Well, here we are at one of the more plain arenas, although at least it isn't the ASB arena. Yep, this is Solrenity.
But before we introduce the battlers, let me bring up the rules.
Alright, now for the competitors.
Team Texas:
Metagross, Rocky
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Steel/Psychic
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.
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:
Clear Body:
(Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW):
(Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
Metagross
HP: 100
Atk: Rank 6 (+)
Def: Rank 5
SpA: Rank 3
SpD: Rank 3
Spe: 61 (-)
Size Class: 4
Weight Class: 9 (550 kg)
Base Rank Total: 22
EC: 9/9
MC: 0
DC: 5/5
Magnet Rise
Take Down
Metal Claw
Confusion
Scary Face
Hammer Arm
Zen Headbutt
Iron Defense
Iron Head
Thunderpunch
Meteor Mash
Bullet Punch
Pursuit
Agility
Earthquake
Stealth Rock
Hone Claws
Ice Punch
Protect
Reflect
Rock SMash
Psychic
Total Moves: 22
Gastrodon, Squishy
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
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 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings
Abilities:
Sticky Hold: (Innate)This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by 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.
(DW) Sand Force *Unlocked*: This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage
Gastrodon
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 33 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 18
EC: 6/6
MC: 3
DC: 5/5
Mud Slap
Mud Sport
Harden
Water Pulse
Mud Bomb
Hidden Power Grass 7
Rain Dance
Body Slam
Recover
Counter*
Mirror Coat
Yawn
Earth Power
Toxic
Ice Beam
Substitute
Scald
Protect
Double Team
Dig
Stockpile
Dive
Pain Split
Surf
Stone Edge
Sludge Bomb
Total Moves: 25
Cacturne, Rosey, Female
Nature: Naughty (+1 Atk, -1 SpD)
Type: Grass
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:
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Water Absorb (Hidden): (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Cacturne
HP: 100
Atk: Rank 5 (+)
Def: Rank 2
SpA: Rank 4
SpD: Rank 1 (-)
Spe: 55
Size Class: 3
Weight Class: 4
Base Rank Total: 17
EC: 6/6
MC: 0
DC: 5/5
Revenge
Poison Sting
Leer
Absorb
Growth
Leech Seed
Sand Attack
Pin Missile
Ingrain
Sucker Punch
Spikes
Destiny Bond
Payback
Disable
Seed Bomb
Nasty Plot
Thunderpunch
Teeter Dance
Synthesis
Counter
Worry Seed
Swords Dance
Energy Ball
Toxic
Focus Punch
Total Moves: 24
Slowking, Female, Ivory
Nature: Relaxed (+1 Def, -15% Spe, -10% Evasion)
Type: Water/Psychic
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Abilities:
Oblivious (Innate): This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Own Tempo (Innate): This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
(DW) Regenerator *Unlocked*: When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Slowking
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 4
Spe: 26 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Power Gem
Hidden Power Electric 7
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Rain Dance
Slack Off
Psychic
Heal Pulse
Psych Up
Nasty Plot
Trump Card
Sleep Talk
Belly Drum
Zen Headbutt
Endure
Bide
Counter
Magic Coat
Rest
Rain Dance
Toxic
Scald
Zap Cannon
Ice Beam
Flamethrower
Trick Room
Dive
Light Screen
Psyshock
Protect
Dig
Double Team
Reflect
Fissure
Focus Blast
Total Moves: 41
Team Gerard:
All right, let's get this started!
Turn order:
Gerard sends out Pokemon and items
Texas sends out Pokemon, items, and orders
Gerard orders
I ref
But before we introduce the battlers, let me bring up the rules.
The Rules said:4v4 FE Doubles
2 Recoveries/5 Chills per Pokemon
2 Substitutions
Items: Training
Switch=OK
All abilities
Arena: Solrenity
This arena consists of a single platform in an octangonal shaped room. the arena is 80 feet tall and 40 feet wide. the platform is situated around 40 feet above the room's floor. from the floor to the platform is water, and odd pale but bright green luminescent water. the ater stops five inches below the platform. the platform is like a chain link fence, except durable and sturdy. this allows the pokemon to see the water below. dangling form the ceiling are ropes of chain, some so long they almost touch the platform. the lighting is semi dark, and the main source of light the is glowing water below the platform.
Restrictions- water source, no seismic activity, indoor arena, no weather, low light
Alright, now for the competitors.
Team Texas:

Metagross, Rocky
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Steel/Psychic
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.
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:
Clear Body:
(Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW):
(Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
Metagross
HP: 100
Atk: Rank 6 (+)
Def: Rank 5
SpA: Rank 3
SpD: Rank 3
Spe: 61 (-)
Size Class: 4
Weight Class: 9 (550 kg)
Base Rank Total: 22
EC: 9/9
MC: 0
DC: 5/5
Magnet Rise
Take Down
Metal Claw
Confusion
Scary Face
Hammer Arm
Zen Headbutt
Iron Defense
Iron Head
Thunderpunch
Meteor Mash
Bullet Punch
Pursuit
Agility
Earthquake
Stealth Rock
Hone Claws
Ice Punch
Protect
Reflect
Rock SMash
Psychic
Total Moves: 22

Gastrodon, Squishy
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
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 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings
Abilities:
Sticky Hold: (Innate)This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by 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.
(DW) Sand Force *Unlocked*: This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage
Gastrodon
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 33 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 18
EC: 6/6
MC: 3
DC: 5/5
Mud Slap
Mud Sport
Harden
Water Pulse
Mud Bomb
Hidden Power Grass 7
Rain Dance
Body Slam
Recover
Counter*
Mirror Coat
Yawn
Earth Power
Toxic
Ice Beam
Substitute
Scald
Protect
Double Team
Dig
Stockpile
Dive
Pain Split
Surf
Stone Edge
Sludge Bomb
Total Moves: 25

Cacturne, Rosey, Female
Nature: Naughty (+1 Atk, -1 SpD)
Type: Grass
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:
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Water Absorb (Hidden): (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Cacturne
HP: 100
Atk: Rank 5 (+)
Def: Rank 2
SpA: Rank 4
SpD: Rank 1 (-)
Spe: 55
Size Class: 3
Weight Class: 4
Base Rank Total: 17
EC: 6/6
MC: 0
DC: 5/5
Revenge
Poison Sting
Leer
Absorb
Growth
Leech Seed
Sand Attack
Pin Missile
Ingrain
Sucker Punch
Spikes
Destiny Bond
Payback
Disable
Seed Bomb
Nasty Plot
Thunderpunch
Teeter Dance
Synthesis
Counter
Worry Seed
Swords Dance
Energy Ball
Toxic
Focus Punch
Total Moves: 24

Slowking, Female, Ivory
Nature: Relaxed (+1 Def, -15% Spe, -10% Evasion)
Type: Water/Psychic
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Abilities:
Oblivious (Innate): This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Own Tempo (Innate): This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
(DW) Regenerator *Unlocked*: When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Slowking
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 4
Spe: 26 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Power Gem
Hidden Power Electric 7
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Rain Dance
Slack Off
Psychic
Heal Pulse
Psych Up
Nasty Plot
Trump Card
Sleep Talk
Belly Drum
Zen Headbutt
Endure
Bide
Counter
Magic Coat
Rest
Rain Dance
Toxic
Scald
Zap Cannon
Ice Beam
Flamethrower
Trick Room
Dive
Light Screen
Psyshock
Protect
Dig
Double Team
Reflect
Fissure
Focus Blast
Total Moves: 41
Team Gerard:
Gavroche (Reuniclus) {♀}
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Psyquic
Abilities:
HP: 110
Atk: 4 (+)
Def: 3
SpA: 5
SpD: 3
Spe: 26 (-)
SC: 2
WC: 2
BST: 20
EC: 9/9
MC: 0
DC: 5/5
Attacks: 52
Acid Armor
Calm Mind
Charm
Confuse Ray
Dizzy Punch
Double Team
Drain Punch
Endeavor
Energy Ball
Fire Punch
Flash Cannon
Fling
Focus Blast
Frustration
Future Sight
Giga Impact
Grass Knot
Gravity
Gyro Ball
Heal Block
Hidden Power Fire (7)
Hyper Beam
Ice Punch
Imprison
Light Screen
Magic Coat
Pain Split
Protect
Psychic
Psyshock
Psywave
Rain Dance
Recover
Reflect
Return
Rock Slide
Rollout
Shadow Ball
Signal Beam
Skill Swap
Snatch
Substitute
Superpower
Swagger
Thunder
ThunderPunch
Thunder Wave
Toxic
Trick
Trick Room
Wonder Room
Zen Headbutt

Type: Psyquic
- Psyquic: 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.
Abilities:
- 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.
- Overcoat: (Innate)
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
- Regenerator: (Innate)
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Stats:
HP: 110
Atk: 4 (+)
Def: 3
SpA: 5
SpD: 3
Spe: 26 (-)
SC: 2
WC: 2
BST: 20
EC: 9/9
MC: 0
DC: 5/5
Attacks: 52
Acid Armor
Calm Mind
Charm
Confuse Ray
Dizzy Punch
Double Team
Drain Punch
Endeavor
Energy Ball
Fire Punch
Flash Cannon
Fling
Focus Blast
Frustration
Future Sight
Giga Impact
Grass Knot
Gravity
Gyro Ball
Heal Block
Hidden Power Fire (7)
Hyper Beam
Ice Punch
Imprison
Light Screen
Magic Coat
Pain Split
Protect
Psychic
Psyshock
Psywave
Rain Dance
Recover
Reflect
Return
Rock Slide
Rollout
Shadow Ball
Signal Beam
Skill Swap
Snatch
Substitute
Superpower
Swagger
Thunder
ThunderPunch
Thunder Wave
Toxic
Trick
Trick Room
Wonder Room
Zen Headbutt
Éponine (Togekiss) {♀}
Nature: Timid (+15% Speed, +10% Accuracy, -1 Atk)
Type: Normal / Flying
Abilities:
HP: 100
Atk: 1 (-)
Def: 3
SpA: 5
SpD: 4
Spe: 96 (+)
SC: 3
WC: 3
BST: 20
EC: 9/9
MC: 0
DC: 5/5
Attacks: 48
After You
Air Slash
AncientPower
Aura Sphere
Baton Pass
Bestow
Charm
Counter
Defog
Double Team
Encore
Endure
ExtremeSpeed
Flamethrower
Fly
Follow Me
Grass Knot
Growl
Heal Bell
Heat Wave
Hidden Power Ice (7)
Hyper Beam
Hyper Voice
Icy Wind
Light Screen
Magic Coat
Magical Leaf
Metronome
Morning Sun
Nasty Plot
Protect
Psych Up
Psychic
Psycho Shift
Reflect
Round
Safeguard
Shadow Ball
Signal Beam
Sky Attack
Solarbeam
Sunny Day
Sweet Kiss
Tailwind
Thunder Wave
Tri Attack
Wish
Yawn

Type: Normal / Flying
- Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
- 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.
Abilities:
- Hustle: (Can be Enabled)
This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
- Serene Grace: (Innate)
This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects.
- Super Luck: (Innate)
This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.
Stats:
HP: 100
Atk: 1 (-)
Def: 3
SpA: 5
SpD: 4
Spe: 96 (+)
SC: 3
WC: 3
BST: 20
EC: 9/9
MC: 0
DC: 5/5
Attacks: 48
After You
Air Slash
AncientPower
Aura Sphere
Baton Pass
Bestow
Charm
Counter
Defog
Double Team
Encore
Endure
ExtremeSpeed
Flamethrower
Fly
Follow Me
Grass Knot
Growl
Heal Bell
Heat Wave
Hidden Power Ice (7)
Hyper Beam
Hyper Voice
Icy Wind
Light Screen
Magic Coat
Magical Leaf
Metronome
Morning Sun
Nasty Plot
Protect
Psych Up
Psychic
Psycho Shift
Reflect
Round
Safeguard
Shadow Ball
Signal Beam
Sky Attack
Solarbeam
Sunny Day
Sweet Kiss
Tailwind
Thunder Wave
Tri Attack
Wish
Yawn
Gardevoir (Katherine) {♀}
Nature: Bold (+1 Def, -1 Atk)
Type: Psychic
Abilities:
HP: 100
Atk: 2 (-)
Def: 4 (+)
SpA: 5
SpD: 4
Spe: 80
SC: 3
WC: 3
BST: 21
EC: 9/9
MC: 0
DC: 5/5
Attacks: 47
Ally Switch
Calm Mind
Captivate
Charm
Confuse Ray
Confusion
Destiny Bond
Disable
Double Team
Dream Eater
Encore
Endure
Energy Ball
Focus Blast
Grass Knot
Growl
Heal Bell
Heal Pulse
Healing Wish
Helping Hand
Hidden Power Fire [6]
Hypnosis
Icy Wind
Imprison
Light Screen
Lucky Chant
Magic Coat
Magical Leaf
Pain Split
Protect
Psychic
Rain Dance
Reflect
Safeguard
Shadow Ball
Signal Beam
Skill Swap
Snatch
Stored Power
Sunny Day
Taunt
Teleport
Thunder Wave
Thunderbolt
Torment
Will-O-Wisp
Wish

Type: 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.
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.
- Trace: (Can be Activated)
When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.
- Telepathy: (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.
Stats:
HP: 100
Atk: 2 (-)
Def: 4 (+)
SpA: 5
SpD: 4
Spe: 80
SC: 3
WC: 3
BST: 21
EC: 9/9
MC: 0
DC: 5/5
Attacks: 47
Ally Switch
Calm Mind
Captivate
Charm
Confuse Ray
Confusion
Destiny Bond
Disable
Double Team
Dream Eater
Encore
Endure
Energy Ball
Focus Blast
Grass Knot
Growl
Heal Bell
Heal Pulse
Healing Wish
Helping Hand
Hidden Power Fire [6]
Hypnosis
Icy Wind
Imprison
Light Screen
Lucky Chant
Magic Coat
Magical Leaf
Pain Split
Protect
Psychic
Rain Dance
Reflect
Safeguard
Shadow Ball
Signal Beam
Skill Swap
Snatch
Stored Power
Sunny Day
Taunt
Teleport
Thunder Wave
Thunderbolt
Torment
Will-O-Wisp
Wish
Kurt (Slowbro) {♂}
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Psychic / Water
Abilities:
HP: 100
Atk: 4 (+)
Def: 4
SpA: 4
SpD: 3
Spe: 26 (30/1.15)
SC: 3
WC: 4
BST: 19
EC: 6/6
MC: 3
DC: 5/5
Attacks: 60
Aerial Ace
After You
Aqua Tail
Bide
Blizzard
Block
Body Slam
Brick Break
Brine
Confusion
Counter
Curse
Dig
Disable
Dive
Drain Punch
DynamicPunch
Earthquake
Endure
Fire Blast
Flamethrower
Fling
Focus Blast
Focus Punch
Grass Knot
Gravity
Growl
Headbutt
Heal Pulse
Hyper Beam
Ice Beam
Ice Punch
Icy Wind
Light Screen
Magic Coat
Mega Kick
Mud Sport
Protect
Psyquic
Rain Dance
Reflect
Rest
Safeguard
Scald
Shadow Ball
Signal Beam
Skill Swap
Slack Off
Sleep Talk
Substitute
Sunny Day
Surf
Tackle
Thunder Wave
Toxic
Trick
Trick Room
Water Gun
Yawn
Zen Headbutt

Type: Psychic / Water
- Psyquic: 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:
- Oblivious: (Innate)
This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
- Own Tempo: (Innate)
This Pokemon moves at its own pace and cannot be confused by any method.
- Regenerator: (Innate)
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Stats:
HP: 100
Atk: 4 (+)
Def: 4
SpA: 4
SpD: 3
Spe: 26 (30/1.15)
SC: 3
WC: 4
BST: 19
EC: 6/6
MC: 3
DC: 5/5
Attacks: 60
Aerial Ace
After You
Aqua Tail
Bide
Blizzard
Block
Body Slam
Brick Break
Brine
Confusion
Counter
Curse
Dig
Disable
Dive
Drain Punch
DynamicPunch
Earthquake
Endure
Fire Blast
Flamethrower
Fling
Focus Blast
Focus Punch
Grass Knot
Gravity
Growl
Headbutt
Heal Pulse
Hyper Beam
Ice Beam
Ice Punch
Icy Wind
Light Screen
Magic Coat
Mega Kick
Mud Sport
Protect
Psyquic
Rain Dance
Reflect
Rest
Safeguard
Scald
Shadow Ball
Signal Beam
Skill Swap
Slack Off
Sleep Talk
Substitute
Sunny Day
Surf
Tackle
Thunder Wave
Toxic
Trick
Trick Room
Water Gun
Yawn
Zen Headbutt
All right, let's get this started!
Turn order:
Gerard sends out Pokemon and items
Texas sends out Pokemon, items, and orders
Gerard orders
I ref