Dang it, I haven't felt this cold since I went into Shoal Cave, or maybe Ice Path was colder. I'm too cold to remember.
Anyway, let's look at the teams!
Team Rediamond:
Gengar* [Cloak] (Male)
Nature: Timid (+Speed, +19% accuracy, -*Att)
Cloak was one of Griffin's first Pokemon, and remains one of his most powerful, assissting in many of the most difficult battles Griffin enters. Initially, he was quite Naive, and tended to misunderstand the situation and not do particularly well. For a brief time, this hindered his pride and he became fairly humble, never taking particularly much credit for anything as his master fumed following his tournament loss. Later on, he began training as hard as possible in speed, working on making the most of his tactics to skirt around the enemies and become a nightmare in more ways than one. He gets on decently well with Gardevoir due to their long time together, but has a grudge against Ninetales due to her earning far more respect from Griffin following the tournament match, while he was temporarily ignored due to his inability to handle a Cyclohm. He works decently with Togekiss and Porygon due to their decent amount of time together, but it never gets particularly good due to the normal-ghost rivalry.
Type:
Ghost/Poison: 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.),
Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).
Stats:
HP: 90
Att: Two (-)
Def: Two
SpAtt: Five
SpDef: Three
Spe+: 127
Size Class: 3
Weight Class: 3
Base Rank Total: 19
EC: 9/9
MC: 0
Abilities:
Levitate: 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.
Attacks:
Hypnosis*
Lick*
Spite*
Mean Look*
Curse*
Confuse Ray*
Night Shade*
Sucker Punch*
Destiny Bond
Dark Pulse
Hex
Nightmare
Mean Look
Fire Punch*
Ice Punch *
Will-o-Wisp*
Pain Split
Magic Coat
Energy Ball*
Psychic*
Thunderbolt*
Shadow Ball
Sludge Bomb
Substitute
Focus Blast
Venoshock
Toxic
Bide
Taunt
Torment
Double Team
Brick Break
# of moves: 33
Ninetales (F) [Sunshine] (Female)
Nature: Timid (+Speed, +16% accuracy, -Att)
Despite being apparently overlooked on Griffin's team, she is his favorite and most powerful team member. With the ability to deal out tremendous damage when backed by the sun, she normally doesn't need to fall back towards indirect means and seldom chooses to do so. However, when it suits her, she can cripple a foe almost as well as Gardevoir and Gengar. However, she normally sits back and watches as Griffin's other partners due the work, content to sit by him and get her obligatory petting multiple times a day. This has nothing to do with her obsession wtih improving the power of her Hypnosis attack.
Type:
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).
Stats:
Hp: 100
Att: 2(-)
Def: 3
SpAtt: 3
SpDef: 4
Spe+: 115
Size Class: 2
Weight Class: 2
Base Rank Total: 20
EC: 6/6
MC: 0
DC: 5/5
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).
Drought: (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). (Dream World)
Attacks:
Ember*
Tail Whip*
Roar*
Quick Attack*
Fire Spin*
Will-o-Wisp*
Confuse Ray*
Imprison*
Flame Burst*
Flamethrower*
Safeguard*
Nasty Plot
Fire Spin
Inferno
Energy Ball*
Extrasensory*
Hypnosis*
Faint Attack
Pain Split
Disable
Hex
Heat Wave
Magic Coat
HP Ground 7
Protect*
Toxic*
Return*
Dig
SolarBeam
Bide
Psyshock
Double Team
Safegaurd
# of moves: 36
Armaldo(M) Diego Armando
Nature: Adamant (+Att, -SpAtt)
Type: Bug/Rock
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Rock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Stats:
HP: 100
Atk+: Rank 6
Def: Rank 4
SpA-: Rank 2
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 20
EC: 6/6
MC: 0
DC: 1/5
Abilities:
Ability 1: Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Ability 2 (DW): Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.
Attacks: 30
Scratch
Harden
Mud Sport
Water Gun
Protect
Metal Claw
Rock Blast
Crush Claw
Protect
Rock Slide
Rapid Spin
Cross Poison
Endure
Aqua Tail
X-Scissor
Dig
Double Team
Stealth Rock
Sunny Day
Earthquake
Hone Claws
Return
Brick Break
Stone Edge
Ariel Ace
Facade
Swagger
Swords Dance
Substitute
Team Gerard:
Alright so you all know how this works, so let's get this fighting started!
Turn order:
Rediamond chooses his items and pokemon
Gerard chooses his items and orders
Rediamond orders
I ref in 5 years
The Rules said:2 vs 2 doubles Strongmons
60 hour DQ all
Infinite recoveries/chills
Items=on
Switch=OK
All abilities
ASM Promotion Arena Four:
The arena is a huge ice filled cavern, with icy floors and a very cold atmosphere. The extreme cold will give any non fire or ice type a 10% chance of being unable to move during a round due to the intense cold shutting down some of their body systems. Only hail can be summoned in the arena, and the ice can not be melted. The slickness of it will give all -speed Pokemon trouble, reducing their accuracy by 15%. All +speed Pokemon will be able to handle the situation well, and will gain +15% evasion.
It should also be noted that a pool of freezing water exists at the back. Surf used from this pool will have a 30% Freeze chance, and no non-ice type should dare enter it or suffer substantial (15) damage before it can get out (takes an action). The cavern cieling is too low to use Fly, Bounce, or Sky Drop, and only ice-types can use Them.
Anyway, let's look at the teams!
Team Rediamond:

Gengar* [Cloak] (Male)
Nature: Timid (+Speed, +19% accuracy, -*Att)
Cloak was one of Griffin's first Pokemon, and remains one of his most powerful, assissting in many of the most difficult battles Griffin enters. Initially, he was quite Naive, and tended to misunderstand the situation and not do particularly well. For a brief time, this hindered his pride and he became fairly humble, never taking particularly much credit for anything as his master fumed following his tournament loss. Later on, he began training as hard as possible in speed, working on making the most of his tactics to skirt around the enemies and become a nightmare in more ways than one. He gets on decently well with Gardevoir due to their long time together, but has a grudge against Ninetales due to her earning far more respect from Griffin following the tournament match, while he was temporarily ignored due to his inability to handle a Cyclohm. He works decently with Togekiss and Porygon due to their decent amount of time together, but it never gets particularly good due to the normal-ghost rivalry.
Type:
Ghost/Poison: 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.),
Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).
Stats:
HP: 90
Att: Two (-)
Def: Two
SpAtt: Five
SpDef: Three
Spe+: 127
Size Class: 3
Weight Class: 3
Base Rank Total: 19
EC: 9/9
MC: 0
Abilities:
Levitate: 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.
Attacks:
Hypnosis*
Lick*
Spite*
Mean Look*
Curse*
Confuse Ray*
Night Shade*
Sucker Punch*
Destiny Bond
Dark Pulse
Hex
Nightmare
Mean Look
Fire Punch*
Ice Punch *
Will-o-Wisp*
Pain Split
Magic Coat
Energy Ball*
Psychic*
Thunderbolt*
Shadow Ball
Sludge Bomb
Substitute
Focus Blast
Venoshock
Toxic
Bide
Taunt
Torment
Double Team
Brick Break
# of moves: 33

Ninetales (F) [Sunshine] (Female)
Nature: Timid (+Speed, +16% accuracy, -Att)
Despite being apparently overlooked on Griffin's team, she is his favorite and most powerful team member. With the ability to deal out tremendous damage when backed by the sun, she normally doesn't need to fall back towards indirect means and seldom chooses to do so. However, when it suits her, she can cripple a foe almost as well as Gardevoir and Gengar. However, she normally sits back and watches as Griffin's other partners due the work, content to sit by him and get her obligatory petting multiple times a day. This has nothing to do with her obsession wtih improving the power of her Hypnosis attack.
Type:
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).
Stats:
Hp: 100
Att: 2(-)
Def: 3
SpAtt: 3
SpDef: 4
Spe+: 115
Size Class: 2
Weight Class: 2
Base Rank Total: 20
EC: 6/6
MC: 0
DC: 5/5
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).
Drought: (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). (Dream World)
Attacks:
Ember*
Tail Whip*
Roar*
Quick Attack*
Fire Spin*
Will-o-Wisp*
Confuse Ray*
Imprison*
Flame Burst*
Flamethrower*
Safeguard*
Nasty Plot
Fire Spin
Inferno
Energy Ball*
Extrasensory*
Hypnosis*
Faint Attack
Pain Split
Disable
Hex
Heat Wave
Magic Coat
HP Ground 7
Protect*
Toxic*
Return*
Dig
SolarBeam
Bide
Psyshock
Double Team
Safegaurd
# of moves: 36

Armaldo(M) Diego Armando
Nature: Adamant (+Att, -SpAtt)
Type: Bug/Rock
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Rock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Stats:
HP: 100
Atk+: Rank 6
Def: Rank 4
SpA-: Rank 2
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 20
EC: 6/6
MC: 0
DC: 1/5
Abilities:
Ability 1: Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Ability 2 (DW): Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.
Attacks: 30
Scratch
Harden
Mud Sport
Water Gun
Protect
Metal Claw
Rock Blast
Crush Claw
Protect
Rock Slide
Rapid Spin
Cross Poison
Endure
Aqua Tail
X-Scissor
Dig
Double Team
Stealth Rock
Sunny Day
Earthquake
Hone Claws
Return
Brick Break
Stone Edge
Ariel Ace
Facade
Swagger
Swords Dance
Substitute
Team Gerard:
Kitsunoh (Fantine) {F}
..
Nature: Jolly (+15% Speed, +20% Accuracy, -1 SpA)
Type: Ghost/Steel
Abilities:
Stats:
HP: 100
Atk: 4
Def: 3
SpA: 1 (-)
SpD: 3
Spe: 127 (+)
SC: 3
WC: 4
BST: 19
EC: 6/6
MC: 5
DC: 5/5
Attacks: 32
Imprison
Tail Whip
Scratch
Iron Defense
Lick
Odor Sleuth
Faint Attack
Shadow Sneak
Metal Claw
Curse
Fake Out
ShadowStrike
Perish Song
Revenge
Copycat
Perish Song
Taunt
Shadow Claw
Double Team
Earthquake
Will-o-Wisp
Substitute
U-Turn
Roar
Dig
Yawn
Meteor Mash
Foul Play
Psycho Shift
Magic Coat
Ice Punch
Thunder Punch
..

Nature: Jolly (+15% Speed, +20% Accuracy, -1 SpA)
Type: Ghost/Steel
- 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.
- 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:
- Frisk: (Can be Activated)
The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.
- 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: 4
Def: 3
SpA: 1 (-)
SpD: 3
Spe: 127 (+)
SC: 3
WC: 4
BST: 19
EC: 6/6
MC: 5
DC: 5/5
Attacks: 32
Imprison
Tail Whip
Scratch
Iron Defense
Lick
Odor Sleuth
Faint Attack
Shadow Sneak
Metal Claw
Curse
Fake Out
ShadowStrike
Perish Song
Revenge
Copycat
Perish Song
Taunt
Shadow Claw
Double Team
Earthquake
Will-o-Wisp
Substitute
U-Turn
Roar
Dig
Yawn
Meteor Mash
Foul Play
Psycho Shift
Magic Coat
Ice Punch
Thunder Punch
Starmie (Vogue) {O}
Nature: Timid (+15% Speed, +20% Acc, -1 Atk)
Type: Water / Psychic
Abilities:
HP: 90
Atk: 2 (-)
Def: 3
SpA: 4
SpD: 3
Spe: 133 (115*1.15)
SC: 2
WC: 4
BST: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks: 30
Tackle
Harden
Water Gun
Rapid Spin
Recover
Camouflage
Swift
Light Screen
Minimize
Hydro Pump
Confuse Ray
Surf
Ice Beam
Thunderbolt
Psychic
Substitute
Grass Knot
Dive
Protect
Reflect
Thunder
Blizzard
Double Team
Hidden Power Fire (7)
Rain Dance
Endure
Aurora Beam
Barrier
Supersonic
Bide


Nature: Timid (+15% Speed, +20% Acc, -1 Atk)
Type: Water / Psychic
- 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.
- Water Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
- Illuminate: (Can be Activated)
When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents.
- Natural Cure: (Innate)
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
- Analytic: (Can be Enabled)
If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 90
Atk: 2 (-)
Def: 3
SpA: 4
SpD: 3
Spe: 133 (115*1.15)
SC: 2
WC: 4
BST: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks: 30
Tackle
Harden
Water Gun
Rapid Spin
Recover
Camouflage
Swift
Light Screen
Minimize
Hydro Pump
Confuse Ray
Surf
Ice Beam
Thunderbolt
Psychic
Substitute
Grass Knot
Dive
Protect
Reflect
Thunder
Blizzard
Double Team
Hidden Power Fire (7)
Rain Dance
Endure
Aurora Beam
Barrier
Supersonic
Bide
Alright so you all know how this works, so let's get this fighting started!
Turn order:
Rediamond chooses his items and pokemon
Gerard chooses his items and orders
Rediamond orders
I ref in 5 years