KS:
Nature: Timid (+15% Speed; +22%acc)
Type:
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:
Synchronize: (Innate)Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
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.
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.
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 138 (+15% Speed; +22%acc)
Size Class: 3
Weight Class: 3
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 5/5
KOC: 0
Moves:
1). Teleport
2). Encore
3). Guard Split
4). Ice Punch
5). Psyshock
6). Shadow Ball
7). Energy Ball
8). Kinesis
9). Confusion
10). Disable
11). Miracle Eye
12). Ally Switch
13). Psychic
14). Telekinesis
15). Future Sight
16). Trick
17). Role Play
18). Counter
19). Magic Coat
20). Protect
21). Focus Blast
22). Taunt
23). Calm Mind
24). Gravity
25). Snatch
26). Zap Cannon
27). Bide
28). Skill Swap
29). Dig
30). Double Team
Nature: Quiet (+1Sp.Atk, -15% Speed, -10% evasion)
Type: Poison
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 66 (-15% Speed; -10% evasion)
Size Class: 3
Weight Class: 4
Base Rank Total: 18
Poison Point: (Can be disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Rivalry: (Innate)This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender.
Sheer Force: (Can be Enabled)This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
EC: 9/9 (Maxed)
DC: 5/5 (Maxed)
MC: 3
KOC: 0
Moves:
1). Growl
2). Scratch
3). Tail Whip
4). Tackle
5). Double Kick
6). Poison Sting
7). Fury Swipes
8). Bite
9). Helping Hand
10). Counter
11). Pursuit
12). Endure
13). Sludge Bomb
14). Thunder
15). Venoshock
16). Ice Beam
17). Chip Away
18). Body Slam
19). Earth Power
20). Superpower
21). Thunderbolt
22). Flamethrower
23). Focus Blast
24). Surf
25). Earthquake
26). Moonlight
27). Sweet Kiss
28). Lovely Kiss
29). Fire Punch
20). Ice Punch
21). Thunderpunch
22). Stealth Rock
23). Whirlpool
24). Blizzard
Ullar:
<Banette> [Zombocalypse] (Male)
Nature: Quiet (+SpA, -Spe)
Type: Ghost
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities:
Insomnia: (Type: Innate)
This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.
Frisk (Type: Innate)
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.
Cursed Body: (Type: Innate) [DW, Unlocked]
When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 56 (-, -10% Evasion)
Size Class: 2
Weight Class: 2
Base Rank Total: 19
EC: 6/6
MC: 4
DC: 5/5
Attacks:
Knock Off
Screech
Curse
Spite
Will-O-Wisp
Shadow Sneak
Faint Attack
Night Shade
Hex
Shadow Ball
Snatch
Grudge
Confuse Ray
Destiny Bond
Disable
Pain Split
Magic Coat
Taunt
Protect
Thunder Wave
Trick Room
Levitate
<Rapidash> [Marecraft Carrier] (Female)
Nature: Naive (+Spe, -SpD)
Type: Fire
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.
Abilities:
Run Away (Type: 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.
Flash Fire (Type: Innate)
This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Flame Body (Type: Innate) [DW, Unlocked]
This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 121 (+, +17% Accuracy)
Size Class: 4
Weight Class: 4
Base Rank Total: 20
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Quick Attack
Tackle
Growl
Tail Whip
Ember
Flame Wheel
Stomp
Flame Charge
Fire Spin
Megahorn
Bounce
Poison Jab
Flare Blitz
Agility
Morning Sun
Low Kick
Hypnosis
Flamethrower
Protect
Wild Charge
Let's get it on!
-
2v2 Weak FE Doubles
All abilities
Training Items
Switch = OK (wat)
5 Chills / 2 Recoveries
ASB Arena (added by me)
Ullar orders, then KS, then I ref. You also get a chance to equip items at this round.
(What's Alakazam's Gender, KS? :V)

Type:
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:
Synchronize: (Innate)Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
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.
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.
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 138 (+15% Speed; +22%acc)
Size Class: 3
Weight Class: 3
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 5/5
KOC: 0
Moves:
1). Teleport
2). Encore
3). Guard Split
4). Ice Punch
5). Psyshock
6). Shadow Ball
7). Energy Ball
8). Kinesis
9). Confusion
10). Disable
11). Miracle Eye
12). Ally Switch
13). Psychic
14). Telekinesis
15). Future Sight
16). Trick
17). Role Play
18). Counter
19). Magic Coat
20). Protect
21). Focus Blast
22). Taunt
23). Calm Mind
24). Gravity
25). Snatch
26). Zap Cannon
27). Bide
28). Skill Swap
29). Dig
30). Double Team

Type: Poison
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 66 (-15% Speed; -10% evasion)
Size Class: 3
Weight Class: 4
Base Rank Total: 18
Poison Point: (Can be disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Rivalry: (Innate)This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender.
Sheer Force: (Can be Enabled)This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
EC: 9/9 (Maxed)
DC: 5/5 (Maxed)
MC: 3
KOC: 0
Moves:
1). Growl
2). Scratch
3). Tail Whip
4). Tackle
5). Double Kick
6). Poison Sting
7). Fury Swipes
8). Bite
9). Helping Hand
10). Counter
11). Pursuit
12). Endure
13). Sludge Bomb
14). Thunder
15). Venoshock
16). Ice Beam
17). Chip Away
18). Body Slam
19). Earth Power
20). Superpower
21). Thunderbolt
22). Flamethrower
23). Focus Blast
24). Surf
25). Earthquake
26). Moonlight
27). Sweet Kiss
28). Lovely Kiss
29). Fire Punch
20). Ice Punch
21). Thunderpunch
22). Stealth Rock
23). Whirlpool
24). Blizzard
Ullar:

<Banette> [Zombocalypse] (Male)
Nature: Quiet (+SpA, -Spe)
Type: Ghost
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities:
Insomnia: (Type: Innate)
This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.
Frisk (Type: Innate)
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.
Cursed Body: (Type: Innate) [DW, Unlocked]
When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 56 (-, -10% Evasion)
Size Class: 2
Weight Class: 2
Base Rank Total: 19
EC: 6/6
MC: 4
DC: 5/5
Attacks:
Knock Off
Screech
Curse
Spite
Will-O-Wisp
Shadow Sneak
Faint Attack
Night Shade
Hex
Shadow Ball
Snatch
Grudge
Confuse Ray
Destiny Bond
Disable
Pain Split
Magic Coat
Taunt
Protect
Thunder Wave
Trick Room
Levitate

<Rapidash> [Marecraft Carrier] (Female)
Nature: Naive (+Spe, -SpD)
Type: Fire
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.
Abilities:
Run Away (Type: 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.
Flash Fire (Type: Innate)
This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Flame Body (Type: Innate) [DW, Unlocked]
This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 121 (+, +17% Accuracy)
Size Class: 4
Weight Class: 4
Base Rank Total: 20
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Quick Attack
Tackle
Growl
Tail Whip
Ember
Flame Wheel
Stomp
Flame Charge
Fire Spin
Megahorn
Bounce
Poison Jab
Flare Blitz
Agility
Morning Sun
Low Kick
Hypnosis
Flamethrower
Protect
Wild Charge
Let's get it on!
-
2v2 Weak FE Doubles
All abilities
Training Items
Switch = OK (wat)
5 Chills / 2 Recoveries
ASB Arena (added by me)
Ullar orders, then KS, then I ref. You also get a chance to equip items at this round.
(What's Alakazam's Gender, KS? :V)