Requesting a 2v2 doubles match with a twist. This twist will be explained in the arena description.
DQ time: 1 day
Limits: 2 recovers, no limits on chilling
Arena description:
These two areas were once the same, but due to Palkia's distortion of space, they've become two distinct areas. The first battlefield is a beautiful lake with a waterfall flowing into it. Pokemon either battle in the water or on the many floating rocks on the lake, or even on shore. Sandstorm cannot be used and due to an odd energy in the area, weather doesn't affect the power of attacks at all. The waterfall can be scaled, but for reasons yet to be explained , it's off limits.
Summary: Mostly water, rocks serve as platforms for land-based Pokemon and there's shore that serves a similar purpose. Weather doesn't affect the base power of any move except Weather Ball. Sandstorm cannot be used.
This is the only battlefield the 2 Pokemon battling in it can see, and it's treated as a 1v1 singles match. However, if the trainers turn around, (they'll be standing next to each other for the sake of the field) there will be a very different battlefield in view.
This place is an abandoned and eerie baby bedroom. It's very dark and so Pokemon that can't see well in the dark have their accuracy reduced by 1 stage. Terrain includes a crib, drawers, and shelves, but the latter two are filled with rocks instead of clothes or toys. Since the battle is indoors, weather will have no effect, and since the room is small, only 1st stage Pokemon are allowed to battle in here. EQ, Dig, Bulldoze, Magnitude, and Earth Power are all banned on grounds of the house collapsing and thus, the delicate design of the space rift destroyed forever.
Summary: No weather, only 1st stage Pokemon, no surf or bannable ground moves allowed but rock moves are. Accuracy reduced by 1 stage for Pokemon that can't see well in the dark.
This match is also treated as a 1v1 singles match. When one of these two matches ends, the victor Pokemon can't do anything until the other match ends. In the case of 1 Pokemon from each trainer winning the battles, the two 2 Pokemon still in the game will duke it out in the battlefield of the first victor. The prevo will have all his stats (except HP and speed) boosted by 1 rank for the final battle to compensate for the disadvantage. Last Pokemon standing wins the match for his/her/its trainer.
I'll take this one Spenstar.
No switches (obviously)
No items.
All abilities.
This is sure to be an interesting and unique battle, and I am excited to ref it! Few words about myself before we start, I will certainly try to update whenever I get the time and I'm usually pretty good at getting out updates fast. However, I may be a little slow on updates later in the week, if the match lasts that long, but I should be able to keep up. I applaud creativity, so try out new things and I'll be happy to reward you for them (just make sure it make logical sense).
Without Further to do, let's get started shall we?
Spenstar's pokemon:

Nature: Adamant (Attack increased by *; Special Attack reduced by *)
Type: Fighting/Ghost
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters
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.
Abilities:
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Mummy (DW): (Innate) This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.
Stats:
HP: 100
Atk: Rank 5 (+1)
Def: Rank 3
SpA: Rank 2 (-1)
SpD: Rank 4
Spe: 65
MC: 0
DC: 1/5
Attacks:
Wrap(*)
Bide(*)
Sand Tomb(*)
Wring Out(*)
Rock Tomb(*)
Arm Thrust(*)
Mean Look(*)
Glare(*)
Shadow Punch(*)
Shadow Sneak(*)
Force Palm(*)
Curse(*)
Drain Punch(*)
Bulk Up(*)
Substitute(*)
Power Whip
Rock Slide
Hammer Arm

Nature: Modest (Special Attack increased by *; Attack reduced by *)
Type: Water/Psychic
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
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.
Illuminate: (Can be Activated) At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.
Analytic (DW): (Can be Enabled) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Stats:
Starmie
HP: 90
Atk: Rank 2 (-1)
Def: Rank 3
SpA: Rank 5 (+1)
SpD: Rank 3
Spe: 115
EC: 6/6
MC: 0
DC: 3/5
Attacks:
Tackle(*)
Harden(*)
Water Gun(*)
Rapid Spin(*)
Recover(*)
Camouflage(*)
Swift(*)
Bubblebeam(*)
Power Gem(*)
Cosmic Power(*)
Hidden Power (Fire, 7)(*)
Ice Beam(*)
Thunderbolt(*)
Surf
Grass Knot
Psychic

Scraggy [Brick] (Male)
Nature: Adamant
Type:
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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.
Stats:
Scraggy
HP: 90
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 3
Spe: 48
EC: 0/6
MC: 0
DC: 0
Abilities:
Moxie: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Intimidate: (DW) (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Attacks:
Leer
Low Kick
Sand-Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Zen Headbutt
Drain Punch
Counter
Toxic
Rock Slide
Bulk Up
Hi Jump Kick
Focus Punch
elDino's pokemon:

Scyther Destiny (Male)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)
Typing:
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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:
Swarm: 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)
Technician: This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power 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) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2).
Steadfast:(DW)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.(DW)
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 105
EC 2/6
MC 0
DW 1/5
Moves:
Vacuum Wave
Quick Attack
Leer
Focus Energy
Double Team
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter
Counter
Light Screen
Steel Wing
Swords Dance
Giga Impact
U-turn
Brick Break

Skarmory Deconstruction (Male)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)
Typing:
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
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:
Sturdy: This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Keen Eye: 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.
Weak Armor:(DW)The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
(DW)
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 70
EC None
MC 0
DW 0/5
Moves:
Leer
Peck
Sand Attack
Swift
Agility
Fury Attack
Feint
Air Cutter
Brave Bird
Stealth Rock
Whirlwind
Toxic
Swords Dance
Taunt

Gengar* Death (Male)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Typing:
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).
Abilities:
Levitate: This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 110
EC 9/9
MC 0
DW None
Moves:
Hypnosis*
Lick*
Spite*
Mean Look*
Curse*
Night Shade*
Confuse Ray*
Sucker Punch*
Shadow Ball
Shadow Punch
Clear Smog*
Disable*
Fire Punch*
Thunderbolt*
Sludge Bomb*
Will-O-Wisp*
Taunt
Dark Pulse
Two battlers find themselves in a strange place, to their right they surrounded by the beautiful outdoors, while an eerie abandoned room haunts them to their left. This could only be the work of one space-bending pokemon, but it seems like the legendary beast is long gone leaving the distortion that lies before the young trainers. However, there isn't much think about this strange occurrence. The trainer's eyes have met, and according to the rules of pokemon, no matter where they are, or whether they want to or not, they must battle.
Battle Order:
Spenstar sends out his pokemon
el Dino sends out his pokemon and orders
Spenstar orders
I ref
Remember, only first staged pokemon in the baby room. Other than that, not much else to say, so let's get this battle started!