Battle On!
Arena:
ASB Arena
Rules:
3 vs. 3 vs. 3 Melee
2 Recovers / 5 Chills
2-day Player DQ / 3-day Ref DQ
One Ability
No Items
Switch=OK
Special Rule: Each trainer may make 1 Substitution per opponent per Round
Teams:
Flamestrike:
Torterra(*) - Seedstrike (M)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Grass/Ground
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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 48 (56/1.15v)
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Tackle(*)
Withdraw(*)
Absorb(*)
Razor Leaf(*)
Curse(*)
Bite(*)
Mega Drain(*)
Leech Seed
Synthesis
Crunch
Giga Drain
Leaf Storm
Wood Hammer
Earthquake
Growth(*)
Seed Bomb(*)
Superpower(*)
Protect(*)
Swords Dance(*)
Substitute(*)
Stone Edge
Rock Slide
Honchkrow - Nightstrike (F)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Dark/Flying
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Moxie (DW): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Stats:
HP: 110
Atk: Rank 6 (+)
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 61 (71/1.15v)
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance
Swagger
Taunt
Nasty Plot
Tailwind
Night Slash
Sucker Punch
Dark Pulse
Psycho Shift
Roost
Sky Attack
Heat Wave
Double Team
Payback
Snarl
Tyranitar - Boulderstrike (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Rock/Dark
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Abilities:
Sand Stream: (Innate) When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.
Unnerve (DW): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stats:
HP: 110
Atk: Rank 5
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 53 (61/1.15v)
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Thunder Fang
Fire Fang
Ice Fang
Bite
Leer
Sandstorm
Screech
Chip Away
Rock Slide
Scary Face
Thrash
Payback
Crunch
Earthquake
Stone Edge
Curse
Iron Defense
Stealth Rock
Counter
Taunt
Protect
Smack Down
Dig
Tortferngatr:
Syclant [Freeze] Male
Nature: Rash (+1 Rank special attack, -1 Rank special defense)
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.
Stats: 70/116/70/114+/64-/121
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 2 (-)
Spe: 121
EC: 6/6
MC: 13
DC: 5/5-DW unlocked!
Abilities:
Ability 1: Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Ability 2: Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round.
Ability 3: Technician: (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).
Ice Punch
Leer (*)
Leech Life (*)
Ice Shard (*)
Focus Energy (*)
Slash (*)
Icy Wind (*)
Scratch (*)
Bug Bite (*)
Icicle Spear (*)
Bug Buzz
Hail
Earth Power (*)
Tail Glow (*)
Spikes (*)
Water Pulse
Blizzard (*)
Struggle Bug (*)
Hidden Power (Electric, base 6, energy cost 4) (*)
U-Turn
Brick Break
Stone Edge
Acrobatics
Protect
Substitute
Quash
Natural Gift
Walrein Flotsam (M)
Nature: Sassy (A 15% decrease in Base Speed [Truncated] and a +10% flat increase in the accuracy (e.g. 85 Accuracy becomes 95) on the opponent Pokemon's attacks; +1 rank in special defense)
Type: Ice/Water
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.
Stats: 110/80/90/95/90+/65-
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 4(+)
Spe: 56 (-)
EC: 9/9
MC: 2
DC: 5/5-DW unlocked!
Abilities:
Ability 1: Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Ability 2: 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.)
Ability 3: Oblivious: (Innate, DW) This Pokemon is incapable of being effected by Attract or Cute Charm.
Attacks:
Crunch
Defense Curl
Powder Snow
Growl
Water Gun
Encore
Ice Ball
Body Slam
Aurora Beam
Hail
Blizzard
Rest
Signal Beam
Curse
Yawn
Sleep Talk
Earthquake
Rock Slide
Waterfall
Protect
Surf
Toxic
Whirlpool
Super Fang
Dunsparce [Flinch] Male
Nature: Quirky (no changes)
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Stats: 100/70/70/65/65/45
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 45
MC: 0
DC: 4/5
Abilities:
Ability 1: Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Ability 2: 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.
Ability 3: Rattled: (Innate, DW locked) These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types.
Attacks:
Rage
Defense Curl
Yawn
Glare
Rollout
Spite
Pursuit
Roost
Coil
Headbutt
Secret Power
Bite
Magic Coat
Rock Slide
Rock Smash
Blizzard
Protect
Zen Headbutt
Lyris1035:
Zoroark (*) Zorroaaku (F)
Nature: Naive (+15% Speed, +17% Accuracy, -1 SpD)
Type: Dark
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction
Abilities:
Illusion: (Innate) Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion.
Stats:
Natue: Naive
HP: 90
Atk: Rank 4
Def: Rank 2
SpA: Rank 5
SpD: Rank 1 (-)
Spe: 121 (105 * 1.15 = 120.75, which rounds up to 121)(+)
EC: 6/6
MC: 0
Attacks:
U-turn
Scratch (*)
Leer (*)
Pursuit (*)
Fake Tears (*)
Fury Swipes (*)
Faint Attack (*)
Scary Face (*)
Taunt (*)
Foul Play
Night Daze
Agility
Nasty Plot
Torment
Embargo
Night Slash
Dark Pulse (*)
Extrasensory (*)
Snatch (*)
Sucker Punch
Counter
Hone Claws (*)
Shadow Ball (*)
Snarl (*)
Aerial Ace
Flamethrower
Sunny Day
Samurott (*) Aquarai (F)
Nature: Naughty (+1 Atk, -1 SpD)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Torrent: When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by
two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Shell Armor (DW Unlocked): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Stats:
Nature: Naughty
HP: 100
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 70
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Megahorn
Tackle (*)
Tail Whip (*)
Water Gun (*)
Water Sport (*)
Focus Energy (*)
Razor Shell (*)
Fury Cutter (*)
Water Pulse (*)
Revenge (*)
Aqua Jet
Encore
Aqua Tail
Retaliate
Hydro Pump
Hydro Cannon
Water Pledge
Air Slash (*)
Brine (*)
Night Slash (*)
Ice Beam (*)
Rain Dance (*)
Scald (*)
Swords Dance
Surf
X-Scissor
Taunt
Dragon Tail
Aerial Ace
Lucario (*) Kari (F)
Nature: Naive (+15% Speed, +13% Accuracy, -1 SpD)
Type: Fighting/Steel
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities:
Stradfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
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.
Justified (DW Unlocked): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
Nature: Naive
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 104 (90 * 1.15 = 103.5, which rounds up to 104) (+)
EC: 6/6
MC: 1
DC: 5/5
Attacks:
Dark Pulse
Quick Attack (*)
Foresight (*)
Detect
Metal Claw
Endure (*)
Counter (*)
Force Palm (*)
Feint (*)
Bone Rush
Metal Sound
Me First
Aura Sphere
Dragon Pulse
ExtremeSpeed
Screech (*)
Copycat
Nasty Plot
Reversal (*)
Quick Guard
Agility (*)
Bullet Punch (*)
Vacuum Wave (*)
Magnet Rise
Magic Coat
Brick Break (*)
Work Up (*)
Swords Dance (*)
Attract
Drain Punch
Retaliate
Psychic
Flamestrike releases Pokemon + Ability --> Tortferngatr releases Pokemon + Ability --> Lyris1035 releases Pokemon + Ability + Actions --> Tortferngatr issues Actions --> Flamestrike issues Actions --> Korski refs
Arena:
ASB Arena
Rules:
3 vs. 3 vs. 3 Melee
2 Recovers / 5 Chills
2-day Player DQ / 3-day Ref DQ
One Ability
No Items
Switch=OK
Special Rule: Each trainer may make 1 Substitution per opponent per Round
Teams:
Flamestrike:

Torterra(*) - Seedstrike (M)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Grass/Ground
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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 48 (56/1.15v)
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Tackle(*)
Withdraw(*)
Absorb(*)
Razor Leaf(*)
Curse(*)
Bite(*)
Mega Drain(*)
Leech Seed
Synthesis
Crunch
Giga Drain
Leaf Storm
Wood Hammer
Earthquake
Growth(*)
Seed Bomb(*)
Superpower(*)
Protect(*)
Swords Dance(*)
Substitute(*)
Stone Edge
Rock Slide

Honchkrow - Nightstrike (F)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Dark/Flying
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Moxie (DW): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Stats:
HP: 110
Atk: Rank 6 (+)
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 61 (71/1.15v)
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance
Swagger
Taunt
Nasty Plot
Tailwind
Night Slash
Sucker Punch
Dark Pulse
Psycho Shift
Roost
Sky Attack
Heat Wave
Double Team
Payback
Snarl

Tyranitar - Boulderstrike (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Rock/Dark
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Abilities:
Sand Stream: (Innate) When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.
Unnerve (DW): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stats:
HP: 110
Atk: Rank 5
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 53 (61/1.15v)
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Thunder Fang
Fire Fang
Ice Fang
Bite
Leer
Sandstorm
Screech
Chip Away
Rock Slide
Scary Face
Thrash
Payback
Crunch
Earthquake
Stone Edge
Curse
Iron Defense
Stealth Rock
Counter
Taunt
Protect
Smack Down
Dig
Tortferngatr:

Syclant [Freeze] Male
Nature: Rash (+1 Rank special attack, -1 Rank special defense)
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.
Stats: 70/116/70/114+/64-/121
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 2 (-)
Spe: 121
EC: 6/6
MC: 13
DC: 5/5-DW unlocked!
Abilities:
Ability 1: Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Ability 2: Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round.
Ability 3: Technician: (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).
Ice Punch
Leer (*)
Leech Life (*)
Ice Shard (*)
Focus Energy (*)
Slash (*)
Icy Wind (*)
Scratch (*)
Bug Bite (*)
Icicle Spear (*)
Bug Buzz
Hail
Earth Power (*)
Tail Glow (*)
Spikes (*)
Water Pulse
Blizzard (*)
Struggle Bug (*)
Hidden Power (Electric, base 6, energy cost 4) (*)
U-Turn
Brick Break
Stone Edge
Acrobatics
Protect
Substitute
Quash
Natural Gift

Walrein Flotsam (M)
Nature: Sassy (A 15% decrease in Base Speed [Truncated] and a +10% flat increase in the accuracy (e.g. 85 Accuracy becomes 95) on the opponent Pokemon's attacks; +1 rank in special defense)
Type: Ice/Water
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.
Stats: 110/80/90/95/90+/65-
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 4(+)
Spe: 56 (-)
EC: 9/9
MC: 2
DC: 5/5-DW unlocked!
Abilities:
Ability 1: Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Ability 2: 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.)
Ability 3: Oblivious: (Innate, DW) This Pokemon is incapable of being effected by Attract or Cute Charm.
Attacks:
Crunch
Defense Curl
Powder Snow
Growl
Water Gun
Encore
Ice Ball
Body Slam
Aurora Beam
Hail
Blizzard
Rest
Signal Beam
Curse
Yawn
Sleep Talk
Earthquake
Rock Slide
Waterfall
Protect
Surf
Toxic
Whirlpool
Super Fang

Dunsparce [Flinch] Male
Nature: Quirky (no changes)
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Stats: 100/70/70/65/65/45
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 45
MC: 0
DC: 4/5
Abilities:
Ability 1: Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Ability 2: 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.
Ability 3: Rattled: (Innate, DW locked) These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types.
Attacks:
Rage
Defense Curl
Yawn
Glare
Rollout
Spite
Pursuit
Roost
Coil
Headbutt
Secret Power
Bite
Magic Coat
Rock Slide
Rock Smash
Blizzard
Protect
Zen Headbutt
Lyris1035:

Zoroark (*) Zorroaaku (F)
Nature: Naive (+15% Speed, +17% Accuracy, -1 SpD)
Type: Dark
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction
Abilities:
Illusion: (Innate) Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion.
Stats:
Natue: Naive
HP: 90
Atk: Rank 4
Def: Rank 2
SpA: Rank 5
SpD: Rank 1 (-)
Spe: 121 (105 * 1.15 = 120.75, which rounds up to 121)(+)
EC: 6/6
MC: 0
Attacks:
U-turn
Scratch (*)
Leer (*)
Pursuit (*)
Fake Tears (*)
Fury Swipes (*)
Faint Attack (*)
Scary Face (*)
Taunt (*)
Foul Play
Night Daze
Agility
Nasty Plot
Torment
Embargo
Night Slash
Dark Pulse (*)
Extrasensory (*)
Snatch (*)
Sucker Punch
Counter
Hone Claws (*)
Shadow Ball (*)
Snarl (*)
Aerial Ace
Flamethrower
Sunny Day

Samurott (*) Aquarai (F)
Nature: Naughty (+1 Atk, -1 SpD)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Torrent: When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by
two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Shell Armor (DW Unlocked): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Stats:
Nature: Naughty
HP: 100
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 70
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Megahorn
Tackle (*)
Tail Whip (*)
Water Gun (*)
Water Sport (*)
Focus Energy (*)
Razor Shell (*)
Fury Cutter (*)
Water Pulse (*)
Revenge (*)
Aqua Jet
Encore
Aqua Tail
Retaliate
Hydro Pump
Hydro Cannon
Water Pledge
Air Slash (*)
Brine (*)
Night Slash (*)
Ice Beam (*)
Rain Dance (*)
Scald (*)
Swords Dance
Surf
X-Scissor
Taunt
Dragon Tail
Aerial Ace

Lucario (*) Kari (F)
Nature: Naive (+15% Speed, +13% Accuracy, -1 SpD)
Type: Fighting/Steel
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities:
Stradfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
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.
Justified (DW Unlocked): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
Nature: Naive
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 104 (90 * 1.15 = 103.5, which rounds up to 104) (+)
EC: 6/6
MC: 1
DC: 5/5
Attacks:
Dark Pulse
Quick Attack (*)
Foresight (*)
Detect
Metal Claw
Endure (*)
Counter (*)
Force Palm (*)
Feint (*)
Bone Rush
Metal Sound
Me First
Aura Sphere
Dragon Pulse
ExtremeSpeed
Screech (*)
Copycat
Nasty Plot
Reversal (*)
Quick Guard
Agility (*)
Bullet Punch (*)
Vacuum Wave (*)
Magnet Rise
Magic Coat
Brick Break (*)
Work Up (*)
Swords Dance (*)
Attract
Drain Punch
Retaliate
Psychic
Flamestrike releases Pokemon + Ability --> Tortferngatr releases Pokemon + Ability --> Lyris1035 releases Pokemon + Ability + Actions --> Tortferngatr issues Actions --> Flamestrike issues Actions --> Korski refs