ahThanks to Deck Knight for checking the grammar of this.
A rather narrow tunnel appears before you, completely covered in ice. As you travel through it, you can't shake the feeling that the tunnel is going up, but the slope must be really slight. The tunnel goes on, with several curves, until you reach the outside. A frigid wind blows throughout the white peaks, carrying thousands of snowflakes along. A thick blanket of snow covers the cliffs and bridges of ice connect the mountains with each other. You make your way across one of these cliffs, though slowed by incessant winds, until you reach an extremely narrow ice bridge. You wonder if it can withstand your weight, but after a careful attempt, it seems so. Luckily for you, an impenetrable mist hides the gulch below, else you might have turned back.
You finally reach another cliff, which after a few meters leads you to a cavern. But instead of the narrow tunnels you've encountered previously, you find yourself under a breathtaking vault, massive in scale and height. As you continue, looking around the mirror-like walls of ice, you suddenly notice a block of ice, which seems more... particular than the others. As you get near it, you realize it represents some kind of mythological creature, probably a deity or something. Below this odd sculpture, some strange writings may be seen, but you're clueless as to their meaning; they don't look like any language you recognize.
You decide it would be better to keep going, but without warning a quake afflicts the vault, sending fissures through the ice. You try to flee, but before you can do anything, the ice shatters beneath your feet, causing a precipitous fall. Fortunately, you land on soft snow. Still chilly and shuddering, you rise to see where you ended up. This place is much darker than the vault you were in before, though it appears the ice all around reflects the light coming from outside, making it somewhat easier for you to see. A closer look, however, seems to suggest that some of the ice crystal are glowing internally. "How is that even possible?", you wonder, but since you're not in the best position to study such a crystal, you start to think about how to get out. After some investigation, you find a wall where you can sense a feeble breeze. You realize it could be shattered to get to the other side, but... it looks like you're not alone!
Weavile
HP 300
Atk 5
Def 4
SpA 3
SpD 4
Spe 144
Ability: Pressure
Froslass
HP 360
Atk 4
Def 4
SpA 4
SpD 4
Spe 127
Ability: Snow Cloak
Scrafty (Street Fighter)(Male)
B]Type:[/B]
Dark: Summary: 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.
Fighting: Summary: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Stats:
Adamant Nature(+Atk, - Spe)
HP: 100
Atk: Rank 4(+)
Def: Rank 4
SpA: Rank 1(-)
SpD: Rank 4
Spe: 58
EC: 6/6
MC: 0
DC: 5/5
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.
Moxie:(Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage.
Dream World Ability: Intimidate:(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*
Crunch
Hi Jump Kick
Rock Slide*
Dig*
Bulk Up*
Taunt
Toxic
Drain Punch*
Fake Out*
Ice Punch*
Dragon Dance
Link Gun (Cloyster)(M)
Type:
Water: Summary: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Abilities:
Shell Armor(Innate): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Skill Link(Innate): This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).
Dream World(Locked): Overcoat(Innate): This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.
Naive Nature(x1.15 speed, subtracts * from SpD)
Stats
HP: 90
Atk: Rank 3
Def: Rank 7
SpA: Rank 3
SpD: Rank 1(-)
Spe: 81(+)
6.6% flat acc boost
EC: 6/6
MC: 0
DC: 1/5
Attacks
Toxic Spikes
Tackle
Withdraw
Supersonic
Icicle Spear
Protect
Leer
Aurora Beam
Clamp
Razor Shell
Ice Beam
Spike Cannon
Shell Smash
Rock Blast
Bubblebeam
Water Pulse
Dive
Payback
Return
Surf
Weezing(*) Polaris (M)
Nature: Modest (Special Attack increased by *; Attack decreased by *)
Type: Poison
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: (Innate) 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: 100
Atk: **(-)
Def: ****
SpA: ****(+)
SpD: ***
Spe: 60
EC: 6/6
MC: 0
Attacks:
Poison Gas(*)
Tackle(*)
Smog(*)
SmokeScreen(*)
Assurance(*)
Clear Smog(*)
Selfdestruct(*)
Sludge(*)
Curse(*)
Pain Split(*)
Destiny Bond(*)
Will-O-Wisp(*)
Sludge Bomb(*)
Thunderbolt(*)
HP Ice 7
Fire Blast
Toxic
Psybeam
Venoshock
Gothitelle [Belladonna] (F)
Nature: Modest (Adds * to Special Attack, takes * from Attack)
Type: Psychic
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.
EC: 9/9
MC: 0
DC: 5/5
Stats:
HP: 100
Atk: *(-)
Def: ***
SpA: ****(+)
SpD: ****
Spe: 65
Abilities:
Frisk: (Can Be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.
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.
Moves:
Pound
Confusion
Tickle
Fake Tears
Doubleslap
Psybeam
Embargo
Faint Attack
Psyshock
Dark Pulse
Mirror Coat
Mean Look
Calm Mind
Thunderbolt
Thunder Wave
Energy Ball
Shadow Ball
Toxic
A rather narrow tunnel appears before you, completely covered in ice. As you travel through it, you can't shake the feeling that the tunnel is going up, but the slope must be really slight. The tunnel goes on, with several curves, until you reach the outside. A frigid wind blows throughout the white peaks, carrying thousands of snowflakes along. A thick blanket of snow covers the cliffs and bridges of ice connect the mountains with each other. You make your way across one of these cliffs, though slowed by incessant winds, until you reach an extremely narrow ice bridge. You wonder if it can withstand your weight, but after a careful attempt, it seems so. Luckily for you, an impenetrable mist hides the gulch below, else you might have turned back.
You finally reach another cliff, which after a few meters leads you to a cavern. But instead of the narrow tunnels you've encountered previously, you find yourself under a breathtaking vault, massive in scale and height. As you continue, looking around the mirror-like walls of ice, you suddenly notice a block of ice, which seems more... particular than the others. As you get near it, you realize it represents some kind of mythological creature, probably a deity or something. Below this odd sculpture, some strange writings may be seen, but you're clueless as to their meaning; they don't look like any language you recognize.
You decide it would be better to keep going, but without warning a quake afflicts the vault, sending fissures through the ice. You try to flee, but before you can do anything, the ice shatters beneath your feet, causing a precipitous fall. Fortunately, you land on soft snow. Still chilly and shuddering, you rise to see where you ended up. This place is much darker than the vault you were in before, though it appears the ice all around reflects the light coming from outside, making it somewhat easier for you to see. A closer look, however, seems to suggest that some of the ice crystal are glowing internally. "How is that even possible?", you wonder, but since you're not in the best position to study such a crystal, you start to think about how to get out. After some investigation, you find a wall where you can sense a feeble breeze. You realize it could be shattered to get to the other side, but... it looks like you're not alone!


Weavile
HP 300
Atk 5
Def 4
SpA 3
SpD 4
Spe 144
Ability: Pressure
Froslass
HP 360
Atk 4
Def 4
SpA 4
SpD 4
Spe 127
Ability: Snow Cloak

Scrafty (Street Fighter)(Male)
B]Type:[/B]
Dark: Summary: 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.
Fighting: Summary: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Stats:
Adamant Nature(+Atk, - Spe)
HP: 100
Atk: Rank 4(+)
Def: Rank 4
SpA: Rank 1(-)
SpD: Rank 4
Spe: 58
EC: 6/6
MC: 0
DC: 5/5
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.
Moxie:(Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage.
Dream World Ability: Intimidate:(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*
Crunch
Hi Jump Kick
Rock Slide*
Dig*
Bulk Up*
Taunt
Toxic
Drain Punch*
Fake Out*
Ice Punch*
Dragon Dance

Link Gun (Cloyster)(M)
Type:
Water: Summary: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Abilities:
Shell Armor(Innate): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Skill Link(Innate): This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).
Dream World(Locked): Overcoat(Innate): This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.
Naive Nature(x1.15 speed, subtracts * from SpD)
Stats
HP: 90
Atk: Rank 3
Def: Rank 7
SpA: Rank 3
SpD: Rank 1(-)
Spe: 81(+)
6.6% flat acc boost
EC: 6/6
MC: 0
DC: 1/5
Attacks
Toxic Spikes
Tackle
Withdraw
Supersonic
Icicle Spear
Protect
Leer
Aurora Beam
Clamp
Razor Shell
Ice Beam
Spike Cannon
Shell Smash
Rock Blast
Bubblebeam
Water Pulse
Dive
Payback
Return
Surf

Weezing(*) Polaris (M)
Nature: Modest (Special Attack increased by *; Attack decreased by *)
Type: Poison
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: (Innate) 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: 100
Atk: **(-)
Def: ****
SpA: ****(+)
SpD: ***
Spe: 60
EC: 6/6
MC: 0
Attacks:
Poison Gas(*)
Tackle(*)
Smog(*)
SmokeScreen(*)
Assurance(*)
Clear Smog(*)
Selfdestruct(*)
Sludge(*)
Curse(*)
Pain Split(*)
Destiny Bond(*)
Will-O-Wisp(*)
Sludge Bomb(*)
Thunderbolt(*)
HP Ice 7
Fire Blast
Toxic
Psybeam
Venoshock

Gothitelle [Belladonna] (F)
Nature: Modest (Adds * to Special Attack, takes * from Attack)
Type: Psychic
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.
EC: 9/9
MC: 0
DC: 5/5
Stats:
HP: 100
Atk: *(-)
Def: ***
SpA: ****(+)
SpD: ****
Spe: 65
Abilities:
Frisk: (Can Be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.
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.
Moves:
Pound
Confusion
Tickle
Fake Tears
Doubleslap
Psybeam
Embargo
Faint Attack
Psyshock
Dark Pulse
Mirror Coat
Mean Look
Calm Mind
Thunderbolt
Thunder Wave
Energy Ball
Shadow Ball
Toxic