Alright, let's check out the rules for this beginner's battle;
And now, for the all-important pokemon that will be duking it out in this battle here today!!
First, the team from the man who laid down the challenge, Moai;
Zigzagoon(*) Bolt (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Pick Up: [Innate] This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
Gluttony: [Innate] This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Quick Feet [DW - Locked]: [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.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 11
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Tackle (*)
Growl (*)
Tail Whip (*)
Headbutt (*)
Sand-Attack (*)
Odor Sleuth (*)
Mud Sport (*)
Pin Missile (*)
Rock Climb (*)
Simple Beam (*)
Pursuit (*)
Thunder Wave (*)
Dig (*)
Swagger (*)
Trapinch(*) Buzz (F)
Nature:
Type: Hasty (+15% Speed, +5% Accuracy, -1 Def)
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Abilities:
Hyper Cutter: [Innate] This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Arena Trap: [Innate] This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.
Sheer Force [DW - Locked] : [Innate] This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Stats:
HP: 90
Atk: Rank 4
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 12 (+)
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Bite (*)
Sand Attack (*)
Faint Attack (*)
Sand Tomb (*)
Quick Attack (*)
Endure (*)
Bug Bite (*)
Earthquake (*)
Dig (*)
Rock Slide (*)
And now, here's the team of the accepting competitor, Nightrise;
Golett(Quise)(Male)*
Type:Ghost/Ground
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.
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.
Nature: Adamant(+Atk, -SpA)
Stats:
HP: 90
Atk: Rank 4(+)
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 2
Spe: 35
Size Class: 2
Weight Class: 4
Base Rank Total: 13
EC: 1/6
MC: 0
DC:1/5
Level-up Moves
Pound*
Astonish*
Defense Curl*
Mud-Slap*
Rollout*
Shadow Punch*
Iron Defense*
Mega Punch*
Magnitude*
Dynamic Punch*
Night Shade*
Curse*
Earthquake
Hammer Arm
TM/HM Moves
Toxic
Protect*
Rock Slide*
Substitute*
Total Moves:16
Abilities
Iron Fist:
Type: Innate
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Klutz:
Type: Can be Disabled
The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.
No Guard:
Type: Innate
This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Mudkip(Sesi)(Female)*
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Nature: Quiet(+SpA, -Speed)
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 2
Spe: 35(-)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 1/9
MC: 0
DC: 1/5
Level up Moves
Tackle*
Growl*
Mud-Slap*
Water Gun*
Bide*
Foresight*
Mud Sport*
Egg Moves
Counter*
Mirror Coat*
Wide Guard*
TM/HM Moves
Toxic*
Ice Beam*
Dig*
Waterfall
Total Moves: 14
Abilities
Torrent:
Type: Innate
When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Damp:
Type: Innate
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Alright, since Moai laid down the challenge, he sends out his first pokemon. Then Nightrise will send out his first pokemon and issue his actions. Then, Moai will issue actions, then I will ref.
Moai, your first pokemon, please!
2v2 Singles (Beginner Battle)
2 Day DQ Time
2 Substitutions
Arena: ASB Arena (is that just some sort of standard arena?)
I'll accept that Moai
No items
All abilities
And now, for the all-important pokemon that will be duking it out in this battle here today!!
First, the team from the man who laid down the challenge, Moai;

Zigzagoon(*) Bolt (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Pick Up: [Innate] This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
Gluttony: [Innate] This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Quick Feet [DW - Locked]: [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.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 11
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Tackle (*)
Growl (*)
Tail Whip (*)
Headbutt (*)
Sand-Attack (*)
Odor Sleuth (*)
Mud Sport (*)
Pin Missile (*)
Rock Climb (*)
Simple Beam (*)
Pursuit (*)
Thunder Wave (*)
Dig (*)
Swagger (*)

Trapinch(*) Buzz (F)
Nature:
Type: Hasty (+15% Speed, +5% Accuracy, -1 Def)
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Abilities:
Hyper Cutter: [Innate] This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Arena Trap: [Innate] This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.
Sheer Force [DW - Locked] : [Innate] This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Stats:
HP: 90
Atk: Rank 4
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 12 (+)
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Bite (*)
Sand Attack (*)
Faint Attack (*)
Sand Tomb (*)
Quick Attack (*)
Endure (*)
Bug Bite (*)
Earthquake (*)
Dig (*)
Rock Slide (*)
And now, here's the team of the accepting competitor, Nightrise;

Golett(Quise)(Male)*
Type:Ghost/Ground
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.
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.
Nature: Adamant(+Atk, -SpA)
Stats:
HP: 90
Atk: Rank 4(+)
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 2
Spe: 35
Size Class: 2
Weight Class: 4
Base Rank Total: 13
EC: 1/6
MC: 0
DC:1/5
Level-up Moves
Pound*
Astonish*
Defense Curl*
Mud-Slap*
Rollout*
Shadow Punch*
Iron Defense*
Mega Punch*
Magnitude*
Dynamic Punch*
Night Shade*
Curse*
Earthquake
Hammer Arm
TM/HM Moves
Toxic
Protect*
Rock Slide*
Substitute*
Total Moves:16
Abilities
Iron Fist:
Type: Innate
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Klutz:
Type: Can be Disabled
The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.
No Guard:
Type: Innate
This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.

Mudkip(Sesi)(Female)*
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Nature: Quiet(+SpA, -Speed)
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 2
Spe: 35(-)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 1/9
MC: 0
DC: 1/5
Level up Moves
Tackle*
Growl*
Mud-Slap*
Water Gun*
Bide*
Foresight*
Mud Sport*
Egg Moves
Counter*
Mirror Coat*
Wide Guard*
TM/HM Moves
Toxic*
Ice Beam*
Dig*
Waterfall
Total Moves: 14
Abilities
Torrent:
Type: Innate
When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Damp:
Type: Innate
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Alright, since Moai laid down the challenge, he sends out his first pokemon. Then Nightrise will send out his first pokemon and issue his actions. Then, Moai will issue actions, then I will ref.
Moai, your first pokemon, please!