Hey guys! I love my job sometimes... Today, instead of that stupid arena with all those fans, we're at this peaceful lake in Eterna Forest! I didn't even know it existed, but I'm sure glad it does.
Well, here today is Classical and Glacier Knight, who are slowly approaching all dramatic-like. C'mon guys, hurry up, we haven't got all day! Who are you trying to impress, anyways? Whatever, let's just see their pokemon.
Classical's Team
Monferno (*) Dejonel (M)
Nature: Hasty (+15% Accuracy)
Type: Fire/fighting
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 brushfire areas.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Stats
HP: 100
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 93 (+)
Size Class: 2
Weight Class: 2
Base Rank Total: 16
EC:4/9
DC: 4/5
MC: 1
Abilities
Blaze: (innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
[DW Locked] Iron Fist: (innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Moves:
Scratch (*)
Leer (*)
Ember (*)
Taunt (*)
Fury Swipes (*)
Flame Wheel (*)
Nasty Plot (*)
Torment (*)
Slack off
Acrobatics
Mach Punch
Fire spin
Flare Blitz
Dig (*)
Fire Blast (*)
Grass Knot (*)
Substitute
Brick Break
Protect
will-O-Wisp
Fake Out (*)
Encore (*)
Counter (*)
Lotad "Twinkletoes" (M)
Nature: Naughty (+Atk -SpD)
Type: Water/Grass
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain
Rain Dish: (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
[dw] Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Stats
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 12
EC: 1/9
DC: 1/5
MC:
Moves
Astonish
Growl
Absorb
Nature Power
Mist
Natural Gift
Mega Drain
Bubble Beam
Rain dance
Ice beam
Protect
Toxic
Scald
Giga drain
Substitute
Leech Seed
Synthesis
Teeter Dance
Clefairy "Matt" (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Normal
Normal:Normal-types are the vanilla of Pokemon, but don't be fooled by their lack of super effective STAB attacks. Normal STAB brings with it a broad array of boosting moves and powerful, accurate attacks as well as unparalleled attack diversity. Normal-types are ubiquitous because they are survivalists and generalists. Normal-types share a feud with Ghost-types, having complete immunity to their supernatural damaging attacks while being unable to harm them with their fists, teeth, or claws without energizing them first. Nonetheless, if the attack is basic enough, Normal-types can pick it up with ease.
Summary: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Cute Charm (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.
Magic Guard (Innate) 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, and Burn. It can still attack itself in confusion, but will not take any 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 not negated
(DW) Friend Guard (Innate) The Pokemon's body emits an aura of joy that reduces the Base Attack Power of all opponents' attacks in multiple battles by two (2).
EC: 4/9
DC: 4/5
MC: 0
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 30 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 10
Moves:
(Lv Up)
Pound
Charm
Encore
Sing
Sweet kiss
Copycat
Magical Leaf
Minimize
Defense Curl
Follow Me
Wake-Up Slap
Cosmic Power
Bestow
Meteor Mash
Light Screen
Moonlight
After You
(Egg)
Metronome
Substitute
Aromatherapy
Magic Coat
(T/m)
Flamethrower
Shadow Ball
Dig
Double Team
Protect
Toxic
Glacier Knight's Team
Syclant [Kelvin, "The Recluse"] (Male)
Nature: Mild (+spa, -def)
Info on Sub-Zero:
Type: Ice/Bug
Ice: 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.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.
Technician (DW unlocked): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, 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) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).
Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 121
Size Class: 3
Weight Class: 4
Base Rank Total: 21
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Bug Bite
Icicle Spear
Icicle Crash
Bug Buzz
Hail
Icy Wind
Ice Punch
Tail Glow
Earth Power
Super Power
Counter
Water Pulse
Ice Beam
Brick Break
Dig
Protect
Blizzard
Acrobatics
Venoshock
25 Moves
Vanilluxe [Reika, "The Foreigner") (F) (OT: Engineer Pikachu)
Nature: Modest (Special Attack increased by *, Attack decreased by *)
Type: Ice
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:
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Weak Armor (LOCKED): (Can be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
Stats: 71 / 95 / 85 / 110 / 95 / 79
HP: 100
Atk-: ** (2)
Def: *** (3)
SpA+: ***** (5)
SpD: ***
Spe: 79
Size Class: 3
Weight Class: 4
Base Rank Total: 19
Evolution Counter: 9 / 9
Move Counter: 0
Dream Counter: 0 / 5
Attacks:
Weather Ball
Icicle Spear
Harden
Astonish
Uproar
Icy Wind
Mist
Avalanche
Taunt
Hail
Mirror Coat
Mirror Shot
Ice Beam
Blizzard
Acid Armor
Sheer Cold
Ice Shard
Automonize
Imprison
Water Pulse
Light Screen
Double Team
Frost Breath
Rain Dance
Protect
Substitute
15 Moves
Sealeo [Norita] (Female)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Info on Norita:
Type:
Ice: 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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
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.)
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Oblivious (DW Unlocked): (Innate) This Pokemon is incapable of being affected by Attract or Cute Charm.
Stats:
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 39 (-)
Size Class: 2
Weight Class: 4
Base Rank Total: 16
EC: 7/9
MC: 0
DC: 5/5
Attacks:
Defense Curl
Powder Snow
Growl
Water Gun
Encore
Ice Ball
Body Slam
Aurora Beam
Rest
Snore
Blizzard
Hail
Curse
Signal Beam
Yawn
Sleep Talk
Ice Beam
Earthquake
Hidden Power Psychic 7
Surf
Protect
21 Moves
Okay, now that you guys are here *cough* finally *cough*, let's check out the rules.
2v2 Doubles
Items = Training Items
1 Sub
All Abilites
No switchy
2 day DQ
2 Recovers/5 Chills
Finally, let's just look at the rules and let's get started. We could've started like 30 seconds ago but some people had to walk all slowly...
Classical sends out pokemon and equips items.
Glacier sends out pokemon, equips items, and orders.
Classical orders.
I ref.
Classical orders.
Glacier orders.
I ref.
Repeat.
Field Type- Water/Flying/Grass
Complexity- Moderate
Format- Singles, Doubles
Restrictions- No weather, Pokemon Over 110 pounds cannot battle here
Lily Pad Lake: Deep in the Eterna Forest lies a serene lake topped with larger than life lily pads. If trainers aren’t battling you can see many different kinds of wild pokemon jumping and playing on the lily pads. All of the pads are roughly the same size (three feet long and wide) and are anchored to their spot. They also hold an incredible amount of weight; up to two hundred pounds! If anything heavier hits the lily pads they will sink. The pond itself is very shallow at the edges, but it gets as deep as thirty feet when you reach the center. For the battle all pokemon must be either in, on, or above the lake; a pokemon cannot walk around the lake or stay at its shore. The weather is lovely this time of year, but the tall canopy covers most sunlight, bathing the lake in cool shadows and trapping the mist. Summary: all pokemon must stay above, on, or in the lake. Lily pads will collapse if there is more than 110 pounds on it. Weather moves will fail. Dig/Earthquake is alright
Complexity- Moderate
Format- Singles, Doubles
Restrictions- No weather, Pokemon Over 110 pounds cannot battle here
Lily Pad Lake: Deep in the Eterna Forest lies a serene lake topped with larger than life lily pads. If trainers aren’t battling you can see many different kinds of wild pokemon jumping and playing on the lily pads. All of the pads are roughly the same size (three feet long and wide) and are anchored to their spot. They also hold an incredible amount of weight; up to two hundred pounds! If anything heavier hits the lily pads they will sink. The pond itself is very shallow at the edges, but it gets as deep as thirty feet when you reach the center. For the battle all pokemon must be either in, on, or above the lake; a pokemon cannot walk around the lake or stay at its shore. The weather is lovely this time of year, but the tall canopy covers most sunlight, bathing the lake in cool shadows and trapping the mist. Summary: all pokemon must stay above, on, or in the lake. Lily pads will collapse if there is more than 110 pounds on it. Weather moves will fail. Dig/Earthquake is alright
Well, here today is Classical and Glacier Knight, who are slowly approaching all dramatic-like. C'mon guys, hurry up, we haven't got all day! Who are you trying to impress, anyways? Whatever, let's just see their pokemon.
Classical's Team
Monferno (*) Dejonel (M)
Nature: Hasty (+15% Accuracy)
Type: Fire/fighting
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 brushfire areas.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Stats
HP: 100
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 93 (+)
Size Class: 2
Weight Class: 2
Base Rank Total: 16
EC:4/9
DC: 4/5
MC: 1
Abilities
Blaze: (innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
[DW Locked] Iron Fist: (innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Moves:
Scratch (*)
Leer (*)
Ember (*)
Taunt (*)
Fury Swipes (*)
Flame Wheel (*)
Nasty Plot (*)
Torment (*)
Slack off
Acrobatics
Mach Punch
Fire spin
Flare Blitz
Dig (*)
Fire Blast (*)
Grass Knot (*)
Substitute
Brick Break
Protect
will-O-Wisp
Fake Out (*)
Encore (*)
Counter (*)
Lotad "Twinkletoes" (M)
Nature: Naughty (+Atk -SpD)
Type: Water/Grass
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain
Rain Dish: (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
[dw] Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Stats
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 12
EC: 1/9
DC: 1/5
MC:
Moves
Astonish
Growl
Absorb
Nature Power
Mist
Natural Gift
Mega Drain
Bubble Beam
Rain dance
Ice beam
Protect
Toxic
Scald
Giga drain
Substitute
Leech Seed
Synthesis
Teeter Dance
Clefairy "Matt" (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Normal
Normal:Normal-types are the vanilla of Pokemon, but don't be fooled by their lack of super effective STAB attacks. Normal STAB brings with it a broad array of boosting moves and powerful, accurate attacks as well as unparalleled attack diversity. Normal-types are ubiquitous because they are survivalists and generalists. Normal-types share a feud with Ghost-types, having complete immunity to their supernatural damaging attacks while being unable to harm them with their fists, teeth, or claws without energizing them first. Nonetheless, if the attack is basic enough, Normal-types can pick it up with ease.
Summary: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Cute Charm (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.
Magic Guard (Innate) 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, and Burn. It can still attack itself in confusion, but will not take any 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 not negated
(DW) Friend Guard (Innate) The Pokemon's body emits an aura of joy that reduces the Base Attack Power of all opponents' attacks in multiple battles by two (2).
EC: 4/9
DC: 4/5
MC: 0
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 30 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 10
Moves:
(Lv Up)
Pound
Charm
Encore
Sing
Sweet kiss
Copycat
Magical Leaf
Minimize
Defense Curl
Follow Me
Wake-Up Slap
Cosmic Power
Bestow
Meteor Mash
Light Screen
Moonlight
After You
(Egg)
Metronome
Substitute
Aromatherapy
Magic Coat
(T/m)
Flamethrower
Shadow Ball
Dig
Double Team
Protect
Toxic
Glacier Knight's Team
Syclant [Kelvin, "The Recluse"] (Male)
Nature: Mild (+spa, -def)
Info on Sub-Zero:
Type: Ice/Bug
Ice: 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.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.
Technician (DW unlocked): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, 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) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).
Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 121
Size Class: 3
Weight Class: 4
Base Rank Total: 21
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Bug Bite
Icicle Spear
Icicle Crash
Bug Buzz
Hail
Icy Wind
Ice Punch
Tail Glow
Earth Power
Super Power
Counter
Water Pulse
Ice Beam
Brick Break
Dig
Protect
Blizzard
Acrobatics
Venoshock
25 Moves
Vanilluxe [Reika, "The Foreigner") (F) (OT: Engineer Pikachu)
Nature: Modest (Special Attack increased by *, Attack decreased by *)
Type: Ice
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:
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Weak Armor (LOCKED): (Can be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
Stats: 71 / 95 / 85 / 110 / 95 / 79
HP: 100
Atk-: ** (2)
Def: *** (3)
SpA+: ***** (5)
SpD: ***
Spe: 79
Size Class: 3
Weight Class: 4
Base Rank Total: 19
Evolution Counter: 9 / 9
Move Counter: 0
Dream Counter: 0 / 5
Attacks:
Weather Ball
Icicle Spear
Harden
Astonish
Uproar
Icy Wind
Mist
Avalanche
Taunt
Hail
Mirror Coat
Mirror Shot
Ice Beam
Blizzard
Acid Armor
Sheer Cold
Ice Shard
Automonize
Imprison
Water Pulse
Light Screen
Double Team
Frost Breath
Rain Dance
Protect
Substitute
15 Moves
Sealeo [Norita] (Female)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Info on Norita:
Type:
Ice: 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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
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.)
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Oblivious (DW Unlocked): (Innate) This Pokemon is incapable of being affected by Attract or Cute Charm.
Stats:
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 39 (-)
Size Class: 2
Weight Class: 4
Base Rank Total: 16
EC: 7/9
MC: 0
DC: 5/5
Attacks:
Defense Curl
Powder Snow
Growl
Water Gun
Encore
Ice Ball
Body Slam
Aurora Beam
Rest
Snore
Blizzard
Hail
Curse
Signal Beam
Yawn
Sleep Talk
Ice Beam
Earthquake
Hidden Power Psychic 7
Surf
Protect
21 Moves
Okay, now that you guys are here *cough* finally *cough*, let's check out the rules.
2v2 Doubles
Items = Training Items
1 Sub
All Abilites
No switchy
2 day DQ
2 Recovers/5 Chills
Finally, let's just look at the rules and let's get started. We could've started like 30 seconds ago but some people had to walk all slowly...
Classical sends out pokemon and equips items.
Glacier sends out pokemon, equips items, and orders.
Classical orders.
I ref.
Classical orders.
Glacier orders.
I ref.
Repeat.