Looking for a nice match:
3v3 Doubles
2 day DQ, 3 Days for the Ref
2 recoveries, 5 chills per pokemon.
Arena is a Carnival (I'll let this mean whatever the ref wants it to)
^^
I'll Accept the challenge
Switch = OK
Items = No
One Ability
So we're at a pretty cool carnival at daytime. There's a Ferris wheel filled with kids and adults, a water ride for your water needs, and a plain old roller coaster that goes to the skies. There's also a merry-go-round but it's broken. Lastly, there's an arcade! YEAH! Not like your Pokemon should actually ride on them mind you!
Okay there's lots of stuff but what do they do? If your Pokemon is at one of these specific areas, they will gain a boost. Here they are:
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Ferris wheel: Moves that have to do with spinning and wheels will have their Base Attack Power increased by 2. Additionally, all Pokemon will have their evasion increased by 5 flat.
Water ride: Water-type attacks have their Base Attack Power increased by 2. All Pokemon here have increased accuracy by 5 flat. This is the only place where Surf is usable.
Roller coaster: Flying-type attacks have their Base Attack Power increased by 2. Gravity is in constant effect.
Merry-go-round: If your Pokemon has 4-legs, it will be able to deal 999999 damage with any attack. Too bad you guys don't have any. Anyway, every Pokemon will have 2 more Base Attack Power for their attacks at the cost of taking 50% recoil damage (unless the Pokemon is using a move that already has recoil e.g. Take Down).
Arcade: In-doors. Weather moves won't carry on; however, they will remain in effect outside of the stage. Moves performed here use 1 less energy at the cost of 1 less Base Attack Power.
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Now, you won't be able to manually command your Pokemon to go there! "Where's the freedom in that?!" Well, it's to make sure all the stages of the arena get used and to prevent abuse of just one good stage.
You'll start at the carnival's entrance, where nothing is in effect. Next round, you'll be moving to one of these cool areas until they're all used, then you're back at the carnival's entrance! I'll tell you which part we're going to after the round ends. Aren't you excited?

Duosion (Gavroche) {M}
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
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.
Regenerator (DW): (Innate)
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Stats:
HP: 100
Atk: 1 (-)
Def: 2
SpA: 6 (+)
SpD: 2
Spe: 30
EC: 4/9
MC: 6
DC: 3/5
Attacks:
Psywave
Reflect
Rollout
Snatch
Hidden Power Fire (7)
Light Screen
Charm
Recover
Psyshock
Confuse Ray
Acid Armor
Trick
Calm Mind
Psychic
Shadow Ball
Togepi (Éponine) {F}
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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 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: 0 (-)
Def: 3
SpA: 3 (+)
SpD: 3
Spe: 20
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow
Psych Up
Nasty Plot
Morning Sun
Psychic
Flamethrower
Grass Knot
Budew (Cicuta) {F}
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Grass/Poison
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.
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:
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.
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 Poison-type attacks will inflict Toxic level poison.
Leaf Guard (DW): (Innate)
In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Stats:
HP: 90
Atk: 1 (-)
Def: 2
SpA: 3 (+)
SpD: 3
Spe: 55
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed
Synthesis
Sleep Powder
Extrasensory
Venoshock
Sunny Day
SolarBeam

Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
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.
Regenerator (DW): (Innate)
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Stats:
HP: 100
Atk: 1 (-)
Def: 2
SpA: 6 (+)
SpD: 2
Spe: 30
EC: 4/9
MC: 6
DC: 3/5
Attacks:
Psywave
Reflect
Rollout
Snatch
Hidden Power Fire (7)
Light Screen
Charm
Recover
Psyshock
Confuse Ray
Acid Armor
Trick
Calm Mind
Psychic
Shadow Ball
Togepi (Éponine) {F}

Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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 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: 0 (-)
Def: 3
SpA: 3 (+)
SpD: 3
Spe: 20
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow
Psych Up
Nasty Plot
Morning Sun
Psychic
Flamethrower
Grass Knot
Budew (Cicuta) {F}

Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Grass/Poison
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.
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:
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.
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 Poison-type attacks will inflict Toxic level poison.
Leaf Guard (DW): (Innate)
In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Stats:
HP: 90
Atk: 1 (-)
Def: 2
SpA: 3 (+)
SpD: 3
Spe: 55
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed
Synthesis
Sleep Powder
Extrasensory
Venoshock
Sunny Day
SolarBeam

Syclar [Loki] (M)
Nature: Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense)
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 one Rock-type attack per round.
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).
Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 91
EC: 2/6
MC: 1
DC: 1/5
Attacks:
Level Up:
Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Icy Wind
Bug Bite
Icicle Spear
Bug Buzz
Egg:
Tail Glow
Earth Power
Counter
TM:
Blizzard
Double Team
Acrobatics

Gible [Kain] (*) (M)
Nature: Adamant (+Atk, -SpA)
Type: Dragon/Ground
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Ground: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).
Abilities:
Sand Veil (Innate): This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Rough Skin (DW/Innate): When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.
EC: 1/9
MC: 0
DC: 1/5
Stats:
Gible
HP: 100
Atk: Rank 4(+)
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 2
Spe: 42
Attacks:
Level Up:
Tackle(*)
Sand-Attack(*)
Dragon Rage(*)
Sandstorm(*)
Take Down(*)
Sand Tomb(*)
Slash(*)
Egg:
Outrage(*)
Rock Climb(*)
Iron Head(*)
TM:
Earthquake(*)
Roar(*)
Dig(*)
Draco Meteor

Litwick [Danse Macabre] (Male) (*)
Nature: Modest (+SpA,-Atk)
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.
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).
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 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 20
EC: 2/9
MC: 0
DC: 1/5
Attacks:
Level up:
Ember*
Astonish*
Minimize*
Smog*
Fire Spin*
Confuse Ray*
Night Shade*
Will-O-Wisp*
Flame Burst*
Imprison*
Shadow Ball
Pain Split
Egg:
Acid Armor*
Clear Smog*
Heat Wave*
TM:
Will-O-Wisp*
Calm Mind*
Toxic*
K, TravelLog sends in first two Pokemon, then Gerard sends in first two Pokemon and their actions. After that, TravelLog's actions!