Looking for a 6v6 Singles match, will be using a mix of stages of pokemon
Arena, just the asb arena
2 Day DQ
I assume this means Switch=KOSure.
Bla bla, one ability, items off and suchlike. If I forgot anything, refer to the standard.
Blazekinmaster-Zeo's Team:

Combusken* Blazer (Male)
Nature: Naughty (Plus attack Minus Special defence)
Type: Fire/Fighting
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
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters
Stats:
HP: 90
Atk: Rank 5(+Naughty bonus)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2(-Naughty bonus)
Spe: 80
EC:9/9
MC:3
DC:5/5
Attacks:
Level Up Moves
Scratch*
Growl*
Focus Energy*
Ember*
Peck*
Sand-Attack*
Fire Spin*
Double Kick
Fire Punch
Hi Jump Kick
Blaze Kick
Quick Attack
Brave Bird
Egg Moves
Baton Pass*
Crush Claw*
Flame Burst*
Tutor Moves
Thunder Punch
Mud Slap
TM/HM Moves
Flame thrower*
Shadow Claw
Sword dance*
Will-o-Wisp*
Substitute
Earthquake
Brick Break
Acrobatics
Work Up
Abilities:Blaze: Innate When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2).
Speed Boost(DW): Innate Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).

Gliscor* Winger (Female)
Nature: Adamant (Plus Attack; Minus Special Attack)
Type: Ground-Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
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.
Stats-
Hp: 100
Atk: Rank 4(+1 adamant)
Def: Rank 5
SpA: Rank 1(-1 adamant)
SpD: Rank 3
Spe: 95
EC: 6/6
MC:1
DC:4/5
Level Up Moves
Acrobatics
Poison Sting*
Sand-Attack*
Harden*
Knock Off*
Quick Attack*
Fury Cutter*
Faint Attack*
Fire Fang
Ice Fang
Thunder Fang
Poison Jab
X-sissor
Egg Moves
Agility*
Cross Poison*
Night Slash*
TM/HM Moves
Aerial Ace*
Earthquake*
Dig*
Taunt
Roost
Abilities:
Hyper Cutter-Innate; This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
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
Poison Heal: Innate Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.

Shelgon [Fafnir] (Male)
Nature: Hasty (Speed*23/20; +4.5% Acc; -1 Rank Def)
Type:
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 58 (+)
EC: 4/9
MC: 1
DC: 1/5
Attacks:
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Hydro Pump
Dragon Rush
Dragon Pulse
Draco Meteor
Flamethrower
Dragon Claw
Rock Slide
Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.

Ralts, Psycho(F)
Nature: Modest (+ 1 SpA, -1 Att)
Type: 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.
Stats
HP: 90
Atk: Rank 0(-1)
Def: Rank 1
SpA: Rank 3(+)
SpD: Rank 2
Spe: 40
EC: 0/9
MC: 0
DW: 0/5
Attacks:
Level up moves
Growl
Confusion
Double team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Egg Moves
Confuse Ray
Disable
Will-o-wisp
TM/HM Moves
Toxic
Thunder Bolt
Grass Knot
Abilities:
Synchronize: Innate
Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
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.
Telepathy: Innate(DW) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Nohface( SteelFace) (Male)
Typing: Steel/Ghost
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.
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.
HP: 100
Atk: Rank 3(+)
Def: Rank 3
SpA: Rank 1
SpD: Rank 2(-)
Spe: 10
Nature: Naughty + attack, -SpD
EC 3/6
MC 4
DW 2/5
Level Up Moves
Scratch
Tackle
Iron Defense
Lick
Leer
Odor Sleuth
Faint Attack
Shadow Sneak
Curse
Egg Moves
Yawn
Metor Mash
Psycho Shift
TM/HM Moves
Taunt
Shadow Ball
Energy Ball
Ability
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.

Typing: Steel/Ghost
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.
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.
HP: 100
Atk: Rank 3(+)
Def: Rank 3
SpA: Rank 1
SpD: Rank 2(-)
Spe: 10
Nature: Naughty + attack, -SpD
EC 3/6
MC 4
DW 2/5
Level Up Moves
Scratch
Tackle
Iron Defense
Lick
Leer
Odor Sleuth
Faint Attack
Shadow Sneak
Curse
Egg Moves
Yawn
Metor Mash
Psycho Shift
TM/HM Moves
Taunt
Shadow Ball
Energy Ball
Ability
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.

Monohm (Cloudy) (Female)
Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
HP: 90
Atk: Rank 2
Def: Rank 2(-)
SpA: Rank 4(+)
SpD: Rank 2
Spe: 60
Nature: Mild + SpA, -Defence
EC 1/9
MC 3
DC 1/5
Level Up Moves
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom
Egg Moves
Hydro Pump
Power Gem
Dragon Breath
HM/TM
Taunt
Flamethrower
Substitute
Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
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.
Sheer Force (DW): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Alchemator's Team:

Starmie [Steve] (N/A)
Nature: Modest (Adds * to Special Attack, subtracts * from Attack)
Type:
[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).
[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.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 115
EC: 6/6
MC: 0
DC: 2/5
Abilities:
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.
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.
Analyze (DW): (Can be Enabled) If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.
Attacks:
Tackle (*)
Harden (*)
Water Gun (*)
Rapid Spin (*)
Recover (*)
Camouflage (*)
Swift (*)
Aurora Beam (*)
Supersonic (*)
Barrier (*)
Scald (*)
Thunderbolt (*)
Thunder Wave (*)
Rain Dance
Hydro Pump

Metang [Christopher] (N/A)
Nature: Brave (Adds * to Attack, 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]: 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.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 2
SpD: Rank 3
Spe: 43 (50/1.15)
EC: 8/9
MC: 0
DC: 1/5
Abilities:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species allowing it to attack more swiftly, but can take damage just as well and suffers only a minor degree more knockback.
Attacks:
Take Down
Headbutt
Iron Defense
Iron Head
Zen Headbutt
Magnet Rise
Metal Claw
Confusion
Scary Face
Meteor Mash
Earthquake

Natu [Terrance] (M)
Nature: Lonely (Adds a Rank to Attack, subtracts a Rank from Defense)
Type:
[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.
[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.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 70
EC: 0/6
MC: 0
DC: 1/5
Abilities:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
Magic Bounce (DW): (Innate) This Pokemon has a Psychic sense that allows it to ward off non-damaging attacks as soon as they are launched, directing them back at the opponent.
Attacks:
Peck
Leer
Night Shade
Teleport
Lucky Chant
Miracle Eye
Me First
Confuse Ray
Drill Peck
Roost
Sucker Punch
Psyshock
Shadow Ball
U-turn

Lunatone [Artemis] (N/A)
Nature: Modest (Adds a Rank to Special Attack, subtracts a Rank from Attack)
Type:
[Rock]: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
[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.
Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 70
EC: N/A
MC: 0
DC: N/A
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.
Attacks:
Tackle
Harden
Confusion
Rock Throw
Hypnosis
Rock Polish
Psywave
Cosmic Power
Heal Block
Psychic
Ice Beam
Shadow Ball
Charge Beam

Zoroark [Roger] (M)
Nature: Mild (Adds * to Special Attack, subtracts * from Defense)
Type:
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: Rank 4
Def: Rank 1 (-)
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 105
EC: 6/6
MC: 0
DC: N/A
Ability
Illusion: (Innate) Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Attacks:
Scratch
Leer
Pursuit
Fake Tears
Fury Swipes
Faint Attack
Scary Face
Taunt
Counter
Dark Pulse
Detect
Double Team
Dig
Grass Knot
Nasty Plot
U-turn
Hone Claws
Foul Play

Mareep [Lloyd] (M)
Nature: Quiet (Adds a Rank to Special Attack, -15% Speed / -10% Evasion)
Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 30 (35/1.15v)
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.
Plus (DW): (Innate) This Pokemon possesses a positive electrical charge, when a Pokemon with Minus is on the field, this Pokemon’s special attacks increase their base damage by two (2). If this Pokemon also has Minus, the damage does not stack.
Attacks:
Tackle
Growl
ThunderShock
Thunder Wave
Cotton Spore
Charge
Odor Sleuth
Reflect
Thunderbolt
Toxic
Hidden Power [Ice] [7]
Light Screen
-BZ sends out Pokemon
-Alch sends out Pokemon and gives orders
-BZ gives orders
-I ref
-BZ gives orders
-Alch gives orders
-I ref
Good Luck Trainers!
Specify which ability your Pokemon will be using when you send them out, or else I will RNG one for your.