Looking for two battles. The same rules apply to both of them, but the arena is not.
Beginner Battle
2v2 Doubles
No chills/recovers
2 Day DQ
Arena 2: Not Busy Highway
A regular highway to battle on. It's near the crack of dawn, so there aren't many cars milling about. There are various platforms above the highway that you can battle from, and the highway ground itself is battle-able. At the end of each round, two cars will come, dealing 5 (50%), 7 (30%), or 10 (20%) damage each to every Pokemon on the highway ground. Getting from the highway ground to the platform isn't too difficult, though.
I'll go,
All abilities
No items.
Do-do-do, drivin to college, drivin to college, drivin to college... WHAT THE FU- *crash* Ow... This is hardly a spot for a battle, y'know! I just slammed into a lamppost to avoid you guys... But, tokens are tokens. Consider me your ref.
Team Engineer Pikachu:
http://veekun.com/dex/media/black-white/572.png
Chillarmy (Ilyana) (F)
Nature: Naughty (Attack increased by *, Special Defense decreased by *)
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Stats: 55 / 50 / 40 / 40 / 40 / 75
HP: 90
Atk+: *** (3)
Def: ** (2)
SpA: ** (2)
SpD-: * (1)
Spe: 75
Evolution Counter: 5 / 6
Move Counter: 2
Dream Counter: 3 / 5
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 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).
Skill Link (DW Locked): (Innate) This Pokemon’s skillful aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).
Attacks:
Pound
Growl
Helping Hand
Tickle
DoubleSlap
Encore
Swift
Sing
Tail Slap
Aqua Tail
Iron Tail
Fake Tears
Dig
Hidden Power [Ice 6]
Thunderbolt
Slowpoke (Kansok) (M)
Nature: Relaxed (Defense increased by *, Speed divided by 1.15 and +10% to opponents' attacks)
Type: Water / Psychic
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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: 90 / 65 / 65 / 40 / 40 / 15
HP: 100
Atk: *** (3)
Def+: **** (4)
SpA: ** (2)
SpD: **(2)
Spe-: 13 (15 * .85)
Evolution Counter: 1 / 6
Move Counter: 0
Dream Counter: 0 / 5
Ability:
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 cannot be confused by any method.
Regenerator (DW LOCKED): (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.
Attacks:
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Future Sight
Me First
Safeguard
Boiling Water
Ice Beam
Toxic
Chillarmy (Ilyana) (F)
Nature: Naughty (Attack increased by *, Special Defense decreased by *)
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Stats: 55 / 50 / 40 / 40 / 40 / 75
HP: 90
Atk+: *** (3)
Def: ** (2)
SpA: ** (2)
SpD-: * (1)
Spe: 75
Evolution Counter: 5 / 6
Move Counter: 2
Dream Counter: 3 / 5
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 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).
Skill Link (DW Locked): (Innate) This Pokemon’s skillful aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).
Attacks:
Pound
Growl
Helping Hand
Tickle
DoubleSlap
Encore
Swift
Sing
Tail Slap
Aqua Tail
Iron Tail
Fake Tears
Dig
Hidden Power [Ice 6]
Thunderbolt

Slowpoke (Kansok) (M)
Nature: Relaxed (Defense increased by *, Speed divided by 1.15 and +10% to opponents' attacks)
Type: Water / Psychic
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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: 90 / 65 / 65 / 40 / 40 / 15
HP: 100
Atk: *** (3)
Def+: **** (4)
SpA: ** (2)
SpD: **(2)
Spe-: 13 (15 * .85)
Evolution Counter: 1 / 6
Move Counter: 0
Dream Counter: 0 / 5
Ability:
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 cannot be confused by any method.
Regenerator (DW LOCKED): (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.
Attacks:
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Future Sight
Me First
Safeguard
Boiling Water
Ice Beam
Toxic
Team dragonboy52:

Azurill (*) (Male)
Nature: Quiet (+Special Attack, -Speed)
Type: Normal
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Abilities:
Thick Fat Halves damage from Fire and Ice moves. Huge Power Doubles Attack in battle. Sap Sipper Absorbs Grass moves, raising Attack one stage.(DW)
Stats:
HP: 90
Atk: *
Def: **
SpA: *(+)
SpD: **
Spe: 17(-)
Moves:
Splash(*)
Charm(*)
Tail Whip(*)
Bubble(*)
Slam(*)
Water Gun(*)
Body Slam(*)
Encore(*)
Refresh(*)
Ice Beam(*)
Surf(*)
Return
EC:0/9
MC: 0
DC:0/5

Bronzor(*)
Nature: Brave(Adds * to Atk; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.)
Type: Steel/Psychic
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Levitate:Evades Ground moves.
Heatproof:Halves damage from Fire moves and burns.
Stats:
HP: 100
Atk: *(+)
Def: ***
SpA: *
SpD: ***
Spe: 19(-)
Moves:
Tackle(*)
Confusion(*)
Hypnosis(*)
Imprison(*)
Confuse Ray(*)
Extrasensory(*)
Iron Defense(*)
Safeguard(*)
Gyro Ball(*)
Trick Room(*)
Substitute(*)
Protect(*)
EC:0/6
MC: 0
DC:0/5

Porygon
Nature: Modest (Special Attack increased by *; Attack decreased by *)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Trace: (Can be activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
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, Attack is raised.) This boost is maintained at the end of each round.
Analytic (DW): (Can be activated) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Porygon
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 40
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Conversion(*)
Conversion 2(*)
Sharpen(*)
Tackle(*)
Agility(*)
Psybeam(*)
Recover(*)
Magnet Rise(*)
Tri Attack(*)
Discharge(*)
Magic Coat(*)
Thunderbolt(*)
Ice Beam(*)
Toxic(*)
Hmm. Looks like Engineer doesn't mind dragonboy knowing what he's going to use... So, we already know what Engineer's using, so they're out. dragonboy52, please send out your Pokémon and their abilities, Engineer orders, dragonboy orders, I ref.