Battle is currently in progress. Please refrain from posting unless you are a combatant or "the word of God."
Rules:
3v3 Singles
DQ Time: 3 Days
2 Recovers / 3 Non-100% Recovers / 6 Chills
A non-100% recover is a "draining move." This means stuff like Wood Horn, Drain Punch, and Giga Drain may be used 3 times per team throughout the entire match. Remember that Chills now restore 12% energy.
Arena:
Newbie Island Arena
Based in the wonderful island of yore, Newbie Island, where nobody can count above five and everything that's not a trainer is a punching bag. In the corner, they have a section of this palm-tree and surf island set aside for practice (or real) Pokemon Battles. This small arena is sandy, allowing Pokemon who can dig to do so. However, given that the rest of the island is for the training of newbies, this roped-off section of sand for Pokemon Battles is only a 40-foot diameter circle. Anyone attempting to escape outside the confines of the low walls is outside the protection of the arena, and can summarily be plausibly attacked or flattened by new trainers seeking cheap experience.
If you go outside the circle, there are new trainers that will attack you. They are as follows: Youngster (Pidgey; 50%), Picnicker (Hoppip; 25%), Bug Catcher (Butterfree / Beedrill; 10%), Fisherman (Goldeen; 15%). The moves they will use will not be revealed until they attack.
Combatants:
Bagon(*) Bellamy (M)
Nature: Naughty
Type: Dragon
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Stats:
HP: 90
Atk: ****(+)
Def: ***
SpA: **
SpD: *(-)
Spe: 50
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Sheer Force (DW): (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. (Locked)
Attacks:
Rage(*)
Bite(*)
Leer(*)
Headbutt(*)
Focus Energy(*)
Ember(*)
Dragon Dance(*)
Hydro Pump(*)
Fire Fang(*)
Shadow Claw(*)
Rock Slide(*)
Roar(*)
Eevee(*) Victoire (F)
Nature: Mild
Type: Normal
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: **
Def: *(-)
SpA: ***(+)
SpD: ***
Spe: 55
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Run Away: (Innate) This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability: (Innate) The moves that match this Pokemon’s type deal two (2) more damage.
Anticipation (Dream World): This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.(Locked)
Attacks:
Tail Whip(*)
Tackle(*)
Helping Hand(*)
Sand Attack(*)
Growl(*)
Quick Attack(*)
Detect(*)
Wish(*)
Fake Tears(*)
Shadow Ball(*)
Dig(*)
Attract(*)
Greebo(*) Scraggy (M)
Nature: Adamant
Type: Dark/Fighting
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: ****(+)
Def: ***
SpA: *(-)
SpD: ***
Spe: 48
EC: 1/6
MC: 1
DC: 1/5
Abilities:
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Moxie: (Innate)
This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage.
Intimidate (DW): (Can be enabled) 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 thier 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.
Attacks:
Leer(*)
Low Kick(*)
Sand Attack(*)
Faint Attack(*)
Headbutt(*)
Swagger(*)
Brick Break(*)
Payback(*)
Dragon Dance(*)
Drain Punch(*)
Thunder Punch(*)
Dragon Claw(*)
Stone Edge(*)
Poison Jab(*)
<Joltik> (*) [JolTIK] (Kenyan Female)
Nature: Mild (+SpAtk, - Def)
Type:
Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Stats:
HP: 90
Atk: **
Def: * (-)
SpA: **** (+)
SpD: **
Spe: 65
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Compoundeyes (Innate) : 1.3x modifier to all attacks' accuracy due to improved field of vision.
Unnerve [DW] (Locked): Apparently doesn't exist?
Attacks:
String Shot (*)
Leech Life (*)
Spider Web (*)
Thunder Wave (*)
Screech (*)
Fury Cutter (*)
ElecNet (*)
Bug Bite (*)
Gastro Acid (*)
Thunder (*)
Volt Change (*)
Light Screen (*)
Cross Poison (*)
Disable (*)
Rock Climb (*)
<Aron> (*) [Anesthetic] (Male)
Nature: Adamant (+Atk, -SpAtk)
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Stats:
HP: 90
Atk: ****(+)
Def: ****
SpA: *(-)
SpD: **
Spe: 30
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from Head Smash.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage, ten (10) damage for OHKO moves.
Heavy Metal [DW]: (Innate, Locked) The Pokemon's body structure is immensely dense, doubling its weight. When it uses a full-body attack or a weight-based attack it will do more damage, and it will be much harder to lift, throw, or knock back.
Attacks:
Tackle(*)
Harden(*)
Mud-Slap(*)
Headbutt(*)
Metal Claw(*)
Iron Defense(*)
Take Down(*)
Head Smash(*)
Screech(*)
Iron Head(*)
Hone Claws(*)
Earthquake(*)
Shadow Claw(*)
<Privatyke> (*) [Corporal Woodsy] (Male)
Nature: Careful (+SpDef, - Atk)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Electric: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: ***
Def: ***
SpA: * (-)
SpD: *** (+)
Spe: 35
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Unaware (Innate) : Nullifies all stat boosts or reductions of the opposing Pokemon other than Speed while this Pokemon is active.
Klutz [DW] (Locked, Can be Disabled): The accuracy of its attacks are increased by 10% (flat). Cannot use a hold item, ability only applies if the Pokemon is holding an item.
Attacks:
Bubble (*)
Smokescreen (*)
Yawn (*)
Wrap (*)
Arm Thrust (*)
Substitute (*)
Earthquake (*)
Waterfall (*)
Bulk Up (*)
Ice Punch (*)
Drain Punch (*)
Everyone should know how turn order goes now.
Duck, you're up!
Rules:
3v3 Singles
DQ Time: 3 Days
2 Recovers / 3 Non-100% Recovers / 6 Chills
A non-100% recover is a "draining move." This means stuff like Wood Horn, Drain Punch, and Giga Drain may be used 3 times per team throughout the entire match. Remember that Chills now restore 12% energy.
Arena:
Newbie Island Arena
Based in the wonderful island of yore, Newbie Island, where nobody can count above five and everything that's not a trainer is a punching bag. In the corner, they have a section of this palm-tree and surf island set aside for practice (or real) Pokemon Battles. This small arena is sandy, allowing Pokemon who can dig to do so. However, given that the rest of the island is for the training of newbies, this roped-off section of sand for Pokemon Battles is only a 40-foot diameter circle. Anyone attempting to escape outside the confines of the low walls is outside the protection of the arena, and can summarily be plausibly attacked or flattened by new trainers seeking cheap experience.
If you go outside the circle, there are new trainers that will attack you. They are as follows: Youngster (Pidgey; 50%), Picnicker (Hoppip; 25%), Bug Catcher (Butterfree / Beedrill; 10%), Fisherman (Goldeen; 15%). The moves they will use will not be revealed until they attack.
Combatants:

Bagon(*) Bellamy (M)
Nature: Naughty
Type: Dragon
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Stats:
HP: 90
Atk: ****(+)
Def: ***
SpA: **
SpD: *(-)
Spe: 50
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Sheer Force (DW): (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. (Locked)
Attacks:
Rage(*)
Bite(*)
Leer(*)
Headbutt(*)
Focus Energy(*)
Ember(*)
Dragon Dance(*)
Hydro Pump(*)
Fire Fang(*)
Shadow Claw(*)
Rock Slide(*)
Roar(*)

Eevee(*) Victoire (F)
Nature: Mild
Type: Normal
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: **
Def: *(-)
SpA: ***(+)
SpD: ***
Spe: 55
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Run Away: (Innate) This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability: (Innate) The moves that match this Pokemon’s type deal two (2) more damage.
Anticipation (Dream World): This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.(Locked)
Attacks:
Tail Whip(*)
Tackle(*)
Helping Hand(*)
Sand Attack(*)
Growl(*)
Quick Attack(*)
Detect(*)
Wish(*)
Fake Tears(*)
Shadow Ball(*)
Dig(*)
Attract(*)

Greebo(*) Scraggy (M)
Nature: Adamant
Type: Dark/Fighting
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: ****(+)
Def: ***
SpA: *(-)
SpD: ***
Spe: 48
EC: 1/6
MC: 1
DC: 1/5
Abilities:
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Moxie: (Innate)
This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage.
Intimidate (DW): (Can be enabled) 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 thier 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.
Attacks:
Leer(*)
Low Kick(*)
Sand Attack(*)
Faint Attack(*)
Headbutt(*)
Swagger(*)
Brick Break(*)
Payback(*)
Dragon Dance(*)
Drain Punch(*)
Thunder Punch(*)
Dragon Claw(*)
Stone Edge(*)
Poison Jab(*)

<Joltik> (*) [JolTIK] (Kenyan Female)
Nature: Mild (+SpAtk, - Def)
Type:
Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Stats:
HP: 90
Atk: **
Def: * (-)
SpA: **** (+)
SpD: **
Spe: 65
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Compoundeyes (Innate) : 1.3x modifier to all attacks' accuracy due to improved field of vision.
Unnerve [DW] (Locked): Apparently doesn't exist?
Attacks:
String Shot (*)
Leech Life (*)
Spider Web (*)
Thunder Wave (*)
Screech (*)
Fury Cutter (*)
ElecNet (*)
Bug Bite (*)
Gastro Acid (*)
Thunder (*)
Volt Change (*)
Light Screen (*)
Cross Poison (*)
Disable (*)
Rock Climb (*)

<Aron> (*) [Anesthetic] (Male)
Nature: Adamant (+Atk, -SpAtk)
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Stats:
HP: 90
Atk: ****(+)
Def: ****
SpA: *(-)
SpD: **
Spe: 30
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from Head Smash.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage, ten (10) damage for OHKO moves.
Heavy Metal [DW]: (Innate, Locked) The Pokemon's body structure is immensely dense, doubling its weight. When it uses a full-body attack or a weight-based attack it will do more damage, and it will be much harder to lift, throw, or knock back.
Attacks:
Tackle(*)
Harden(*)
Mud-Slap(*)
Headbutt(*)
Metal Claw(*)
Iron Defense(*)
Take Down(*)
Head Smash(*)
Screech(*)
Iron Head(*)
Hone Claws(*)
Earthquake(*)
Shadow Claw(*)

<Privatyke> (*) [Corporal Woodsy] (Male)
Nature: Careful (+SpDef, - Atk)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Electric: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: ***
Def: ***
SpA: * (-)
SpD: *** (+)
Spe: 35
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Unaware (Innate) : Nullifies all stat boosts or reductions of the opposing Pokemon other than Speed while this Pokemon is active.
Klutz [DW] (Locked, Can be Disabled): The accuracy of its attacks are increased by 10% (flat). Cannot use a hold item, ability only applies if the Pokemon is holding an item.
Attacks:
Bubble (*)
Smokescreen (*)
Yawn (*)
Wrap (*)
Arm Thrust (*)
Substitute (*)
Earthquake (*)
Waterfall (*)
Bulk Up (*)
Ice Punch (*)
Drain Punch (*)
Everyone should know how turn order goes now.
Duck, you're up!