TravelLog VS Dummy
Arena: The Valley of the Dolls
A Dark grove, where the sunlight barely reaches the ground, and where there is no sound, nothing moves in the forest, and long trees with somethings hanging from them is the only visible thing around, there are dolls, thousands of Dolls hanging from the trees, all the trees are full with old, mutilated dolls that give anyone the feeling that they’re constantly being watched, looking at the battlers and judging them from the shadows with their empty eye sockets, the woods are full of them, and there's almost no space to move into the forest, and the forest itself cannot be harmed, still there are some clear spaces with some empty houses and some human-made objects that haven't seen a person in a very long time, there are some canals around the valley, but be careful since it has been known that many people has drowned on them, the things that have happened in this place are tainted by the mistery since there's nobody left to tell the story, well... except for the dolls which are said to whisper in the shadows, ghost pokemon will feel at home in here, any other type, well... let's just say they better offer them a gift upon setting foot on the Valley, you know... just to be safe
*Whimsicott, Lucario and Scizor (and obviously Kitsunoh and Hunter)
** x being the number of rounds the pokemon has been on the field
***Nah
****2-5 Shadow Snakes (calculed like multi-hit moves) that traps the pokemon, making it unable for it to move (Coming from a 3 SpA)
TravelLog's Team
Ferrothorn [Briar] (M)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Grass/Steel
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.
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:
Iron Barbs: (Innate) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, doing 25% of the damage it received to the opponent.
Stats:
HP: 100
Atk: 4 (+)
Def: 5
SpA: 2
SpD: 4
Spe: 18 (20/1.15) (-)
EC: 6/6
MC: 0
Attacks:
Tackle
Rock Climb
Harden
Rollout
Curse
Metal Claw
Pin Missile
Gyro Ball
Iron Head
Ingrain
Explosion
Power Whip
Leech Seed
Seed Bomb
Worry Seed
Payback
Thunderbolt
Toxic
Scizor [Jecht] (M)
Nature: Adamant, (+Atk, -SpA)
Type: Bug/Steel
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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:
Swarm: (Innate) 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, Scissor Cross from 8 to 10.
Technician: (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 multi-hit attacks is increased by two (2).
Levitate: (Command) The Pokemon hovers above the ground, avoiding all seismic attacks and Dig for three (3) actions.
Stats:
HP:100
Atk: 6 (+)
Def: 4
SpA: 1 (-)
SpD: 3
Spe: 65
EC: 6/6
MC: 2
DC: 4/5
Attacks:
Vacuum Wave
Quick Attack
Leer
Focus Energy
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter
Double Team
X-Scissor
Night Slash
Air Slash
Feint
Metal Claw
Bullet Punch
Counter
Defog
Steel Wing
Brick Break
Protect
Substitute
Kitsunoh [Nox] (M)
Nature: Adamant (+Atk, -SpA)
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.
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: (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.
Stats:
HP: 100
Atk: 5 (+)
Def: 3
SpA: 1 (-)
SpD: 3
Spe: 110
EC: 6/6
MC: 0
DC: 5/5
Attacks
Tackle
Leer
Scratch
Tail Whip
Iron Defense
Lick
Odor Sleuth
Faint Attack
Shadow Sneak
Ice Fang
Thunder Fang
Curse
ShadowStrike
Fake Out
Revenge
Perish Song
Magic Coat
Meteor Mash
Pain Split
Psycho Shift
Yawn
Aerial Ace
Dig
Earthquake
Taunt
Will-o-Wisp
Pyroak [Shemhazi] (F)
Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Type: Fire/Grass
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.
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.
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.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Stats:
HP: 120
Atk: 3
Def: 4
SpA: 4 (+)
SpD: 3
Spe: 53 (-)(60/1.15)
EC: 9/9
MC: 0
DC: 4/5
Attacks:
Pound
Bullet Seed
Sweet Scent
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Leaf Blade
Energy Ball
Synthesis
Heat Wave
Wood Hammer
Flare Blitz
Aromatherapy
Earth Power
Seed Bomb
Flamethrower
Hidden Power Ice (7)
Light Screen
Substitute
Sunny Day
Reflect
Dummy's Team
Whimsicott [Ron] (M)
Nature: Calm (Adds One (1) Rank to Special Defense; Subtracts One (1) Rank From Attack)
Typing: Grass
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.
Abilities:
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Infiltrator: (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.
Stats:
HP: 100
Atk: 2(-)
Def: 3
SpA: 3
SpD: 4(+)
Spe: 116
EC: 6/6
MC: 0
DC: 3/5*
Attacks:
Absorb
Growth
Leech Seed
Stun Spore
Mega Drain
Cotton Spore
Razor Leaf
PoisonPowder
Giga Drain
Tailwind
Energy Ball
Cotton Guard
Charm
Sunny Day
Endeavor
Encore
Fake Tears
GrassWhistle
Toxic
Taunt
Substitute
Lucario [Hermione] (F)
Nature: Rash (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Special Defense)
Typing: 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. This speed boost is maintained at the end of each round.
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 by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
HP: 100
Atk: 4
Def: 3
SpA: 5(+)
SpD: 2(-)
Spe: 90
EC: 6/6
MC: 0
DC: 3/5
Attacks:
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech
Copycat
Nasty Plot
Dark Pulse
Detect
Metal Claw
Bone Rush
Metal Sound
Aura Sphere
Extremespeed
Blaze Kick
Circle Throw
Vacuum Wave
Attract
Focus Blast
Swords Dance
Shadow Claw
Haunter [Severus] (M)
Natuore: Timid (Multiplies Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to [16]. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Attack)
Typing: Ghost/Poison
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.
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:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit.
Stats:
HP: 90
Atk: 1(-)
Def: 2
SpA: 4
SpD: 2
Spe: 110 (95*1.15)
EC: 4/9
MC: 0
DC: N/A
Attacks:
Hypnosis
Spite
Mean Look
Curse
Night Shade
Confuse Ray
Sucker Punch
Destiny Bond
Hex
Lick
Shadow Punch
Clear Smog
Disable
Perish Song
Thunderbolt
Psychic
Shadow Ball
Will-O-Wisp
Duosion [Ginny] (F)
Nature: Relaxed (Adds One (1) Rank to Defense; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks)
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:
Overcoat: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.
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.
Stats:
HP: 100
Atk: 2
Def: 3 (+)
SpA: 5
SpD: 2
Spe: 26 (30 / 1.15)
EC: 4/9
MC: 0
DC: 2/5
Attacks:
Psywave
Reflect
Rollout
Snatch
Hidden Power Ice (7)
Light Screen
Charm
Recover
Psyshock
Future Sight
Psychic
Acid Armor
Confuse Ray
Imprison
Calm Mind
Thunder
Shadow Ball
Trick Room
Actions:
- 4v4 (RNG 1/2) Singles (¬¬ RNG)
- 2 day DQ
- 2 recovers, 5 chills
- Switch = KO
- All abilities
- No items
Arena: The Valley of the Dolls

A Dark grove, where the sunlight barely reaches the ground, and where there is no sound, nothing moves in the forest, and long trees with somethings hanging from them is the only visible thing around, there are dolls, thousands of Dolls hanging from the trees, all the trees are full with old, mutilated dolls that give anyone the feeling that they’re constantly being watched, looking at the battlers and judging them from the shadows with their empty eye sockets, the woods are full of them, and there's almost no space to move into the forest, and the forest itself cannot be harmed, still there are some clear spaces with some empty houses and some human-made objects that haven't seen a person in a very long time, there are some canals around the valley, but be careful since it has been known that many people has drowned on them, the things that have happened in this place are tainted by the mistery since there's nobody left to tell the story, well... except for the dolls which are said to whisper in the shadows, ghost pokemon will feel at home in here, any other type, well... let's just say they better offer them a gift upon setting foot on the Valley, you know... just to be safe
- Rain is the only weather possible
- Ghost attacks have +3 in their BP
- Normal pokemon are susceptible to Ghost attacks
- Fire moves can be used, but will not affect the woods
- Pokemon can fly, but they won't see a thing thanks to the woods
- Pokemon have their speed reduced to 3/5 of their original speed (With the exception of ghost pokes and some regular pokemon*)
- Every Pokemon that enters the field has their Attack reduced by one (1) (With the exception of ghost pokes and pokemon with the ability Justified, Guts or Reckless, but the ability is annulled)
- Every pokemon begins with a +2 Evasion Bonus
- After every action, every pokemon (With the exception of ghost pokes and pokemon with the ability Justified, Guts or Reckless) have a 5x%** chance of being affected by fear (reducing their attacks BP in two (2), and having a 25% chance of being paralysed by fear) for 6 actions
- Light related moves have their light supply at minimum
- Ground attacks have their BP halved (This is due to the ground being covered in many layers of dead leaves and other stuff)
- Rock attacks are unusable if they need outside rocks (Stone Edge, Rock Slide, etc..., there are no many rocks in here)
- Taunt last 3 more actions (At the cost of +2 energy)
- Foresigh (And similar moves) cannot be used
- Contact moves are harder to excecute***
- Water supply on the canals in the forest (7.5% of faint if used)
- Confusion last one more turn
- Curse will do 8 damage per action
- Destiny Bond, Nightmare and Spite will have their power doubled
- Hex always acts as if the foe is statused
- Moves that require Focusing have a 50% chance of failure (except ghost ones)
- If a pokemon tries to damage the forest (or actually damages it), spirits will attack them****
- Healing moves will regain half the health they should (bar Pain Split)
- Every Bad Effect is removed if the pokemon uses his first action to honor the Woods (Like Pay Day, Naturl Gift, Present, etc...)
*Whimsicott, Lucario and Scizor (and obviously Kitsunoh and Hunter)
** x being the number of rounds the pokemon has been on the field
***Nah
****2-5 Shadow Snakes (calculed like multi-hit moves) that traps the pokemon, making it unable for it to move (Coming from a 3 SpA)
TravelLog's Team

Ferrothorn [Briar] (M)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Grass/Steel
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.
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:
Iron Barbs: (Innate) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, doing 25% of the damage it received to the opponent.
Stats:
HP: 100
Atk: 4 (+)
Def: 5
SpA: 2
SpD: 4
Spe: 18 (20/1.15) (-)
EC: 6/6
MC: 0
Attacks:
Tackle
Rock Climb
Harden
Rollout
Curse
Metal Claw
Pin Missile
Gyro Ball
Iron Head
Ingrain
Explosion
Power Whip
Leech Seed
Seed Bomb
Worry Seed
Payback
Thunderbolt
Toxic

Scizor [Jecht] (M)
Nature: Adamant, (+Atk, -SpA)
Type: Bug/Steel
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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:
Swarm: (Innate) 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, Scissor Cross from 8 to 10.
Technician: (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 multi-hit attacks is increased by two (2).
Levitate: (Command) The Pokemon hovers above the ground, avoiding all seismic attacks and Dig for three (3) actions.
Stats:
HP:100
Atk: 6 (+)
Def: 4
SpA: 1 (-)
SpD: 3
Spe: 65
EC: 6/6
MC: 2
DC: 4/5
Attacks:
Vacuum Wave
Quick Attack
Leer
Focus Energy
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter
Double Team
X-Scissor
Night Slash
Air Slash
Feint
Metal Claw
Bullet Punch
Counter
Defog
Steel Wing
Brick Break
Protect
Substitute

Kitsunoh [Nox] (M)
Nature: Adamant (+Atk, -SpA)
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.
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: (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.
Stats:
HP: 100
Atk: 5 (+)
Def: 3
SpA: 1 (-)
SpD: 3
Spe: 110
EC: 6/6
MC: 0
DC: 5/5
Attacks
Tackle
Leer
Scratch
Tail Whip
Iron Defense
Lick
Odor Sleuth
Faint Attack
Shadow Sneak
Ice Fang
Thunder Fang
Curse
ShadowStrike
Fake Out
Revenge
Perish Song
Magic Coat
Meteor Mash
Pain Split
Psycho Shift
Yawn
Aerial Ace
Dig
Earthquake
Taunt
Will-o-Wisp

Pyroak [Shemhazi] (F)
Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Type: Fire/Grass
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.
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.
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.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Stats:
HP: 120
Atk: 3
Def: 4
SpA: 4 (+)
SpD: 3
Spe: 53 (-)(60/1.15)
EC: 9/9
MC: 0
DC: 4/5
Attacks:
Pound
Bullet Seed
Sweet Scent
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Leaf Blade
Energy Ball
Synthesis
Heat Wave
Wood Hammer
Flare Blitz
Aromatherapy
Earth Power
Seed Bomb
Flamethrower
Hidden Power Ice (7)
Light Screen
Substitute
Sunny Day
Reflect
Dummy's Team

Whimsicott [Ron] (M)
Nature: Calm (Adds One (1) Rank to Special Defense; Subtracts One (1) Rank From Attack)
Typing: Grass
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.
Abilities:
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Infiltrator: (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.
Stats:
HP: 100
Atk: 2(-)
Def: 3
SpA: 3
SpD: 4(+)
Spe: 116
EC: 6/6
MC: 0
DC: 3/5*
Attacks:
Absorb
Growth
Leech Seed
Stun Spore
Mega Drain
Cotton Spore
Razor Leaf
PoisonPowder
Giga Drain
Tailwind
Energy Ball
Cotton Guard
Charm
Sunny Day
Endeavor
Encore
Fake Tears
GrassWhistle
Toxic
Taunt
Substitute

Lucario [Hermione] (F)
Nature: Rash (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Special Defense)
Typing: 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. This speed boost is maintained at the end of each round.
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 by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
HP: 100
Atk: 4
Def: 3
SpA: 5(+)
SpD: 2(-)
Spe: 90
EC: 6/6
MC: 0
DC: 3/5
Attacks:
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech
Copycat
Nasty Plot
Dark Pulse
Detect
Metal Claw
Bone Rush
Metal Sound
Aura Sphere
Extremespeed
Blaze Kick
Circle Throw
Vacuum Wave
Attract
Focus Blast
Swords Dance
Shadow Claw

Haunter [Severus] (M)
Natuore: Timid (Multiplies Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to [16]. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Attack)
Typing: Ghost/Poison
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.
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:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit.
Stats:
HP: 90
Atk: 1(-)
Def: 2
SpA: 4
SpD: 2
Spe: 110 (95*1.15)
EC: 4/9
MC: 0
DC: N/A
Attacks:
Hypnosis
Spite
Mean Look
Curse
Night Shade
Confuse Ray
Sucker Punch
Destiny Bond
Hex
Lick
Shadow Punch
Clear Smog
Disable
Perish Song
Thunderbolt
Psychic
Shadow Ball
Will-O-Wisp

Duosion [Ginny] (F)
Nature: Relaxed (Adds One (1) Rank to Defense; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks)
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:
Overcoat: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.
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.
Stats:
HP: 100
Atk: 2
Def: 3 (+)
SpA: 5
SpD: 2
Spe: 26 (30 / 1.15)
EC: 4/9
MC: 0
DC: 2/5
Attacks:
Psywave
Reflect
Rollout
Snatch
Hidden Power Ice (7)
Light Screen
Charm
Recover
Psyshock
Future Sight
Psychic
Acid Armor
Confuse Ray
Imprison
Calm Mind
Thunder
Shadow Ball
Trick Room
Actions:
- TravelLog will send out.
- Dummy will send out
- Dummy will issue actions
- TravelLog will issue actions
- I will ref
- TravelLog will issue actions
- Dummy will issue actions
- I will ref
- Jump to step three