So, I still have this one open, and since I have 2 open slots, I will also issue an open challenge for fully evolved Pokemon
4v4 Doubles
2 Day DQ
2 Recovers/5 Chills
Arena: A Basic Pokemon Stadium. A flat rectangle field with the Pokeball shaped marking on the ground in the center. There is no water, so surf won't work, but but pretty much everything else is fair game.
ok
items: nope
all abilities
no switching
jas61292's Team:

Typhlosion(*) (M)
Nature: Naïve (+15% Speed, +16% Accuracy, -1 SpD)
Type: Fire
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:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Flash Fire (DW, unlocked): (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).
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 115 (100*1.15 = 115)
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Tackle (*)
Leer (*)
Smokescreen (*)
Ember (*)
Quick Attack (*)
Flame Wheel (*)
Defense Curl (*)
Swift
Flamethrower
Double-Edge
Eruption
Extrasensory (*)
Flare Blitz (*)
Foresight (*)
Double Team (*)
Flame Charge (*)
Will-o-Wisp (*)
Hidden Power Electric (7)
Sunny Day
Focus Blast
Earthquake

Lucario(*) Ike (M)
Nature: Mild (+1 SpA, -1 Def)
Type: Fighting/Steel
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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.
Abilities:
Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Justified (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 90
EC: 6/6
MC: 2
DC: 4/5
Attacks:
Quick Attack (*)
Foresight (*)
Endure (*)
Counter (*)
Force Palm (*)
Feint (*)
Reversal (*)
Screech (*)
Nasty Plot
Dark Pulse
Detect
Metal Claw
Bone Rush
Metal Sound
Aura Sphere
Extremespeed
Agility (*)
Blaze Kick (*)
Vacuum Wave (*)
Focus Blast (*)
Shadow Claw (*)
Work Up (*)
Hidden Power Ice (7)

Swanna(*) BigPecks (F)
Nature: Quirky (No Effect on Stats)
Type: Water/Flying
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Keen Eye: (Innate) 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.
Big Pecks: (Innate) This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds.
Hydration (DW, unlocked): (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 98
EC: 6/6
MC: 4
DC: 5/5
Attacks:
Water Gun (*)
Water Sport (*)
Defog (*)
Wing Attack (*)
Water Pulse (*)
Aerial Ace (*)
BubbleBeam (*)
Feather Dance (*)
Aqua Ring (*)
Roost
Rain Dance
Brave Bird
Hurricane
Me First (*)
Mirror Move (*)
Steel Wing (*)
Facade (*)
Ice Beam (*)
Scald (*)
Toxic
Hidden Power Ground (7)
Substitute
Fly
Dive

Tomohawk (Hatchet) (M)
Nature: Bold (+1 Def, -1 Atk)
Type: Normal/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters
Abilities:
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.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Justified (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 3
Spe: 85
EC: 6/6
MC: 0
DC: 2/5
Attacks:
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Bulk Up
Sunny Day
Aura Sphere
Aerial Ace
Morning Sun
Whirlwind
Rain Dance
Earth Power
Air Slash
Heat Wave
Hurricane
Roost
Nature Power
Haze
Taunt
Toxic
Protect
GoldenKnight's Team:

Kitsunoh* [Heyeohkah] [M] think coyote in native american mythology
Nature: Adamant
Type: 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.
Stats:
HP: 100
Atk: Rank 5(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 3
Spe: 110
Counters:
EC: 6/6
MC: 5
DC: 5/5
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.
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Cursed Body (DW): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Attacks:
Curse(*)
Thunder Fang
Ice Fang
Scratch(*)
Shadow Sneak(*)
Copycat
Faint Attack(*)
Odor Sleuth(*)
Iron Defense(*)
Leer(*)
Lick(*)
ShadowStrike
Perish Song
Revenge
Memento
Fake Out
Yawn(*)
Meteor Mash(*)
Psycho Shift(*)
Dig(*)
Will-O-Wisp(*)
Thief(*)
Taunt
Earthquake
Aerial Ace
Magic Coat
Super Fang
Pain Split

Porygon-Z [Nimda] (Gender: nope) viruses
Nature: Modest
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Stats:
HP: 100
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 6(+)
SpD: Rank 3
Spe: 90
Counters:
EC: 9/9
MC: 0
DC: 5/5
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.
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:
Nasty Plot
Trick Room
Conversion 2
Tackle
Defense Curl
Sharpen
Conversion
Agility
Psybeam
Recover
Magnet Rise
Tri Attack
Magic Coat
Signal Beam
Thunderbolt
Shadow Ball
Thunder Wave
Teleport
Discharge
Ice Beam
Bide
Pain Split

Breloom [Guthrum] (M) viking who kicked england's ass
Nature: Careful
Type: Grass / Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Stats:
HP: 90
Atk: Rank 5
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 3(+)
Spe: 70
Counters:
EC:6/6
MC:0
DC:5/5
Abilities:
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. Their Toxic counter will still go up should their ability be disabled.
Effect Spore: (Innate) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When disabled, the Pokemon's Powder attacks are 10% more accurate.
Technician: (Innate) 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). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.
Attacks:
Absorb
Tackle
Stun Spore
Leech Seed
Mega Drain
Headbutt
PoisonPowder
Spore
Worry Seed
Mach Punch
Counter
Force Palm
DynamicPunch
Bullet Seed
Seed Bomb
Drain Punch
Toxic
Facade
Swords Dance
Substitute
Protect

Milotic [Azul] (F)
Nature: Bold
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Marvel Scale: This Pokemon’s coat shimmers when afflicted with a status condition, reducing the damage received from physical attacks by two.
Cute Charm(DW): 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.
Stats:
HP: 100
Atk: Rank 1(-)
Def: Rank 4(+)
SpA: Rank 4
SpD: Rank 5
Spe: 81
Counters
EC:6/6
MC:3
DC:5/5
Attacks:
Water Gun
Wrap
Water Sport
Refresh
Water Pulse
Twister
Recover
Captivate
Splash
Tackle
Rain Dance
Hydro Pump
Mirror Coat
Hypnosis
Confuse Ray
Toxic
Ice Beam
Surf
Scald
Protect
Substitute
-jas sends out Pokemon
-GK sends out Pokemon and gives orders
-jas gives orders
-I ref
-jas gives orders
-GK gives orders
-I ref
Good Luck Trainers!