I'll take Objection's match #2, with the following adjustment(s) if acceptable:
Make it a 3v3 singles
Rather than unlimited recovery, change it to 3.
And to make things interesting:
Switch=OK
Items=On
Abilities=All
Edit: Objection has agreed to my adjustments. Now we just need a ref.
Objection said:2v2 singles
2-day DQ for players, 3-day DQ for ref
Unlimited recoveries and unlimited chills
I will be using fully evolved mons here
Arena: Goo Man Chu's tower
This arena is set inside a stone tower (so weather, SolarBeam, Thunder, Moonlight and Morning Sun are unusable). Digging and seismic moves are not allowed. There is also no external water source.
The tower is full of green goo and there are platforms along the edges. Here's a diagram for you:
![]()
When a pokemon is released, the trainer must specify which platform it starts out on. Also, pokemon may use the command Move to platform X. Which platforms the pokemon can access depends on which platform the pokemon is on and their current speed. The distance they may travel in terms of number of platforms is speed/75, rounded up to the nearest whole number, max 4. So, for example, if Blaziken is on platform 5, it can travel to any platform between 3 and 7, whereas Steelix on platform 5 can only travel to platform 4 or 6. This command costs 3 energy per platform traversed (so the Blaziken would pay 6 energy to travel from platform 5 to platform 3). This command is not subject to the consecutive energy penalty and cannot be encored or disabled but Taunt will work against it. Finally, contact attacks cannot be used unless the user and the target are on the same platform.
At the end of the round, one platform will go into the wall (randomly chosen, all with equal chance but never the same platform on two consecutive rounds). Any pokemon on that platform will fall into the goo below (including flying and levitating pokemon). If a pokemon falls in like this, it takes 20 damage and its first action must be Get up onto platform X (all platforms are reachable in this scenario except the one that disappeared). This command costs 10 energy, is not subject to consecutive energy penalty and cannot be encored or disabled. Falling into the goo cures a pokemon of sleep, freeze and taunt, but if it is fully paralysed when it tries to get out of the goo, it takes another 20 damage and it must try again.
Once a platform has gone into the wall, it stays there for one round and emerges at the end of the round (at the same time as another platform going into the wall). Pokemon cannot move across a hidden platform unless they can fly or levitate (so Blaziken can't travel from platform 5 to platform 3 if platform 4 is hidden) and obviously they can't stop on a platform that's not there.

Charizard [Hades] (M)
Nature: Lonely (+Attack, -Defence)
Type: Fire/Flying
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.
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 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 100
EC: 9/9
MC: 0
DC: 5/5
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)
Solar Power (DW UNLOCKED): (Innate) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Attacks:
Heat Wave
Dragon Claw
Air Slash
Scratch
Growl
Ember
Leer
Metal Claw
Smokescreen
Dragon Rage
Scary Face
Fire Fang
Rage
Flamethrower
Flare Blitz
Rock Slide
Swords Dance
AncientPower
Counter
Dig
Brick Break
Will-o-Wisp
Shadow Claw
Sunny Day
Rock Slide
Roost
Hone Claws
Reflect
Fire Blast
Fly
ThunderPunch

Tomohawk [Scar] (M)
Nature: Modest (+Special Attack, -Attack)
Type: Flying/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.
Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
EC: 6/6
MC: 0
DC: 2/5
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.
Attacks:
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Sunny Day
Aura Sphere
Aerial Ace
Morning Sun
Whirlwind
Air Slash
Earth Power
Healing Wish
Baton Pass
Roost
Yawn
Nature Power
Toxic
Bulk Up
Taunt
Substitute
Safeguard

Jynx [Tremaine] (F)
Nature: Modest (+Special Attack, -Attack)
Type: Ice/Psychic
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.
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 2
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 95
EC: 6/6
MC: 0
DC: 4/5
Abilities:
Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
Forewarn: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
Dry Skin (DW): (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by 2. The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
Attacks:
Pound
Lick
Sweet Kiss
Powder Snow
Confusion
Sing
Heart Stamp
Mean Look
Fake Tears
Perish Song
Lovely Kiss
DoubleSlap
Ice Punch
Fake Out
Miracle Eye
Nasty Plot
Hidden Power Ground 7
Ice Beam
Psychic
Psyshock
Light Screen
Reflect
Signal Beam

Lucario [Vercingetorix] (F) @ EXPERT BELT
Nature: Naughty (+Atk, -SpD)
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. 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): UNLOCKED (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 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 90
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech
Copycat
Nasty Plot
Final Gambit
Dark Pulse
Detect
Metal Claw
Metal Sound
Bone Rush
Me First
Quick Guard
Dragon Pulse
Aura Sphere
Extremespeed
Blaze Kick
Crunch
Hi Jump Kick
Magic Coat
Dig
Hidden Power (Ice 7)
Shadow Claw

Kitsunoh [Nox] (M) @ ENIGMA BERRY
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 (DW) UNLOCKED: (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: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 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
Metal Burst
Fake Out
Revenge
Perish Song
Magic Coat
Meteor Mash
Pain Split
Psycho Shift
Yawn
Aerial Ace
Dig
Earthquake
Protect
Taunt
Will-o-Wisp

Bisharp [Muramasa] (M) @ ENIGMA BERRY
Nature: Careful (+SpD, -SpA)
Type: Dark/Steel
Dark: 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.
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:
Defiant: (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.
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.
Pressure (DW): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 70
EC: 6/6
MC: 0
DC: 3/5
Attacks:
Scratch
Leer
Fury Cutter
Torment
Faint Attack
Scary Face
Metal Claw
Iron Head
Night Slash
Metal Burst
Psycho Cut
Revenge
Sucker Punch
Dig
Rock Tomb
Snarl
Taunt
Thunder Wave
X-Scissor
Okay so TravelLog has already picked items. Objection selects items and sends out his first Pokemon, then TravelLog follows with his own Pokemon and actions. Afterward, Objections goes kill TravelLog!!!!
Good luck!
