Well, here we go!
And now for the teams!
Team Dogfish:
Emolga [Boltair] (Female) (*)
Nature: Mild (+1 Sp.Atk ; -1 Def)
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.
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 4 (+)
SpD: Rank 2
Spe: 103
Size Class: 1
Weight Class: 1
Base Rank Total: 16
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.
Motor Drive (DW) (Innate): This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. This boost is maintained at the end of each round.
EC: N/A
MC: 0
DC: 5/5
Attacks:
ThunderShock (*)
Quick Attack (*)
Tail Whip (*)
Charge (*)
Spark (*)
Pursuit (*)
Double Team (*)
Shock Wave (*)
Light Screen
Agility
Electro Ball
Encore
Volt Switch
Discharge
Air Slash (*)
Iron Tail (*)
Roost (*)
Tickle
Shock Wave
Toxic (*)
Thunderbolt (*)
Acrobatics (*)
U-Turn
Taunt
Flash
Substitute
Thunder Wave
Charge Beam
Protect
Taunt
Hidden Power (Grass)
Thunder
Rain Dance
Total Moves: 32
Wanted: Astonish (Egg) ; Baton Pass (Egg) ; Charm (Egg) ; Covet (Egg) ; Frustration (TM) ; Aerial Ace (TM) ; Facade (TM) ; Rest (TM) ; Attract (TM) ; Round (TM) ; Fling (TM) ; Swagger (TM) ; Wild Charge (TM) ; Cut (HM)
Manectric [Sparky] (Male)
Nature: Modest (+1 Sp.Atk -1 Atk)
Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
HP: 100
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 105
Size Class: 3
Weight Class: 3
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 5/5
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.
LightningRod (Innate): These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
Minus (DW) (Innate): This Pokemon possesses a negative electrical charge, when a Pokemon with Plus is on the field, this Pokemon’s special attacks increase their base damage by two (2). If this Pokemon also has Plus, the damage does not stack.
Attacks:
Tackle
Thunder Wave
Leer
Howl
Quick Attack
Spark
Odor Sleuth
Roar
Charge
Ice Fang
Crunch
Discharge
Fire Fang
Flamethrower
Volt Change
Hidden Power (Grass)
Thunderbolt
Protect
Substitute
Double Team
Toxic
Light Screen
Snarl
Endure
Magnet Rise
Signal Beam
Total Moves: 26
Team Mewtwo:
Swampert(*) Vladdy (M)
Nature: Relaxed
Vladdy is the great-nephew of a certain Trainer's starter Pokemon. He doesn't worry about much, and his quirky sense of humor leads his teammates to love him. Despite being laid back, Vladdy is known for getting the job done, be it battle or rescue missions.
Type: Water/Ground
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).
Ground: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).
Stats:
Swampert
HP: 110
Atk: 4
Def: 4 (nature boost)
SpA: 3
SpD: 3
Spe: 51 (nature cut)
Size: 4
Weight: 4
BST: 19
RELAXED: Adds * to Defense; a 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.
EC: 9/9
MC: 0
DC: 5/5
Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Damp (DW - OPEN): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Attacks: 22
(*)Tackle
(*)Growl
(*)Mud-Slap
(*)Water Gun
(*)Bide
(*)Foresight
(*)Mud Sport
Mud Shot
Mud Bomb
Earthquake
Hammer Arm
Protect
(*)Counter
(*)Mirror Coat
(*)Avalanche
Focus Punch
(*)Dig
(*)Boiling Water
(*)Rock Slide
Waterfall
Ice Beam
Substitute
Pikachu Gesundheit (F)
Nature: Naughty (Attack up by *, Sp. Def. down by *.)
Pikachu is destined to lead Team VioletEye alongside Mewtwo. She'll be able to quell any argument, soothe any ill tempers, and work out any obstacle to a mission, no matter what the pressure.
She just doesn't know it yet.
Pikachu's evolution has left her with a newfound energy and excitability. Her expanded electrical prowess has led her to prefer blasting foes into oblivion. However, she has the cuteness -- and now, a mind -- for battle strategy, and an interest in espionage to boot.
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.
Stats:
HP: 90
Atk: 3 (+)
Def: 2
SpA: 2
SpD: 1 (-)
Spe: 90
EC: 5/9
MC: 0
DC: 4/5
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.
Lightningrod (DW): (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
Attacks: 18
Thundershock(*)
Charm(*)
Tail Whip(*)
Thunder Wave(*)
Sweet Kiss(*)
Nasty Plot(*)
Quick Attack
Swift
Electro Ball
Double Team
Slam
Volt Tackle(*)
Wish(*)
Encore(*)
Surf
Hidden Power Ice, 7 Power (*)
Grass Knot(*)
Volt Change(*)
Turn order:
Dogfish determines abilities and items (If any)
Mewtwo determines abilities, items, and orders
Dogfish orders
I refin two years
The Rules said:2v2 Doubles
0 Recovers/Chills
2 Day DQ
Items = Training Only
Switch = derp
Abilities = one
A 120ft * 100ft arena, with a ceiling 100ft high, Bolt Beach is a seemingly tranquil room. This artificial indoor beach has 2 elevated podiums where trainers issue orders, and is split into an 80ft * 100ft rectangle of sand, with a 40ft * 100ft rectangle of water. The sand, a bright yellow, is electrically charged, and has a few properties to consider. The gaps in the sand make seismic attacks useless, including dig. The sand also grants electric types the move Charge, and causes the effect to stay for 9 actions. Along the sand there are a couple of Palm trees. The water, a clear blue, is perfectly still. Beneath the water there is seaweed, which emits a strange glow and lets bits of static fly off. The water and sand aren't walled off, instead the sand slopes into the water, meaning larger Pokémon in the water will only fit away from the main land. Sprinklers on the arena ceiling cause a constant, rain which cannot be changed.
And now for the teams!
Team Dogfish:

Emolga [Boltair] (Female) (*)
Nature: Mild (+1 Sp.Atk ; -1 Def)
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.
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 4 (+)
SpD: Rank 2
Spe: 103
Size Class: 1
Weight Class: 1
Base Rank Total: 16
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.
Motor Drive (DW) (Innate): This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. This boost is maintained at the end of each round.
EC: N/A
MC: 0
DC: 5/5
Attacks:
ThunderShock (*)
Quick Attack (*)
Tail Whip (*)
Charge (*)
Spark (*)
Pursuit (*)
Double Team (*)
Shock Wave (*)
Light Screen
Agility
Electro Ball
Encore
Volt Switch
Discharge
Air Slash (*)
Iron Tail (*)
Roost (*)
Tickle
Shock Wave
Toxic (*)
Thunderbolt (*)
Acrobatics (*)
U-Turn
Taunt
Flash
Substitute
Thunder Wave
Charge Beam
Protect
Taunt
Hidden Power (Grass)
Thunder
Rain Dance
Total Moves: 32
Wanted: Astonish (Egg) ; Baton Pass (Egg) ; Charm (Egg) ; Covet (Egg) ; Frustration (TM) ; Aerial Ace (TM) ; Facade (TM) ; Rest (TM) ; Attract (TM) ; Round (TM) ; Fling (TM) ; Swagger (TM) ; Wild Charge (TM) ; Cut (HM)

Manectric [Sparky] (Male)
Nature: Modest (+1 Sp.Atk -1 Atk)
Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
HP: 100
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 105
Size Class: 3
Weight Class: 3
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 5/5
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.
LightningRod (Innate): These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
Minus (DW) (Innate): This Pokemon possesses a negative electrical charge, when a Pokemon with Plus is on the field, this Pokemon’s special attacks increase their base damage by two (2). If this Pokemon also has Plus, the damage does not stack.
Attacks:
Tackle
Thunder Wave
Leer
Howl
Quick Attack
Spark
Odor Sleuth
Roar
Charge
Ice Fang
Crunch
Discharge
Fire Fang
Flamethrower
Volt Change
Hidden Power (Grass)
Thunderbolt
Protect
Substitute
Double Team
Toxic
Light Screen
Snarl
Endure
Magnet Rise
Signal Beam
Total Moves: 26
Team Mewtwo:


Swampert(*) Vladdy (M)
Nature: Relaxed
Vladdy is the great-nephew of a certain Trainer's starter Pokemon. He doesn't worry about much, and his quirky sense of humor leads his teammates to love him. Despite being laid back, Vladdy is known for getting the job done, be it battle or rescue missions.
Type: Water/Ground
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).
Ground: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).
Stats:
Swampert
HP: 110
Atk: 4
Def: 4 (nature boost)
SpA: 3
SpD: 3
Spe: 51 (nature cut)
Size: 4
Weight: 4
BST: 19
RELAXED: Adds * to Defense; a 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.
EC: 9/9
MC: 0
DC: 5/5
Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Damp (DW - OPEN): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Attacks: 22
(*)Tackle
(*)Growl
(*)Mud-Slap
(*)Water Gun
(*)Bide
(*)Foresight
(*)Mud Sport
Mud Shot
Mud Bomb
Earthquake
Hammer Arm
Protect
(*)Counter
(*)Mirror Coat
(*)Avalanche
Focus Punch
(*)Dig
(*)Boiling Water
(*)Rock Slide
Waterfall
Ice Beam
Substitute


Pikachu Gesundheit (F)
Nature: Naughty (Attack up by *, Sp. Def. down by *.)
Pikachu is destined to lead Team VioletEye alongside Mewtwo. She'll be able to quell any argument, soothe any ill tempers, and work out any obstacle to a mission, no matter what the pressure.
She just doesn't know it yet.
Pikachu's evolution has left her with a newfound energy and excitability. Her expanded electrical prowess has led her to prefer blasting foes into oblivion. However, she has the cuteness -- and now, a mind -- for battle strategy, and an interest in espionage to boot.
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.
Stats:
HP: 90
Atk: 3 (+)
Def: 2
SpA: 2
SpD: 1 (-)
Spe: 90
EC: 5/9
MC: 0
DC: 4/5
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.
Lightningrod (DW): (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
Attacks: 18
Thundershock(*)
Charm(*)
Tail Whip(*)
Thunder Wave(*)
Sweet Kiss(*)
Nasty Plot(*)
Quick Attack
Swift
Electro Ball
Double Team
Slam
Volt Tackle(*)
Wish(*)
Encore(*)
Surf
Hidden Power Ice, 7 Power (*)
Grass Knot(*)
Volt Change(*)
Turn order:
Dogfish determines abilities and items (If any)
Mewtwo determines abilities, items, and orders
Dogfish orders
I ref