Ok heres the rules:
Format: Doubles
Size: 4v4
DQ: 3 days
Rules: ∞ Recovers / ∞ Chills
Switch: KO
Items: No
Abilities: all!
Arena: Ice Chasm
The image shows a deep chasm that goes far into the ground. The arena is frigid and slippery. There are many iced over crystals along the edges of the chasm as seen here that Pokemon can stand on. The crystals are very hard to grip without being Ice-type or without the Pokemon wrapping its body around them. The chasm is open enough that Flying-type Pokemon have enough open air to feel particularly alert. Inside the cavern, a thick hail is constantly falling. The snowy sides of the arena are malleable enough that Pokemon with long claws can jab into and suspend themselves from the arena.
Arena Effects:
Hail Weather: Hail is in effect for the duration of the battle, battering all Pokemon.
The weather can be changed, but it changes back to hail at the end of every round.
Flying-type Pokemon and Pokemon with Levitate have nothing to fear from floating/falling/flying off of a crystal spike.
Ice crystals are able to be destroyed. They each have 10 HP and are Ice-type with ** defenses.
Falling to the bottom does not result in a KO, it deals 20 damage and teleports the Pokemon back up to the battle level.
When falling into the pit, all Pokemon have exactly one action to recover from the fall or they will suffer the aforementioned damage.
Here is Rising Dusk's team:
Lucario (M)*
Nature: Naive
+15% Spe, +10.8% Accuracy, -1 SpD
Type: Fighting / Steel
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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.
Abilities:
Steadfast:
(Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.
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.
Justified (DW):
(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 will be maintained at the end of each round.
Stats:
HP: 100
Atk: 4
Def: 3
SpA: 4
SpD-: 2
Spe+: 104
EC: 6/6
MC: 0
DC: 3/5
Attacks:
Quick Attack*
Foresight*
Endure*
Counter*
Force Palm*
Feint*
Bone Rush
Reversal*
Screech*
Nasty Plot
Metal Sound
Dark Pulse
Detect
Metal Claw
ExtremeSpeed
Aura Sphere
Vacuum Wave*
Agility*
Crunch*
Hi Jump Kick
Swords Dance*
Brick Break*
Hidden Power Ice (7)*
Weavile (M)*
Nature: Jolly
+15% Spe, +20.7% Accuracy, -1 SpA
Type: Dark / Ice
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.
Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
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.
Pickpocket (DW):
(Innate) This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon.
Stats:
HP: 100
Atk: 4
Def: 3
SpA-: 1
SpD: 3
Spe+: 144
EC: 6/6
MC: 0
DC: 3/5
Attacks:
Scratch*
Leer*
Taunt*
Quick Attack*
Screech*
Faint Attack*
Fury Swipes*
Agility*
Beat Up
Embargo
Revenge
Assurance
Nasty Plot
Night Slash
Hone Claws
Ice Shard*
Ice Punch*
Pursuit*
DynamicPunch
Swords Dance*
Brick Break*
Aerial Ace*
Aerodactyl (F)
Nature: Jolly
+15% Spe, +22.5% Accuracy, -1 SpA
Type: Rock / Flying
Rock STAB; take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
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:
Rock Head:
(Innate) This Pokemon's hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
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.
Unnerve (DW):
(Innate) The Pokemon's presence causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stats:
HP: 100
Atk: 4
Def: 3
SpA-: 1
SpD: 3
Spe+: 150
MC: 0
DC: 0/5
Attacks:
Ice Fang
Fire Fang
Thunder Fang
Wing Attack
Supersonic
Bite
Scary Face
Roar
Agility
AncientPower
Roost
Tailwind
Whirlwind
Stone Edge
Earthquake
Taunt
Feebas (F)
Nature: Bold
+1 Def, -1 Atk
Type: Water
Water STAB; can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Swift Swim:
(Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Adaptability (DW):
(Innate) The moves that match this Pokemon's type have their Base Attack Power increased by two (2).
Stats:
HP: 80
Atk-: 0
Def+: 2
SpA: 1
SpD: 2
Spe: 80
EC: 5/6
MC: 0
DC: 0/5
Attacks:
Splash
Tackle
Haze
Mirror Coat
Light Screen
Surf
Ice Beam
Scald
And here is elDino's team!
Lucario* Destruction (Male)
Nature: Naughty (Adds * to Attack; Subtracts * From Special Defense)
Typing:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
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.
Abilities:
Steadfast: If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.
Inner Focus: 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.
Prankster: (DW)The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. (DW)
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 90
EC 6/6
MC 0
DW 3/5
Moves:
Dark Pulse
Quick Attack*
Foresight*
Detect
Metal Claw
Endure*
Counter*
Force Palm*
Feint*
Bone Rush
Metal Sound
Reversal*
Screech*
Aura Sphere
Extremespeed
Hi Jump Kick*
Crunch*
Agility*
Swords Dance*
Shadow Claw*
Dig*
Nasty Plot
Gabite* Dino (Male)
Nature: Naughty (Adds * to Attack; Subtracts * From Special Defense)
Typing:
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Ground: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).
Abilities:
Sand Veil: 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.
Rough Skin: (DW)When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent. (DW)
Stats:
HP: 100
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 82
EC 4/9
MC 0
DW 2/5
Moves:
Tackle*
Sand-Attack*
Dragon Rage*
Sandstorm*
Take Down*
Sand Tomb*
Slash*
Dual Chop
Outrage*
Iron Head*
Body Slam*
Earthquake
Dig*
Stone Edge*
Dragon Claw*
Magikarp Dastardly(M)
Nature: Naughty (Adds * to Attack; Subtracts * From Special Defense)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Abilities:
Swift Swim: The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Rattled (DW): These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types.
Stats:
HP: 80
Atk: Rank 2 (+)
Def: Rank 2
SpA: Rank 1
SpD: Rank 1 (-1)
Spe: 80
EC: 5/6
MC: 0
DC: 0/5
Moves:
Splash
Tackle
Flail
Bounce
Embirch Doom (Male)
Nature: Quiet (Adds * to Special Attack; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Typing:
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).
Abilities:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 43 (-)
EC 3/9
MC 0
DW 1/5
Moves:
Pound*
Sweet Scent*
Growth*
Ember*
Leech Seed*
Bullet Seed*
Flame Wheel*
Grasswhistle*
Giga Drain*
Aromatherapy*
Fire Blast
Will-o-Wisp*
SolarBeam*
Substitute*
Here is the order:
1. Dusk sends out pokemon
2. elDino sends out and orders
3. Dusk orders
4. I ref
5. Dusk orders
6. elDino orders
7. I ref
8. etc.
Format: Doubles
Size: 4v4
DQ: 3 days
Rules: ∞ Recovers / ∞ Chills
Switch: KO
Items: No
Abilities: all!
Arena: Ice Chasm
The image shows a deep chasm that goes far into the ground. The arena is frigid and slippery. There are many iced over crystals along the edges of the chasm as seen here that Pokemon can stand on. The crystals are very hard to grip without being Ice-type or without the Pokemon wrapping its body around them. The chasm is open enough that Flying-type Pokemon have enough open air to feel particularly alert. Inside the cavern, a thick hail is constantly falling. The snowy sides of the arena are malleable enough that Pokemon with long claws can jab into and suspend themselves from the arena.
Arena Effects:
Hail Weather: Hail is in effect for the duration of the battle, battering all Pokemon.
The weather can be changed, but it changes back to hail at the end of every round.
Flying-type Pokemon and Pokemon with Levitate have nothing to fear from floating/falling/flying off of a crystal spike.
Ice crystals are able to be destroyed. They each have 10 HP and are Ice-type with ** defenses.
Falling to the bottom does not result in a KO, it deals 20 damage and teleports the Pokemon back up to the battle level.
When falling into the pit, all Pokemon have exactly one action to recover from the fall or they will suffer the aforementioned damage.
Here is Rising Dusk's team:
Lucario (M)*
Nature: Naive
+15% Spe, +10.8% Accuracy, -1 SpD
Type: Fighting / Steel
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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.
Abilities:
Steadfast:
(Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.
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.
Justified (DW):
(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 will be maintained at the end of each round.
Stats:
HP: 100
Atk: 4
Def: 3
SpA: 4
SpD-: 2
Spe+: 104
EC: 6/6
MC: 0
DC: 3/5
Attacks:
Quick Attack*
Foresight*
Endure*
Counter*
Force Palm*
Feint*
Bone Rush
Reversal*
Screech*
Nasty Plot
Metal Sound
Dark Pulse
Detect
Metal Claw
ExtremeSpeed
Aura Sphere
Vacuum Wave*
Agility*
Crunch*
Hi Jump Kick
Swords Dance*
Brick Break*
Hidden Power Ice (7)*
Weavile (M)*
Nature: Jolly
+15% Spe, +20.7% Accuracy, -1 SpA
Type: Dark / Ice
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.
Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
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.
Pickpocket (DW):
(Innate) This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon.
Stats:
HP: 100
Atk: 4
Def: 3
SpA-: 1
SpD: 3
Spe+: 144
EC: 6/6
MC: 0
DC: 3/5
Attacks:
Scratch*
Leer*
Taunt*
Quick Attack*
Screech*
Faint Attack*
Fury Swipes*
Agility*
Beat Up
Embargo
Revenge
Assurance
Nasty Plot
Night Slash
Hone Claws
Ice Shard*
Ice Punch*
Pursuit*
DynamicPunch
Swords Dance*
Brick Break*
Aerial Ace*
Aerodactyl (F)
Nature: Jolly
+15% Spe, +22.5% Accuracy, -1 SpA
Type: Rock / Flying
Rock STAB; take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
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:
Rock Head:
(Innate) This Pokemon's hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
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.
Unnerve (DW):
(Innate) The Pokemon's presence causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stats:
HP: 100
Atk: 4
Def: 3
SpA-: 1
SpD: 3
Spe+: 150
MC: 0
DC: 0/5
Attacks:
Ice Fang
Fire Fang
Thunder Fang
Wing Attack
Supersonic
Bite
Scary Face
Roar
Agility
AncientPower
Roost
Tailwind
Whirlwind
Stone Edge
Earthquake
Taunt
Feebas (F)
Nature: Bold
+1 Def, -1 Atk
Type: Water
Water STAB; can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Swift Swim:
(Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Adaptability (DW):
(Innate) The moves that match this Pokemon's type have their Base Attack Power increased by two (2).
Stats:
HP: 80
Atk-: 0
Def+: 2
SpA: 1
SpD: 2
Spe: 80
EC: 5/6
MC: 0
DC: 0/5
Attacks:
Splash
Tackle
Haze
Mirror Coat
Light Screen
Surf
Ice Beam
Scald
And here is elDino's team!
Lucario* Destruction (Male)
Nature: Naughty (Adds * to Attack; Subtracts * From Special Defense)
Typing:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
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.
Abilities:
Steadfast: If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.
Inner Focus: 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.
Prankster: (DW)The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. (DW)
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 90
EC 6/6
MC 0
DW 3/5
Moves:
Dark Pulse
Quick Attack*
Foresight*
Detect
Metal Claw
Endure*
Counter*
Force Palm*
Feint*
Bone Rush
Metal Sound
Reversal*
Screech*
Aura Sphere
Extremespeed
Hi Jump Kick*
Crunch*
Agility*
Swords Dance*
Shadow Claw*
Dig*
Nasty Plot
Gabite* Dino (Male)
Nature: Naughty (Adds * to Attack; Subtracts * From Special Defense)
Typing:
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Ground: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).
Abilities:
Sand Veil: 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.
Rough Skin: (DW)When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent. (DW)
Stats:
HP: 100
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 82
EC 4/9
MC 0
DW 2/5
Moves:
Tackle*
Sand-Attack*
Dragon Rage*
Sandstorm*
Take Down*
Sand Tomb*
Slash*
Dual Chop
Outrage*
Iron Head*
Body Slam*
Earthquake
Dig*
Stone Edge*
Dragon Claw*
Magikarp Dastardly(M)
Nature: Naughty (Adds * to Attack; Subtracts * From Special Defense)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Abilities:
Swift Swim: The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Rattled (DW): These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types.
Stats:
HP: 80
Atk: Rank 2 (+)
Def: Rank 2
SpA: Rank 1
SpD: Rank 1 (-1)
Spe: 80
EC: 5/6
MC: 0
DC: 0/5
Moves:
Splash
Tackle
Flail
Bounce
Embirch Doom (Male)
Nature: Quiet (Adds * to Special Attack; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Typing:
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).
Abilities:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 43 (-)
EC 3/9
MC 0
DW 1/5
Moves:
Pound*
Sweet Scent*
Growth*
Ember*
Leech Seed*
Bullet Seed*
Flame Wheel*
Grasswhistle*
Giga Drain*
Aromatherapy*
Fire Blast
Will-o-Wisp*
SolarBeam*
Substitute*
Here is the order:
1. Dusk sends out pokemon
2. elDino sends out and orders
3. Dusk orders
4. I ref
5. Dusk orders
6. elDino orders
7. I ref
8. etc.