(Curse the thread title character limit! D:<)
In what promises to be an exciting and Phoenix Wright-pun-filled match, waterwarrior of underdog team The Star Gazers will be taking on Objection of heavy-favourite-to-win-it-all Cruel Britannia! (I'm not British, but I figured I should spell "favorite" that way because of the team it's talking about. :P) Let's get this show on the road!
(By the way, I'm trying out a slight variation of my standard reffing format for this match, so I apologize in advance for any errors with anything.)
waterwarrior addresses the chairman:
Alakazam* (Houdin) Male ♫
Nature: Timid (-Atk, +Spe, +22% accuracy)
Type: 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.
Abilities:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
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.
Magic Guard (DW ability- UNLOCKED): (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.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 138 (120x1.15) (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 18
EC: 9/9
MC: 0
DC: 5/5
Attacks: (30 total)
Physical:
Counter
Fire Punch*
Special:
Confusion
Energy Ball
Focus Blast
Future Sight
Hidden Power (Fire- 7)
Hyper Beam
Psybeam
Psychic*
Psyshock*
Shadow Ball*
Zap Cannon+
Status:
Ally Switch
Calm Mind
Disable
Double Team
Encore*
Endure
Guard Swap*
Kinesis
Light Screen
Miracle Eye
Protect
Recover
Reflect
Substitute
Taunt
Teleport*
Thunder Wave
Telekinesis+
Torment
Swampert (Kippy) Male ♫
Nature: Adamant
Type: Water / Ground
Water:Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
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 ability- UNLOCKED): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Stats:
HP: 110
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 60
Size Class: 4
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 5/5
Attacks: (27 total)
Physical:
Avalanche*
Dig*
Dive
Earthquake
Endeavor
Giga Impact
Hammer Arm
Return
Stone Edge
Tackle*
Take Down
Waterfall*
Brick Break+
Frustration+
Special:
Hydro Pump
Mud Bomb
Mud-slap*
Mud Shot
Water Gun*
Status:
Bide*
Curse*
Double Team
Foresight*
Growl*
Mirror Coat
Mud Sport*
Protect
Rest*
Yawn*
Ditto (Beast Boy) -
Nature: Quirky
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Imposter (DW ability- UNLOCKED): (Innate) This Pokemon transforms into an opponent specified by the trainer immediately upon entry into battle.
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 48
Size Class: 1
Weight Class: 1
Base Rank Total: 12
EC: N/A
MC: N/A
DC: 5/5
Attacks: (1 total- complete movepool!)
Status:
Transform
Whimsicott (Fluttershy) Female ♫
Nature: Calm (+ SpD, - Atk)
Type: Grass
Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities:
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Infiltrator: (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
Chlorophyll (DW ability- UNLOCKED): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 116
Size Class: 1
Weight Class: 1
Base Rank Total: 19
EC: 6/6
MC: 1
DC: 5/5
Attacks: (23 total)
Physical:
Razor Leaf
Special:
Absorb
Energy Ball
Giga Drain
Gust
Hidden Power Fire (7)
Hurricane
Mega Drain
Solarbeam
Shadow Ball+
Status:
Charm
Cotton Guard
Cotton Spore
Encore
Endeavor
Grasswhistle
Growth
Leech Seed
Poisonpowder
Stun Spore
Substitute
Sunny Day
Switcheroo
Helping Hand+
Taunt
Objection seconds waterwarrior's motion:
Medicham (*) [Frollo] (M)
Nature: Jolly (+Speed, -Special Attack)
Type: Fighting/Psychic
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Stats:
HP: 90
Atk: Rank 2 [5 with Pure Power]
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 92 (+) (Accuracy boost: 10% (9.7287356321839080459770114942529% unrounded))
Size Class: 3
Weight Class: 3
Base Rank Total: 18
Moves: 41
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Pure Power: (Trait) This Pokemon has immense inner strength that grows with its development, raising its Attack by 1 Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank.
Telepathy (DW UNLOCKED): (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Attacks:
Bide (*)
Meditate (*)
Confusion (*)
Detect (*)
Hidden Power Fighting 6 (*)
Swagger
Mind Reader (*)
Feint (*)
Calm Mind (*)
Force Palm
Recover
Hi Jump Kick
Reversal
Psych Up
Drain Punch (*)
Ice Punch (*)
ThunderPunch (*)
Fire Punch
Foresight
Bullet Punch
Fake Out
DynamicPunch
Psycho Cut
Bulk Up (*)
Brick Break (*)
Rock Slide(*)
Telekinesis
Low Sweep
Light Screen
Reflect
Focus Punch
Protect
Double Team
Substitute
Magic Coat
Zen Headbutt
Counter
Pain Split
Endure
Metronome
Low Kick
Dispel
Dusknoir [Oogie Boogie] (M)
Nature: Quiet (+Special Attack, -Speed)
Type: Ghost
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.
Stats:
HP: 90
Atk: Rank 4
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 39 (-) (Opponent's accuracy boost: 10%)
Size Class: 4
Weight Class: 5
Base Rank Total: 21
Moves: 42
EC: 9/9
MC: 0
Abilities:
Pressure: (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.
Attacks:
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-O-Wisp
Hex
Fire Punch
ThunderPunch
Ice Punch
Gravity
Bind
Curse
Shadow Punch
Mean Look
Payback
Future Sight
Destiny Bond
Imprison
Pain Split
Dark Pulse
Grudge
Toxic
Taunt
Shadow Ball
Trick Room
Earthquake
Rest
Brick Break
Focus Punch
Psychic
Rock Slide
Torment
Focus Blast
Substitute
Sleep Talk+
DynamicPunch
Sucker Punch
Counter
Endure
Tomohawk [Scar] (M)
Nature: Modest (+Special Attack, -Attack)
Type: Flying/Fighting
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19
Moves: 43
EC: 6/6
MC: 0
DC: 5/5
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 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 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
Rain Dance
Heat Wave
Hurricane
Hyper Voice
Sky Drop
Work Up
Rest
Superpower
Baton Pass
Roost
Yawn
Nature Power
Stealth Rock
Rapid Spin
Confuse Ray
Haze
Memento
Toxic
Bulk Up
Taunt
Substitute
Safeguard
Quash
SolarBeam
Reflect
Hidden Power Ice 7
Focus Blast
Protect
Double Team
Swagger
Grass Knot+
Flash+
Hyper Beam+
Dispel
Hariyama [Pete] (M)
Nature: Careful (+Special Defence, -Special Attack)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Stats:
Hariyama
HP: 125
Atk: Rank 5
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 50
Size Class: 4
Weight Class: 6
Base Rank Total: 19
Moves: 40
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Sheer Force (DW UNLOCKED): (Can be Enabled) 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.
Attacks:
Tackle
Focus Energy
Sand-Attack
Arm Thrust
Vital Throw
Fake Out
Whirlwind
Knock Off
SmellingSalt
Belly Drum
Brine
Force Palm
Endure
Reversal
Heavy Slam
Counter
Focus Punch
Foresight
Revenge
Bullet Punch
Feint
Detect
Faint Attack
Wide Guard
Helping Hand+
Protect
Rock Slide
Substitute
Payback
Swagger
Giga Impact
Earthquake
Brick Break
Smack Down
Dig
Low Sweep
Fire Punch
Ice Punch
Magic Coat
ThunderPunch
Low Kick
waterwarrior had no preference in switch style, while Objection selected Switch = OK. Therefore, this match will be Switch = OK! Both of you PM me your starting 'mons and we can get this match going!
In what promises to be an exciting and Phoenix Wright-pun-filled match, waterwarrior of underdog team The Star Gazers will be taking on Objection of heavy-favourite-to-win-it-all Cruel Britannia! (I'm not British, but I figured I should spell "favorite" that way because of the team it's talking about. :P) Let's get this show on the road!
(By the way, I'm trying out a slight variation of my standard reffing format for this match, so I apologize in advance for any errors with anything.)
-4v4 Doubles
-ASB Arena
-All Abilities
-No Items
-5 recovers/5 chills
-2 Substitutions
-2 Day DQ for battlers
-2/3 Day DQ for refs
-Self-KO clause; in the event of a double KO to end the match, the Pokemon that KOed itself through whatever means (self-KOing move, energy exhaustion, etc) loses.
-ASB Arena
-All Abilities
-No Items
-5 recovers/5 chills
-2 Substitutions
-2 Day DQ for battlers
-2/3 Day DQ for refs
-Self-KO clause; in the event of a double KO to end the match, the Pokemon that KOed itself through whatever means (self-KOing move, energy exhaustion, etc) loses.
waterwarrior addresses the chairman:

Alakazam* (Houdin) Male ♫
Nature: Timid (-Atk, +Spe, +22% accuracy)
Type: 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.
Abilities:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
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.
Magic Guard (DW ability- UNLOCKED): (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.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 138 (120x1.15) (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 18
EC: 9/9
MC: 0
DC: 5/5
Attacks: (30 total)
Physical:
Counter
Fire Punch*
Special:
Confusion
Energy Ball
Focus Blast
Future Sight
Hidden Power (Fire- 7)
Hyper Beam
Psybeam
Psychic*
Psyshock*
Shadow Ball*
Zap Cannon+
Status:
Ally Switch
Calm Mind
Disable
Double Team
Encore*
Endure
Guard Swap*
Kinesis
Light Screen
Miracle Eye
Protect
Recover
Reflect
Substitute
Taunt
Teleport*
Thunder Wave
Telekinesis+
Torment

Swampert (Kippy) Male ♫
Nature: Adamant
Type: Water / Ground
Water:Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
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 ability- UNLOCKED): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Stats:
HP: 110
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 60
Size Class: 4
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 5/5
Attacks: (27 total)
Physical:
Avalanche*
Dig*
Dive
Earthquake
Endeavor
Giga Impact
Hammer Arm
Return
Stone Edge
Tackle*
Take Down
Waterfall*
Brick Break+
Frustration+
Special:
Hydro Pump
Mud Bomb
Mud-slap*
Mud Shot
Water Gun*
Status:
Bide*
Curse*
Double Team
Foresight*
Growl*
Mirror Coat
Mud Sport*
Protect
Rest*
Yawn*

Ditto (Beast Boy) -
Nature: Quirky
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Imposter (DW ability- UNLOCKED): (Innate) This Pokemon transforms into an opponent specified by the trainer immediately upon entry into battle.
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 48
Size Class: 1
Weight Class: 1
Base Rank Total: 12
EC: N/A
MC: N/A
DC: 5/5
Attacks: (1 total- complete movepool!)
Status:
Transform

Whimsicott (Fluttershy) Female ♫
Nature: Calm (+ SpD, - Atk)
Type: Grass
Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities:
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Infiltrator: (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
Chlorophyll (DW ability- UNLOCKED): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 116
Size Class: 1
Weight Class: 1
Base Rank Total: 19
EC: 6/6
MC: 1
DC: 5/5
Attacks: (23 total)
Physical:
Razor Leaf
Special:
Absorb
Energy Ball
Giga Drain
Gust
Hidden Power Fire (7)
Hurricane
Mega Drain
Solarbeam
Shadow Ball+
Status:
Charm
Cotton Guard
Cotton Spore
Encore
Endeavor
Grasswhistle
Growth
Leech Seed
Poisonpowder
Stun Spore
Substitute
Sunny Day
Switcheroo
Helping Hand+
Taunt
Objection seconds waterwarrior's motion:

Medicham (*) [Frollo] (M)
Nature: Jolly (+Speed, -Special Attack)
Type: Fighting/Psychic
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Stats:
HP: 90
Atk: Rank 2 [5 with Pure Power]
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 92 (+) (Accuracy boost: 10% (9.7287356321839080459770114942529% unrounded))
Size Class: 3
Weight Class: 3
Base Rank Total: 18
Moves: 41
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Pure Power: (Trait) This Pokemon has immense inner strength that grows with its development, raising its Attack by 1 Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank.
Telepathy (DW UNLOCKED): (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Attacks:
Bide (*)
Meditate (*)
Confusion (*)
Detect (*)
Hidden Power Fighting 6 (*)
Swagger
Mind Reader (*)
Feint (*)
Calm Mind (*)
Force Palm
Recover
Hi Jump Kick
Reversal
Psych Up
Drain Punch (*)
Ice Punch (*)
ThunderPunch (*)
Fire Punch
Foresight
Bullet Punch
Fake Out
DynamicPunch
Psycho Cut
Bulk Up (*)
Brick Break (*)
Rock Slide(*)
Telekinesis
Low Sweep
Light Screen
Reflect
Focus Punch
Protect
Double Team
Substitute
Magic Coat
Zen Headbutt
Counter
Pain Split
Endure
Metronome
Low Kick
Dispel

Dusknoir [Oogie Boogie] (M)
Nature: Quiet (+Special Attack, -Speed)
Type: Ghost
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.
Stats:
HP: 90
Atk: Rank 4
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 39 (-) (Opponent's accuracy boost: 10%)
Size Class: 4
Weight Class: 5
Base Rank Total: 21
Moves: 42
EC: 9/9
MC: 0
Abilities:
Pressure: (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.
Attacks:
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-O-Wisp
Hex
Fire Punch
ThunderPunch
Ice Punch
Gravity
Bind
Curse
Shadow Punch
Mean Look
Payback
Future Sight
Destiny Bond
Imprison
Pain Split
Dark Pulse
Grudge
Toxic
Taunt
Shadow Ball
Trick Room
Earthquake
Rest
Brick Break
Focus Punch
Psychic
Rock Slide
Torment
Focus Blast
Substitute
Sleep Talk+
DynamicPunch
Sucker Punch
Counter
Endure

Tomohawk [Scar] (M)
Nature: Modest (+Special Attack, -Attack)
Type: Flying/Fighting
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19
Moves: 43
EC: 6/6
MC: 0
DC: 5/5
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 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 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
Rain Dance
Heat Wave
Hurricane
Hyper Voice
Sky Drop
Work Up
Rest
Superpower
Baton Pass
Roost
Yawn
Nature Power
Stealth Rock
Rapid Spin
Confuse Ray
Haze
Memento
Toxic
Bulk Up
Taunt
Substitute
Safeguard
Quash
SolarBeam
Reflect
Hidden Power Ice 7
Focus Blast
Protect
Double Team
Swagger
Grass Knot+
Flash+
Hyper Beam+
Dispel

Hariyama [Pete] (M)
Nature: Careful (+Special Defence, -Special Attack)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Stats:
Hariyama
HP: 125
Atk: Rank 5
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 50
Size Class: 4
Weight Class: 6
Base Rank Total: 19
Moves: 40
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Sheer Force (DW UNLOCKED): (Can be Enabled) 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.
Attacks:
Tackle
Focus Energy
Sand-Attack
Arm Thrust
Vital Throw
Fake Out
Whirlwind
Knock Off
SmellingSalt
Belly Drum
Brine
Force Palm
Endure
Reversal
Heavy Slam
Counter
Focus Punch
Foresight
Revenge
Bullet Punch
Feint
Detect
Faint Attack
Wide Guard
Helping Hand+
Protect
Rock Slide
Substitute
Payback
Swagger
Giga Impact
Earthquake
Brick Break
Smack Down
Dig
Low Sweep
Fire Punch
Ice Punch
Magic Coat
ThunderPunch
Low Kick
waterwarrior had no preference in switch style, while Objection selected Switch = OK. Therefore, this match will be Switch = OK! Both of you PM me your starting 'mons and we can get this match going!