Battle Rules said:1v1 FE Singles
1 Day DQ
Training Items
All Abilities
Switch=OK
ASB Arena
2 Recover/5 Chill


Itsumo (Male Spiritomb)
Serious Nature
Type: Ghost/Dark
Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
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.
Abilities:
Pressure: Type: Passive
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.
(Dream World: Unlocked!) Infiltrator: Type: Passive
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.
HP: 90
Atk: Rank 3
Def: Rank 4
SpAtk: 3
SpDef: 4
Spe: 35
Size Class: 2
Weight Class: 5
Base Rank Total: 18
MC: 0
DC: 5/5
Spare KOC: 2
Attacks: (65/65 Moves Known)
Curse
Pursuit
Confuse Ray
Spite
Shadow Sneak
Faint Attack
Hypnosis
Dream Eater
Ominous Wind
Sucker Punch
Nasty Plot
Memento
Dark Pulse
Captivate
Destiny Bond
Grudge
Imprison
Nightmare
Pain Split
Smokescreen
Foul Play
Icy Wind
Sleep Talk
Snatch
Snore
Trick
Uproar
Wonder Room
Water Pulse
Calm Mind
Toxic
Hidden Power (Fighting 7)
Sunny Day
Taunt
Hyper Beam
Protect
Rain Dance
Telekinesis
Frustration
Return
Psychic
Shadow Ball
Double Team
Shock Wave
Rock Tomb
Torment
Facade
Secret Power
Rest
Attract
Thief
Endure
Round
Quash
Will-O-Wisp
Silver Wind
Embargo
Retaliate
Giga Impact
Flash
Psych Up
Natural Gift
Swagger
Substitute
Snarl
Notes:
Special Thanks to UllarWarlord for the sprite of the humanoid form of Itsumo.
Followers NOT on Eternal Drifter's Team: 2 (Chuck (Matezoide's Banette), GemoftheDay)

Tomohawk "Red Hawk" (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.
Abilities:
Intimidate: (Trigger) 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 their 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: (Passive) 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): (Passive) 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.
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
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Scratch
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Taunt
Hyper Voice
Superpower
Rest
Work Up
Retaliate
Bulk Up
Submission
Sunny Day
Aura Sphere
Aerial Ace
Morning Sun
Whirlwind
Rain Dance
Earth Power
Air Slash
Heat Wave
Sky Drop
Hurricane
Healing Wish
Rapid Spin
Yawn
Baton Pass
Confuse Ray
Haze
Protect
Substitute
Double Team
Brick Break
Return
Total: 36
Ref