Here's C$FP's pokemon; Staryu (Move your mouse to reveal the content) Staryu (open) Staryu (close) Staryu (Genderless) Nature: Timid (+ to Speed; +22% Accuracy; - from Attack) Type: Water Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Abilities: Ability 1: Illuminate Type: Can be Activated When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1). The accuracy drop will last six (6) actions after the Pokemon is released. Command: (Ability: Illuminate) Ability 2: Natural Cure Type: Innate This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out. Ability 3 (DW): Analytic Type: Innate If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power. Stats: HP: 90 Atk: Rank 1 (-) Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 98 (+) Size Class: 2 Weight Class: 3 Base Rank Total: 14 EC: 5/6 MC: 0 DC: 4/5 Attacks: Tackle Harden Water Gun Rapid Spin Recover Camouflage Swift Hydro Pump Power Gem Light Screen Reflect Type Aurora Beam Barrier Supersonic Pain Split Blizzard Thunder Surf Ice Beam Rain Dance Reflect Psychic Moves: 22 Privatyke (Move your mouse to reveal the content) Privatyke (open) Privatyke (close) Privatyke (Male) Nature: Adamant (+ to Attack; - from Special Attack) Type: Water/Fighting Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. 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. Abilities: Ability 1: Unaware Type: Innate When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active. Ability 2 (DW): Klutz Type: Can be Disabled The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off. Stats: HP: 100 Atk: Rank 4 (+) Def: Rank 3 SpA: Rank 1 (-) SpD: Rank 2 Spe: 35 Size Class: 2 Weight Class: 4 Base Rank Total: 15 EC: 4/6 MC: 0 DC: 3/5 Attacks: Bubble Smokescreen Yawn Chip Away Wrap Arm Thrust Aqua Jet Focus Punch Waterfall Mach Punch Revenge Circle Throw Recover Rock Blast Ice Punch Taunt Earthquake Rock Slide Dive Torment Moves: 20 And here's AOPSUser's pokemon; Slowpoke (Move your mouse to reveal the content) Slowpoke (open) Slowpoke (close) Slowpoke "Hermit" (F) Nature: Bold (+Defense, -Attack) Type: Water/Psychic Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, 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: Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate. 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. Regenerator: (DW LOCKED) (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy. Stats: Slowpoke HP: 100 Atk: Rank 2 (-) Def: Rank 4 (+) SpA: Rank 2 SpD: Rank 2 Spe: 15 Size Class: 2 Weight Class: 3 Base Rank Total: 14 EC: 2/6 MC: 0 DC: 1/5 Attacks: Curse Yawn Tackle Growl Water Gun Confusion Disable Headbutt Slack Off Heal Pulse Future Sight Sleep Talk Wonder Room Rest Ice Beam Scald Eevee (Move your mouse to reveal the content) Eevee (open) Eevee (close) Eevee "EspyOwned" (F) Nature: Timid (+15% Speed, -1 Attack, ) Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Abilities: Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle. Adaptablility: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2). Anticipation (DW LOCKED): This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2). Stats: HP: 90 Atk: Rank 1 (-) Def: Rank 2 SpA: Rank 2 SpD: Rank 3 Spe: 64 (+) Size Class: 1 Weight Class: 1 Base Rank Total: 13 +9% Accuracy EC: 3/6 MC: 0 DC: 2/5 Moves: Tail Whip Tackle Helping Hand Sand-Attack Growl Quick Attack Last Resort Take Down Trump Card Endure Yawn Stored Power Protect Work Up Double Team Hidden Power (Fighting 7) It's late and I'm sleepy, so just do what you do. I assume you both know Unown Soup. AOPSUser, you declare actions first, and be sure to equip any training items you'd like. C$FP, add training items when you issue counter-actions.