The Rules said:2v2 LC Freshmon Singles
3 day dq
All abilities
Training items
2 subs
Unlimited chills
2 recoveries
Switch = idgaf
Arena: Duskfell Marsh (see below)
Arena: Duskfell Marsh
Field Type: Water/Ground/Dark/Poison
Complexity: Moderate
Format: All
Restrictions: None
Description:
"You come upon a murky, stagnant lake in the center of a clearing. It appears that no one has been here for years, and it has an eerie feel to it not quite felt elsewhere."
The marsh is surrounded by a dense toxic overgrowth, adding 1 BAP and a 20% poison chance onto all grass type moves that require an external plant source, but inflicting 3 damage onto any non amphibious (frog pokemon etc) poison or steel typed users. The noxious fumes that fill the air inflict 1 point of damage every action to non water, poison, or steel typed Pokemon. Because of the quality of the pond, all water type moves that require an external water source receive 1 extra BAP, a 30% chance to corrode steel types, and a 10% toxic poison chance, but poison all Pokemon who do not receive stab on the move or are otherwise immune to poison. Lastly, several corpses have over the years been thrown into the marsh, preserved in their murky grave. This causes there to be a random 10% chance for either combatant not of the dark or ghost type to become taunted for 3 actions at the end of each round. Finally, there is a constant light drizzle in the arena, which increases all water type move's BAP by one, and lowers all fire type move's BAP by one, which, coupled with the innate night surrounding the clearing, prevent moves dependent on sun from being used.
S0L1D G0LD's team:

Honedge (Infinty Blade)[M]
Nature: Brave
Type:
Ghost/Steel
Ghost: Ghost STAB; immune to the effects of full trapping moves and the Arena Trap, Magnet Pull, and Shadow Tag abilities. Ghost types can switch out while affected by a partial trapping move, but they will be damaged every action by their effect.
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.
Abilities:
No Guard: Type: Passive
This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Pokemon with this ability: Machop, Machoke, Machamp, Karrablast, Golett, Golurk, Aurumoth.
Stats:
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 2
SpD: Rank 2
Spe: 24.34 (24) (-15% speed -10% evasion flat)
Size Class: 2
Weight Class: 1
Base Rank Total: 15
EC: 0/6
MC: 0
DC: 0/0
Moves:
Tackle
Swords Dance
Fury Cutter
Metal Sound
Pursuit
Autotomize
Shadow Sneak
Aerial Ace
Destiny Bond
Wide Guard
Brick Break
Shadow Ball
Flash Cannon
Protect
Rock Slide
Reflect
Double Team
Toxic

Froakie (復讐) [M]
Nature: Hasty
Type:
Water
Water: Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.
Abilities:
Torrent: Type: Passive
When this Pokemon's HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Pokemon with this ability: Squirtle, Wartortle, Blastoise, Totodile, Croconaw, Feraligatr, Mudkip, Marshtomp, Swampert, Piplup, Prinplup, Empoleon, Oshawatt, Dewott, Samurott
Protean (DW Locked): Type: Toggle
When Active, this Pokemon switches their type before striking with each damaging attack to match the attack they are about to use, and keep that type until another damaging move is used. The energy cost for the attack is calculated based on their type before using the move. When Inactive, the Pokemon reverts back to their natural typing. Pokemon that also have Color Change ability may select whether to keep their current type or the damaging attack's type each action.
Pokemon with this ability: Kecleon, Froakie, Frogadier, Greninja
Stats:
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 82 (+23% Accuracy)
Size Class: 1
Weight Class: 1
Base Rank Total: 14
Moves:
Pound
Growl
Bubble
Quick Attack
Lick
Water Pulse
Smokescreen
Round
Fling
Camouflage
Mind Reader
Mud Sport
Toxic Spikes
Water Sport
Taunt
Blizzard
Grass Knot
Surf
Substitute

Tempest (Yanma) (M)
Nature: Modest
Type: Bug/Flying
Bug: Bug STAB; Adds an additional guaranteed attack on all multi-hit moves (does not include two hit moves) with a total hit cap of five (5).
Flying: Flying STAB; immunity to Ground attacks and the Arena Trap Ability 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). Unaffected by Spikes or Toxic Spikes. when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly or Sky Drop with single target moves that hit Pokemon on the field regardless of position.
Abilities:
Speed Boost:
Type: Passive
Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that occurs at the end of each round (stats other than Speed are still affected).
Compoundeyes:
Type: Passive
This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Frisk: (DW Locked)
Type: Passive
The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 95
Size Class: 2
Weight Class: 3
Base Rank Total: 16
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Tackle
Foresight
Quick Attack
Double Team
Sonic Boom
Hypnosis
Detect
Supersonic
U-Turn
Dream Eater
Giga Drain
Substitute
Toxic
Faint Attack
Feint
Reversal
Signal Beam
Whirlwind
Yes, the hide tag on Yanma is honestly part of the message I was sent.
Geodude6's team:

Tepig (M)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)
Type: Fire
Abilities: Blaze, Thick Fat (HA locked)
Stats:
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3+
SpD: Rank 2
Spe: 39-
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 0/9
MC: 0
AC: 0/5
Attacks:
Tackle
Tail Whip
Ember
Odor Sleuth
Defense Curl
Flame Charge
Smog
Rollout
Take Down
Body Slam
Covet
Heavy Slam
Magnitude
Yawn
Sunny Day
Protect
Solarbeam
Fire Blast
Wild Charge
Endeavor
Heat Wave
Superpower

Fletchling (F)
Nature: Quirky
Type: Normal/Flying
Abilities: Big Pecks, Gale Wings (HA locked)
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 62
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/9
MC: 0
AC: 0/5
Attacks
Tackle
Growl
Quick Attack
Peck
Agility
Flail
Roost
Razor Wind
Quick Guard
Taunt
Protect
Double Team
Rest
Thief
Sleep Talk
U-Turn
Substitute
Fly
S0L1D G0LD sends out/equips.
Geodude6 sends out/equips/orders.
S0L1D G0LD orders.
I ref.