Dropping my previous challenge
Open Challenge
3v3 Strongmon Training
Triples
ASB Arena
1 Day DQ
I'll take that Albino.
Team Albinoloon:

Dusknoir * (Sone) M
Nature: Adamant (Attack raised by *; Special Attack reduced by *)
Personality:
Personality: At full potential as a Dusknoir, Sone's personalilty drastically changed. No longer quiet and unassuming, Sone appointeed himself the leader of the team, putting himself in the spotlight, than rather lurk in the shadows. No one knows why his appearence is different from other duskull, although his childhoood in Mt. Pyre could be a clue. He has left his birthplace, becoming a rouge. He seems to chuckle on stormy nights. His tactics and mindset are of a king, strong and unrelenting. However, he also retains his battle style as a dusclops, stalling his opponent out until it drops dead right in fromt of him. Sone acts as the trainer's right hand-man, attending to the other members. Only his trainer understands him.
Type: Ghost
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp 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:
Dusknoir
HP: 90
Atk: Rank 5 (+)
Def: Rank 5
SpA: Rank 2 (-)
SpD: Rank 5
Spe: 45
Size Class: 4
Weight Class: 5
Base Rank Total: 21
EC: 6/9
MC: 1
DC: X
Attacks:
Leer (*)
Night Shade (*)
Disable (*)
Forsight (*)
Astonish (*)
Confuse Ray (*)
Shadow Sneak (*)
Pursuit (*)
Toxic (*)
Rest (*)
Double Team (*)
Pain Split (*)
Skill Swap (*)
Faint Attack (*)
Gravity
Fire Punch
Ice Punch
Thunderpunch
Taunt
Will 'o' Wisp
Shadow Punch
Move Total: 22

Chandelure (Vayn) F
Nature: Modest (ATK reducad by *; SATK increased by *)
Personality: Since her evolution, she has recognized how to recognize patterns. However, she still seeks to change the environment to her advantage. She has learned the power of force, and recognizes it. She is starting to grow an understanding of pokemon as well as people's thoughts. Her tactics are never thought down upon. Her appearance in a match is enigmatic, as she has an array of different strategies she can use. Now, her fighting style differs from her previous one, as now, she has acess to much more mobility, being able to spread a trail of fire as she floats, or fortifying herself with an army of will 'o' wisps. Her friendship with Yuki is a close one, in fact, they only communicate with each other. When Yuki is by her side, she won't lose. She was born of the negative litwicks, emmiting negative light, which can offset normal light, which makes her surroundings dim.
Type: Fire/Ghost
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. Solarbeam has Energy Cost reduced by one (1).
Ghost:Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1).
Abilities:
Flash Fire: (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).
Flame Body: (Innate)This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Shadow Tag(DW UNLOCKED): (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.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 7 (+)
SpD: Rank 3
Spe: 55
Size Class: 2
Weight Class: 3
Base Rank Total: 19
EC: 9/9
DC: 5/5
MC: 1
Attacks:
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Fire Spin
Night Shade
Will 'o' Wisp
Flame Burst
Imprison
Flamethrower
Shadow Ball
Psychic
Acid Armor
Heat Wave
Haze
Hex
Taunt
Will 'o' Wisp
Protect
Trick Room
Move total: 24

Fidgit [Ivaldii(F)]
Nature: Modest( +Rank in SAtk; -Rank in Atk )
Personality:
Retaining a close relationship with her trainer, Ivaldii is an arrogant individual who can't stand to lose. She is very bratty and taunts the rest of the team by sitting on her trainer's shoulder. Her fighting style is usually airborne, but uses her amazing craftsmanship skills to create sculptures of herself as substitutes. Also, she abuses encore and taunt (these moves reflect her personality) constantly, destroying walls and set-up sweepers. Ivaldii and Frigga have the most tension, as they frequently dispute over her trainer's attention. She will only eat sweets.
Type: Poison/Flying
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.
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.
Ablilities:
Persistant: (Innate)This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
Vital Spirit: (Innate)This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Unburden(DW LOCKED): (Innate)This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 110
Size Class: 2
Weight Class: 4
Base Rank Total: 20
EC: 6/6
DC: 4/5
MC: 2
Moves:
Magic Room
Wonder Room
Rapid Spin
Sand Attack
Heal Pulse
Entertainment
Helping Hand
Comet Punch
Razor Wind
Gust
Tailwind
Encore
Rapid Spin
Knock Off
Copycat
Whirlwind
Taunt
Toxic
Substitute
Disable
Earth Power
Wish
Me First
Sludge Bomb
Toxic Spikes
Light Screen
Air Slash
Move Total: 27
Team Solstice:

Kitsunoh(F) Bella Luna
Nature: Adamant (*) increase to Attack, (*) decrease to Special Attack
Type: Steel/Ghost
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 110
EC: 6/6
MC: 2
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 Unlocked (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:
Scratch(*)
Iron Defense(*)
Lick(*)
Odor Sleuth(*)
Shadow Sneak(*)
Faint Attack(*)
Curse(*)
Tackle(*)
Leer(*)
Shadowstrike
Metal Burst
Meteor Mash(*)
Psycho Shift(*)
Yawn(*)
Roar(*)
Will'O'Wisp(*)
Rock Slide(*)
Super Fang

Jolteon (M) (Full Name: Follow the Wind, Nickname: Fellow)
Nature: Timid (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks, Attack reduced by *)
Type: Electric
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: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 4
SpD: Rank 3
Spe: 150 (130x1.15)
EC: 6/6
MC: 3
DC: 5/5
Abilities:
Volt Absorb (Innate): This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.
Quick Feet (DW Unlocked) (Innate): This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.
Attacks:
Tackle(*)
Tail Whip(*)
Helping Hand(*)
Sand Attack(*)
Growl(*)
Quick Attack(*)
Thunder
Discharge
Thunder Wave
Pin Missile
Agility
Yawn(*)
Detect(*)
Wish(*)
Shadow Ball(*)
Hidden Power Fire Power 6(*)
Substitute(*)
Signal Beam

Sigilyph (F) (Aviatrix)
Nature: Bold (Adds One Rank to Defense, Subtracts One Rank from Attack)
Type: Psychic/Flying
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: 100
Atk: Rank 1
Def: Rank 4
SpA: Rank 4
SpD: Rank 3
Spe: 97
EC: 6/6
MC: 4
DC: 2/5
Abilities:
Wonder Skin: (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It rejects burn, paralysis, poison, and sleep attempts by non-damaging attacks, halving their accuracy.
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.
Tinted Lens(DW): (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Attacks:
Gust
Miracle Eye
Hypnosis
Psywave
Tailwind
Whirlwind
Psybeam
Air Cutter
Light Screen
Ancientpower
Roost
Stored Power
Calm Mind
Charge Beam
Shadow Ball
Order:
-Solstice chooses Abilities and Items. And gives orders.
-Albinoloon gives orders.
-I ref.
-Albinoloon orders.
-Solstice orders.
-I ref.