1v1 FE singles
2 day DQ
2 recovers/5 chills
2 subs
1 ability
Training items
ASB arena
2 day DQ
2 recovers/5 chills
2 subs
1 ability
Training items
ASB arena

Snorlax [King Bulblin] (M)
Nature: Quiet (+Spa, -Spe)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Stats:
HP: 125
Atk: Rank 4
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 4
Spe: 26 (30/1.15)
Size Class: 4
Weight Class: 9
Base Rank Total: 22
EC: 6/6
MC: 0
DC:5/5
Abilities:
Immunity: (Innate) This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage, however it will continue getting more severe.
Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Gluttony: (Unlocked) (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Moves (87/118):
After You
Amnesia
Belly Drum
Bide
Blizzard
Block
Body Slam
Brick Break
Bulldoze
Charm
Chip Away
Counter
Covet
Crunch
Curse
Defense Curl
Double Edge
DynamicPunch
Earthquake
Endure
Facade
Fire Blast
Fire Punch
Fissure
Flamethrower
Focus Blast
Focus Punch
Giga Impact
Gunk Shot
Harden
Headbutt
Heavy Slam
Hyper Beam
Hyper Voice
Ice Beam
Ice Punch
Icy Wind
Iron Head
Last Resort
Lick
Lovely Kiss
Mega Kick
Mega Punch
Metronome
Mimic
Mud Slap
Natural Gift
Odor Sleuth
Outrage
Pay Day
Protect
Psych Up
Psychic
Pursuit
Rain Dance
Recycle
Reflect
Refresh
Rest
Retaliate
Rock Slide
Rollout
Screech
Seed Bomb
Selfdestruct
Shock Wave
Skull Bash
Sleep Talk
Snatch
Snore
Solarbeam
Stockpile
Substitute
Sunny Day
Superpower
Surf
Tackle
Thunderbolt
Thunderpunch
Toxic
Wild Charge
Whirlwind
Yawn
Zap Cannon
Zen Headbutt


Hitmontop (M)
Impish nature (+1 Def, -1 SpA)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, & 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 as a Command, and will affect all opponents. Command: (Ability: Intimidate)
Technician: (Passive) This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
Steadfast (DW): (Passive) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round
Stats:
HP: 90
Atk: Rank 3
Def: Rank 4+
SpA: Rank 1-
SpD: Rank 4
Spe: 70
Size Class: 3
Weight Class: 3
Base Rank Total: 17
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Fake Out
Foresight
Helping Hand
Revenge
Rolling Kick
Tackle
Focus Energy
Pursuit
Quick Attack
Triple Kick
Rapid Spin
Counter
Detect
Close Combat
Toxic
Bulk Up
Protect
Earthquake
Brick Break
Double Team
Rock Slide
Rock Smash
Bullet Punch
Endure
Hi Jump Kick
Mach Punch
Vacuum Wave
Mimic
How this is going to run
Geodude sends out, equips an item, and chooses an ability.
Frosty does the same, with orders.
Geodude orders.