).
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).
Abilities:
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.
Big Pecks: (Innate) This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds.
Hydration (DW): (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
Stats:
HP: 100
Atk: **
Def: **
SpA: **
SpD: **
Spe: 55
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Water Gun (*)
Water Sport (*)
Defog (*)
Wing Attack (*)
Water Pulse (*)
Aerial Ace (*)
BubbleBeam (*)
Feather Dance (*)
Aqua Ring (*)
Me First (*)
Mirror Move (*)
Steel Wing (*)
Facade (*)
Ice Beam (*)
Scald (*)

Poliwag [Buff] (Male)
Nature: Adamant (+1 to Special Attack, -1 Attack)
Type: Water
Water: Summary: 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).
Stats:
HP: 90
Atk: *** (+1)
Def: **
SpA: * (-1)
SpD: **
Spe: 90
(+1 to Special Attack, x20/23 to Speed)
EC: 0/9
MC: 0
DC: 0/5
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.
Damp: (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Swift Swim: (DW, not activated) (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Attacks
Water Sport
Bubble
Hypnosis
Water Gun
DoubleSlap
Rain Dance
Bubblebeam
Refresh
Encore
Mud Shot
Waterfall
Return
Toxic

Mantyke (*) Squishy (F)
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Water/Flying
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).
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).
Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
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.
Water Veil (DW): (Innate) Pokemon with this ability always have their body coated in a lair of water which prevents burns.
Stats:
HP: 90
Atk: * (-1)
Def: **
SpA: **** (+1)
SpD: ****
Spe: 50
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Tackle
Bubble
Supersonic
BubbleBeam
Headbutt
Agility
Wing Attack
Hydro Pump
Haze
Splash
Ice Beam
Surf
Rain Dance

Pichu [Sandaa] (Female)
Nature: Mild (+1 to Special Attack, -1 Special Defense)
Type: Electric
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Stats:
Pichu
HP: 80
Atk: **
Def: * (-1)
SpA: *** (+1)
SpD: **
Spe: 60
(+1 to Special Attack, -1 to Defense)
EC: 0/9
MC: 0
DC: 0/5
Abilities
Static: (Innate) This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
Lightning Rod: (DW, not activated) (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.
Attacks
Thundershock
Charm
Tail Whip
Thunder Wave
Sweet Kiss
Nasty Plot
Charge
Encore
Volt Tackle
Thunderbolt
Hidden Power Ice 7
Protect
Okay, good luck and have fun!
edit: DA, I would totally go with a Water-type Pokemon to fight that Ducklett!
aww da's a meany T_T
it's okay, go ahead and use it ^_^