Because of the large delay, let me know if you want this cancelled, and I will oblige.
Team Me:
King P (Metagross) (-)
Nature: Mild
Type: Steel/Psychic
Steel: Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type attacks and Poison/Toxic Status.
Psychic: Psychic STAB; 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:
Clear Body
Light Metal (HA UNLOCKED)
Tough Claws (Mega)
Stats:
Hp: 100
Atk: Rank 5
Def: Rank 4 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 70
Size Class: 4
Weight Class: 9 [6 Light Metal]
Base Rank Total: 22
King P (Metagross) (-)
Nature: Mild
Type: Steel/Psychic
Steel: Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type attacks and Poison/Toxic Status.
Psychic: Psychic STAB; 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: 100
Atk: Rank 6
Def: Rank 5 (-)
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 110
Size Class: 4
Weight Class: 11 [9 Light Metal]
Base Rank Total: 27
EC: 9/9
MC: 01
AC: 5/5
Moves (36/80):
Magnet Rise
Take Down (*)
Metal Claw
Confusion
Scary Face
Pursuit
Bullet Punch
Iron Defense
Agility
Meteor Mash
Hammer Arm
Hyper Beam
Headbutt (*)
Iron Defense (*)
Iron Head (*)
Zen Headbutt (*)
Psyshock
Toxic
Hidden Power [Fire]
Light Screen
Earthquake
Shadow Ball
Brick Break
Reflect
Sludge Bomb
Rock Tomb
Explosion
Bulldoze
Rock Slide
Grass Knot
Endure
Gravity
Ice Punch
Signal Beam
Stealth Rock
Thunder Punch
Team Fort Colorcastle :
Look.No.Feet, nephew of Someone Else [Alakazam] (M)
Nature: Timid (+15% Spe, +22% Acc, -1 Atk)
Type:
Abilities:
Synchronize: (Passive) Pokemon with this ability mentally link their condition to an opposing Pokemon and when inflicted by the major status ailments Burn, Poison, or Paralysis, will share their status condition with the opponent. Pokemon will not be inflicted by status conditions to which they are immune by virtue of typing, ability, etc.
Inner Focus: (Passive) 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: (Passive) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, Burn, and Partial Trapping moves. It can still attack itself in confusion, and will still take damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is negated. UNLOCKED
Trace: (MEGA) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. This effect only triggers if the ability to be copied is specified when the Pokemon is sent out. When facing a pokemon with Trace, the Player sending out last must send out the pokemon without orders, in order to give the opponent the opportunity to trigger trace and any orders eventually given will be ignored until given the 5:1 opportunity for trace to be triggered. The ability remains on the Pokemon for six (6) actions. Wonder Guard cannot be Traced.
Command: Activate Trace (target ability) - 5 En - Replace Trace with the target Ability for six (6) actions. When the copied ability fades, the user regains Trace.
Stats:
HP: 90
Atk: Rank 1-
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 138+ (22% Acc.)
Size Class: 3
Weight Class: 3
Base Rank Total: 19
Mega Stats:
HP: 90
Atk: Rank 1-
Def: Rank 3
SpA: Rank 8
SpD: Rank 3
Spe: 173+ (30% Acc.)
Size Class: 3
Weight Class: 3
Base Rank Total: 24
EC: 9/9
MC: 4
AC: 5/5
Moves: 70
Ally Switch
Attract
Barrier
Bide
Calm Mind
Charge Beam
Confusion
Counter
Dazzling Gleam
Dig
Disable
Dream Eater
Embargo
Encore
Endure
Energy Ball
Fire Punch
Focus Blast
Foresight
Foul Play
Future Sight
Grass Knot
Guard Split
Guard Swap
Hidden Power [Fire]
Hyper Beam
Hypnosis
Ice Punch
Kinesis
Knock Off
Light Screen
Magic Coat
Magic Room
Miracle Eye
Nightmare
Power Trick
Protect
Psybeam
Psych Up
Psychic
Psycho Cut
Psycho Shift
Psyshock
Rain Dance
Recover
Recycle
Reflect
Rest
Role Play
Safeguard
Shadow Ball
Shock Wave
Signal Beam
Skill Swap
Sleep Talk
Snatch
Snore
Substitute
Sunny Day
Taunt
Telekinesis
Teleport
Thunder Wave
Torment
Toxic
Tri Attack
Trick
Trick Room
Wonder Room
Zap Cannon
Coinflip:
(Tails)
Fort Colorcastle sends out and equips
I send out, equip, and order
Fort Colorcastle orders
I ref
Team Me:

King P (Metagross) (-)
Nature: Mild
Type: Steel/Psychic
Steel: Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type attacks and Poison/Toxic Status.
Psychic: Psychic STAB; 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:
Clear Body
Light Metal (HA UNLOCKED)
Tough Claws (Mega)
Stats:
Hp: 100
Atk: Rank 5
Def: Rank 4 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 70
Size Class: 4
Weight Class: 9 [6 Light Metal]
Base Rank Total: 22

King P (Metagross) (-)
Nature: Mild
Type: Steel/Psychic
Steel: Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type attacks and Poison/Toxic Status.
Psychic: Psychic STAB; 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: 100
Atk: Rank 6
Def: Rank 5 (-)
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 110
Size Class: 4
Weight Class: 11 [9 Light Metal]
Base Rank Total: 27
EC: 9/9
MC: 01
AC: 5/5
Moves (36/80):
Magnet Rise
Take Down (*)
Metal Claw
Confusion
Scary Face
Pursuit
Bullet Punch
Iron Defense
Agility
Meteor Mash
Hammer Arm
Hyper Beam
Headbutt (*)
Iron Defense (*)
Iron Head (*)
Zen Headbutt (*)
Psyshock
Toxic
Hidden Power [Fire]
Light Screen
Earthquake
Shadow Ball
Brick Break
Reflect
Sludge Bomb
Rock Tomb
Explosion
Bulldoze
Rock Slide
Grass Knot
Endure
Gravity
Ice Punch
Signal Beam
Stealth Rock
Thunder Punch
Team Fort Colorcastle :


Nature: Timid (+15% Spe, +22% Acc, -1 Atk)
Type:

Synchronize: (Passive) Pokemon with this ability mentally link their condition to an opposing Pokemon and when inflicted by the major status ailments Burn, Poison, or Paralysis, will share their status condition with the opponent. Pokemon will not be inflicted by status conditions to which they are immune by virtue of typing, ability, etc.
Inner Focus: (Passive) 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: (Passive) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, Burn, and Partial Trapping moves. It can still attack itself in confusion, and will still take damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is negated. UNLOCKED
Trace: (MEGA) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. This effect only triggers if the ability to be copied is specified when the Pokemon is sent out. When facing a pokemon with Trace, the Player sending out last must send out the pokemon without orders, in order to give the opponent the opportunity to trigger trace and any orders eventually given will be ignored until given the 5:1 opportunity for trace to be triggered. The ability remains on the Pokemon for six (6) actions. Wonder Guard cannot be Traced.
Command: Activate Trace (target ability) - 5 En - Replace Trace with the target Ability for six (6) actions. When the copied ability fades, the user regains Trace.
Stats:
HP: 90
Atk: Rank 1-
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 138+ (22% Acc.)
Size Class: 3
Weight Class: 3
Base Rank Total: 19
Mega Stats:
HP: 90
Atk: Rank 1-
Def: Rank 3
SpA: Rank 8
SpD: Rank 3
Spe: 173+ (30% Acc.)
Size Class: 3
Weight Class: 3
Base Rank Total: 24
EC: 9/9
MC: 4
AC: 5/5
Moves: 70
Ally Switch
Attract
Barrier
Bide
Calm Mind
Charge Beam
Confusion
Counter
Dazzling Gleam
Dig
Disable
Dream Eater
Embargo
Encore
Endure
Energy Ball
Fire Punch
Focus Blast
Foresight
Foul Play
Future Sight
Grass Knot
Guard Split
Guard Swap
Hidden Power [Fire]
Hyper Beam
Hypnosis
Ice Punch
Kinesis
Knock Off
Light Screen
Magic Coat
Magic Room
Miracle Eye
Nightmare
Power Trick
Protect
Psybeam
Psych Up
Psychic
Psycho Cut
Psycho Shift
Psyshock
Rain Dance
Recover
Recycle
Reflect
Rest
Role Play
Safeguard
Shadow Ball
Shock Wave
Signal Beam
Skill Swap
Sleep Talk
Snatch
Snore
Substitute
Sunny Day
Taunt
Telekinesis
Teleport
Thunder Wave
Torment
Toxic
Tri Attack
Trick
Trick Room
Wonder Room
Zap Cannon
Coinflip:
(Tails)
Fort Colorcastle sends out and equips
I send out, equip, and order
Fort Colorcastle orders
I ref