Battle Rules said:1v1 LC singles
1 day DQ
2 subs
Training items
No recovers, 2 chills
ASB arena
Switch=lol
All abilities
Geodude

Annie (F)
Nature: Brave (+1 Atk, -15% Spe, -10% Eva)
Type: Fire/Ground
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.
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:
Oblivious: (Passive) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate
Simple: (Passive) This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the effectiveness and thus double the stage modifier (e.g. Swords Dance boosts Attack by four (4) stages, Bulk Up boosts Attack and Defense by two (2) stages each). Stat boosts and drops still maximize at six (6) stages.
Own Tempo (DW): This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, its Accuracy and natural Accuracy stage increase by one (1) when it is sent out.
Stats:
HP: 90
Atk: Rank 3+
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 30-
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 2/6
MC: 0
DC: 1/5
Attacks:
Tackle
Growl
Ember
Magnitude
Focus Energy
Flame Burst
Take Down
Amnesia
Lava Plume
Earth Power
Yawn
Earthquake
Sunny Day
Dig
Fire Blast
Overheat
Will-O-Wisp
Body Slam
Endure
Mud Bomb
Rollout
Stomp
Texas

Murkrow (F)
Nature: Quiet (+SpA, -Spe, -10 Evasion)
Type: Dark / Flying
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.
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.
Abilities:
Insomnia: (Passive) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.
Super Luck: (Passive) This Pokemon’s natural skill increases its critical hit levels one stage 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.
Prankster *DW Locked*: (Passive) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 79 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 15
EC: 4/6
MC: 0
DC: 3/5
Attacks:
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance
Taunt
Brave Bird
Confuse Ray
Psycho Shift
Perish Song
Whirlwind
Heat Wave
Taunt
Protect
Torment
Thunder Wave
Fly
Total Moves: 19
Geodude sends out and equips
Texas sends out, equips, and orders
Geodude orders
ref