Today's battle was brought to you by Magikraps, the best dice game in the Pokemon world!
Today, both trainers decided to ride the Magik Karpet to Magik Land, where every Pokemon is a Magikarp! However, they keep their movepools!
Here's the trainers and their Pokemon:
Lord Jesseus's (no, he's not Jewish) Team:
	
	
		
			
		
		
	
	
		
	 
Dratini [Zeta] (Male)
Nature: Quiet (+SpA, -Spe)
 
Type:
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
 
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 43 (-)
Size Class: 2
Weight Class: 1
Base Rank Total: 13
 
EC: 0/9
MC: 0
DC: 0/5
 
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.
Marvel Scale (DW): (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
 
Attacks (13):
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
 
Extremespeed
Light Screen
Dragon Pulse
 
Ice Beam
Surf
Thunder
		
	
	
	
		
			
		
	
 
Scyther [Xi] (Male)
Nature: Adamant (+Atk, -SpA)
 
Type:
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
 
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 105
Size Class: 3
Weight Class: 4
Base Rank Total: 19
 
EC: 0/9
MC: 0
DC: 0/5
 
Abilities:
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power 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) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.
Steadfast (DW): (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.
 
Attacks (16):
Vacuum Wave
Leer
Focus Energy
Pursuit
Agility
Wing Attack
Fury Cutter
Quick Attack
Double Team
False Swipe
 
Endure
Reversal
Counter
 
Light Screen
Brick Break
U-Turn
		
	
	
	
		
			
		
	 
Dunsparce [Tsan] (Female)
Nature: Brave (+Atk, -spe)
 
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
 
Stats:
Base:
HP: 110
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 39 (-)
Size Class: 3
Weight Class: 2
Base Rank Total: 18
Evasion: -10%
 
MC: 0
DC: 0/5
 
Abilities:
Serene Grace: This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Run Away: 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.
Rattled (DW): 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. 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.
 
Attacks:
Rage
Defense Curl
Yawn
Glare
Rollout
Spite
Pursuit
 
Bite
Headbutt
Magic Coat
 
Thunder Wave
Rock Slide
Dig
		
	
	
	
		
			
		
	 
Nincada [Sampi] (Male)
Nature: Adamant (+Atk, -SpA)
Type:
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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.
Stats:
HP: 86
Atk: 3 (+)
Def: 3
SpA: 1 (-)
SpD: 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 2/6
MC: 1
DC: 2/5
Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Run Away: (DW) (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.
Attacks (14):
Scratch
Harden
Leech Life
Sand-Attack
Fury Swipes
Mind Reader
False Swipe
Dig
Endure
Bug Bite
Gust
Substitute
X-Scissor
Aerial Ace
		
	
	
	
		
			
		
	
Seadra [Kappa] (Female)
Nature: Quiet (+SpA, -Spe)
 
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 74 (-)
Eva: -10%
Size Class: 2
Weight Class: 2
Base Rank Total: 16
 
EC: 6/9
MC: 1
DC: 5/5
 
Abilities:
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
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).
Damp (DW): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
 
Attacks (19):
Bubble
Smokescreen
Leer
Water Gun
Focus Energy
Bubblebeam
Agility
Brine
Hydro Pump
Dragon Dance
Outrage
Signal Beam
Disable
Surf
Hidden Power (Electric 7)
Ice Beam
Rest
Sleep Talk
Bounce
Dive
Substitute
Scald
Razor Wind
		
	
	
	
		
			
		
	
Poliwhirl [Nu a.k.a Trolliwhirl] (Male)
Nature: Quiet (+SpA, -Spe)
 
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 78 (-)
Eva: -10%
Size Class: 2
Weight Class: 2
Base Rank Total: 16
 
EC: 7/9
MC: 1
DC: 5/5
 
Abilities:
Damp: This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Swift Swim (DW): (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Attacks (17):
Water Sport
Bubble
Hypnosis
Water Gun
Doubleslap
Rain Dance
Body Slam
Bubblebeam
Mud Bomb
Encore
Endure
Endeavour
Surf
Psychic
Dig
Ice Beam
Toxic
Dive
Earthquake
Brick Break
Scald
Substitute
		
	
				
			Today, both trainers decided to ride the Magik Karpet to Magik Land, where every Pokemon is a Magikarp! However, they keep their movepools!
Here's the trainers and their Pokemon:
Lord Jesseus's (no, he's not Jewish) Team:
Dratini [Zeta] (Male)
Nature: Quiet (+SpA, -Spe)
Type:
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 43 (-)
Size Class: 2
Weight Class: 1
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
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.
Marvel Scale (DW): (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
Attacks (13):
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Extremespeed
Light Screen
Dragon Pulse
Ice Beam
Surf
Thunder
Scyther [Xi] (Male)
Nature: Adamant (+Atk, -SpA)
Type:
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 105
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power 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) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.
Steadfast (DW): (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.
Attacks (16):
Vacuum Wave
Leer
Focus Energy
Pursuit
Agility
Wing Attack
Fury Cutter
Quick Attack
Double Team
False Swipe
Endure
Reversal
Counter
Light Screen
Brick Break
U-Turn
Dunsparce [Tsan] (Female)
Nature: Brave (+Atk, -spe)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Stats:
Base:
HP: 110
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 39 (-)
Size Class: 3
Weight Class: 2
Base Rank Total: 18
Evasion: -10%
MC: 0
DC: 0/5
Abilities:
Serene Grace: This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Run Away: 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.
Rattled (DW): 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. 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.
Attacks:
Rage
Defense Curl
Yawn
Glare
Rollout
Spite
Pursuit
Bite
Headbutt
Magic Coat
Thunder Wave
Rock Slide
Dig
Nincada [Sampi] (Male)
Nature: Adamant (+Atk, -SpA)
Type:
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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.
Stats:
HP: 86
Atk: 3 (+)
Def: 3
SpA: 1 (-)
SpD: 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 2/6
MC: 1
DC: 2/5
Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Run Away: (DW) (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.
Attacks (14):
Scratch
Harden
Leech Life
Sand-Attack
Fury Swipes
Mind Reader
False Swipe
Dig
Endure
Bug Bite
Gust
Substitute
X-Scissor
Aerial Ace
Seadra [Kappa] (Female)
Nature: Quiet (+SpA, -Spe)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 74 (-)
Eva: -10%
Size Class: 2
Weight Class: 2
Base Rank Total: 16
EC: 6/9
MC: 1
DC: 5/5
Abilities:
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
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).
Damp (DW): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Attacks (19):
Bubble
Smokescreen
Leer
Water Gun
Focus Energy
Bubblebeam
Agility
Brine
Hydro Pump
Dragon Dance
Outrage
Signal Beam
Disable
Surf
Hidden Power (Electric 7)
Ice Beam
Rest
Sleep Talk
Bounce
Dive
Substitute
Scald
Razor Wind
Poliwhirl [Nu a.k.a Trolliwhirl] (Male)
Nature: Quiet (+SpA, -Spe)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 78 (-)
Eva: -10%
Size Class: 2
Weight Class: 2
Base Rank Total: 16
EC: 7/9
MC: 1
DC: 5/5
Abilities:
Damp: This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Swift Swim (DW): (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Attacks (17):
Water Sport
Bubble
Hypnosis
Water Gun
Doubleslap
Rain Dance
Body Slam
Bubblebeam
Mud Bomb
Encore
Endure
Endeavour
Surf
Psychic
Dig
Ice Beam
Toxic
Dive
Earthquake
Brick Break
Scald
Substitute
Gerard's Team:
	
	
		
			
	
	
	
		
			
	
	
	
		
			
	
	
	
		
			
	
	
	
		
			
	
	
	
		
			
	
Kitsunoh (Fantine) {F}
..
		
	
Nature: Jolly (+15% Speed, +20% Accuracy, -1 SpA)
Type: Ghost/Steel
Abilities:
Stats:
HP: 100
Atk: 4
Def: 3
SpA: 1 (-)
SpD: 3
Spe: 127 (+)
SC: 3
WC: 4
BST: 19
EC: 6/6
MC: 5
DC: 5/5
Attacks: 32
Imprison
Tail Whip
Scratch
Iron Defense
Lick
Odor Sleuth
Faint Attack
Shadow Sneak
Metal Claw
Curse
Fake Out
ShadowStrike
Perish Song
Revenge
Copycat
Perish Song
 
Taunt
Shadow Claw
Double Team
Earthquake
Will-o-Wisp
Substitute
U-Turn
Roar
Dig
Yawn
Meteor Mash
Foul Play
Psycho Shift
Magic Coat
Ice Punch
Thunder Punch
		..
Nature: Jolly (+15% Speed, +20% Accuracy, -1 SpA)
Type: Ghost/Steel
- 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.
 
- 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:
- Frisk: (Can be Activated)
 
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. 
- Limber: (Innate)
 
This Pokemon’s body is well trained and immune to paralysis.
- Cursed Body: (Innate)
 
   When this Pokemon is struck by an  opponent's attack that makes   contact,  there is a 30% chance that 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: 4
Def: 3
SpA: 1 (-)
SpD: 3
Spe: 127 (+)
SC: 3
WC: 4
BST: 19
EC: 6/6
MC: 5
DC: 5/5
Attacks: 32
Imprison
Tail Whip
Scratch
Iron Defense
Lick
Odor Sleuth
Faint Attack
Shadow Sneak
Metal Claw
Curse
Fake Out
ShadowStrike
Perish Song
Revenge
Copycat
Perish Song
Taunt
Shadow Claw
Double Team
Earthquake
Will-o-Wisp
Substitute
U-Turn
Roar
Dig
Yawn
Meteor Mash
Foul Play
Psycho Shift
Magic Coat
Ice Punch
Thunder Punch
Reuniclus (Gavroche) {M}
		
	
		
	
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Psyquic
 
Abilities:
HP: 110
Atk: 4 (+)
Def: 3
SpA: 5
SpD: 3
Spe: 26 (-)
SC: 2
WC: 2
BST: 20
EC: 9/9
MC: 6
DC: 5/5
Attacks: 31
Psywave
Reflect
Rollout
Snatch
Hidden Power Fire (7)
Light Screen
Charm
Recover
Pain Split
Endeavor
Thunder Wave
Flash Cannon
Double Team
Psyshock
Protect
Toxic
Psychic
Thunder
Energy Ball
Hyper Beam
Shadow Ball
Hyper Beam
Focus Blast
Trick Room
Calm Mind
Rock Slide
Gyro Ball
Confuse Ray
Acid Armor
Imprison
Trick
		
	Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Psyquic
- Psyquic: 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 attacks regardless of weight difference.
 
Abilities:
- Magic Guard: (Innate)
 
This   Pokemon is infused with a powerful psycho-electric energy that  makes it   immune to damage from Hail, Sandstorm, and damage from Leech  Seed,   Poisoning, and Burn. It can still attack itself in confusion, but  will   not absorb any damage from it. Additionally, the energy protects  the   Pokemon from its own reckless recoil attacks.
- Overcoat: (Innate)
 
This Pokemon has a sturdy exterior that rebuffs the elements, making   it  immune to damage inflicted by bad weather. If the Pokemon is  already   immune to at least one (1) kind of weather by typing or a  different   ability, Overcoat reduces the Base Attack Power of all  oncoming attacks   by one (1).
- Regenerator: (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:
HP: 110
Atk: 4 (+)
Def: 3
SpA: 5
SpD: 3
Spe: 26 (-)
SC: 2
WC: 2
BST: 20
EC: 9/9
MC: 6
DC: 5/5
Attacks: 31
Psywave
Reflect
Rollout
Snatch
Hidden Power Fire (7)
Light Screen
Charm
Recover
Pain Split
Endeavor
Thunder Wave
Flash Cannon
Double Team
Psyshock
Protect
Toxic
Psychic
Thunder
Energy Ball
Hyper Beam
Shadow Ball
Hyper Beam
Focus Blast
Trick Room
Calm Mind
Rock Slide
Gyro Ball
Confuse Ray
Acid Armor
Imprison
Trick
Starmie (Vogue) {O}
		
	
		
	
Nature: Timid (+15% Speed, +20% Acc, -1 Atk)
Type: Water / Psychic
 
Abilities:
 
   
HP: 90
Atk: 2 (-)
Def: 3
SpA: 4
SpD: 3
Spe: 133 (115*1.15)
SC: 2
WC: 4
BST: 19
EC: 6/6
MC: 0
DC: 5/5
 
Attacks: 24
Tackle
Harden
Water Gun
Rapid Spin
Recover
Camouflage
Swift
Light Screen
Minimize
Hydro Pump
Confuse Ray
Surf
Ice Beam
Thunderbolt
Psychic
Substitute
Dive
Protect
Reflect
Thunder
Blizzard
Double Team
Hidden Power Fire (7)
Rain Dance
Aurora Beam
Barrier
Supersonic
Bide
		
	Nature: Timid (+15% Speed, +20% Acc, -1 Atk)
Type: Water / Psychic
- 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 attacks regardless of weight difference.
 
- Water Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
 
Abilities:
- Illuminate: (Can be Activated)
 
When     this Pokemon initially goes out into the battlefield, it generates    an   intense light that blinds opponents, reducing their Accuracy stage   by    one (1). The accuracy drop is maintained at the end of each  round.  If    an opponent switches in a new Pokemon, Illuminate can be   activated  again   as an Action, and will affect all opponents.
- Natural Cure: (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.
- Analytic: (Can be Enabled)
 
 If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 90
Atk: 2 (-)
Def: 3
SpA: 4
SpD: 3
Spe: 133 (115*1.15)
SC: 2
WC: 4
BST: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks: 24
Tackle
Harden
Water Gun
Rapid Spin
Recover
Camouflage
Swift
Light Screen
Minimize
Hydro Pump
Confuse Ray
Surf
Ice Beam
Thunderbolt
Psychic
Substitute
Dive
Protect
Reflect
Thunder
Blizzard
Double Team
Hidden Power Fire (7)
Rain Dance
Aurora Beam
Barrier
Supersonic
Bide
Kirlia (Katherine) {F}
		
	
		
	
Nature: Bold (+1 Def, -1 Atk)
Type: Psychic
Abilities:
    
HP: 90
Atk: 1 (-)
Def: 3 (+)
SpA: 3
SpD: 2
Spe: 50
SC: 1
WC: 2
BST: 13
EC: 6/9
MC: 4
DC: 5/5
  
Attacks: 21
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Psychic
Stored Power
Disable
Confuse Ray
Encore
Thunderbolt
Shadow Ball
Will-O-Wisp
Protect
Reflect
Light Screen
Thunder Wave
Taunt
		
	Nature: Bold (+1 Def, -1 Atk)
Type: Psychic
- 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 attacks regardless of weight difference.
 
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.
- Trace: (Can be activated)
 
This Pokemon can copy an ability of the  opponent and replace Trace for six (6) actions. Wonder Guard cannot be  Traced.
- Telepathy: (Innate)
 
     This Pokemon has a mental link with its  allies in multiple allies,      allowing it to avoid taking damage from  attacks that affect the  whole     field like Earthquake and Surf.
Stats:
HP: 90
Atk: 1 (-)
Def: 3 (+)
SpA: 3
SpD: 2
Spe: 50
SC: 1
WC: 2
BST: 13
EC: 6/9
MC: 4
DC: 5/5
Attacks: 21
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Psychic
Stored Power
Disable
Confuse Ray
Encore
Thunderbolt
Shadow Ball
Will-O-Wisp
Protect
Reflect
Light Screen
Thunder Wave
Taunt
Ralts (Rhadamanthys) {M}
 
		
	
		
	
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Psychic
 
Abilities:
 
 
     
HP: 90
Atk: 2 (+)
Def: 1
SpA: 2
SpD: 2
Spe: 34 (40/1.15)
SC: 1
WC: 1
BST: 10
 
EC 0/9
MC 0
DC 0/5
   
 
Attacks: 14
 
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
 
Disable
Confuse Ray
Encore
Taunt
Shadow Ball
Will-O-Wisp
		
	Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Psychic
- 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 attacks regardless of weight difference.
 
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.
- Trace: (Can be activated)
 
This Pokemon can copy an ability of the  opponent and replace Trace for six (6) actions. Wonder Guard cannot be  Traced.
- Telepathy (DW): (Innate)
 
     This Pokemon has a mental link with its  allies in multiple allies,      allowing it to avoid taking damage from  attacks that affect the  whole     field like Earthquake and Surf.
Stats:
HP: 90
Atk: 2 (+)
Def: 1
SpA: 2
SpD: 2
Spe: 34 (40/1.15)
SC: 1
WC: 1
BST: 10
EC 0/9
MC 0
DC 0/5
Attacks: 14
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Disable
Confuse Ray
Encore
Taunt
Shadow Ball
Will-O-Wisp
Abra (Nessarose) {M}
		
	
		
	
Nature: Hasty (+15% Speed, +30% Accuracy, -1 Def)
Type: Psychic
Abilities:
    
HP: 80
Atk: 1
Def: 0 (-)
SpA: 4
SpD: 2
Spe: 104 (90 x 1.15 = 103.5)
SC: 2
WC: 2
BST: 18
EC 2/9
MC 7
DC 2/5
  
Attacks: 7
Teleport
Guard Split
Light Screen
Encore
Psychic
Shadow Ball
Energy Ball
		
	Nature: Hasty (+15% Speed, +30% Accuracy, -1 Def)
Type: Psychic
- 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 attacks regardless of weight difference.
 
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 (DW) (Innate)
 
This    Pokemon is infused with a powerful psycho-electric energy  that   makes   it immune to damage from Hail, Sandstorm, and damage from  Leech    Seed,  Poisoning, and Burn. It can still attack itself in  confusion,   but  will  not absorb any damage from it. Additionally, the  energy   protects  the  Pokemon from its own reckless recoil attacks.
Stats:
HP: 80
Atk: 1
Def: 0 (-)
SpA: 4
SpD: 2
Spe: 104 (90 x 1.15 = 103.5)
SC: 2
WC: 2
BST: 18
EC 2/9
MC 7
DC 2/5
Attacks: 7
Teleport
Guard Split
Light Screen
Encore
Psychic
Shadow Ball
Energy Ball
Rules:
6v6 Triples (all Magikarps)
1 Day DQ
2 Recovers, 5 Chills
Training Items only
Switch = OK
One ability
Stage:
	
	
		
			
	
	
	
		
			
		
	
Magikarp
HP: 80
Atk: Rank 1
Def: Rank 2
SpA: Rank 1
SpD: Rank 1
Spe: 80
Size Class: 1
Weight Class: 2
Base Rank Total: 9
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Rattled (DW): 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. 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.
		
	
Jesseus, send out your first three Magikarp, then Gerard sends his three out and chooses two actions each, then Jesseus chooses actions, then I'll ref.
6v6 Triples (all Magikarps)
1 Day DQ
2 Recovers, 5 Chills
Training Items only
Switch = OK
One ability
Stage:
The Arena is a beautiful lake area. Lots of  freshwater, including nice  waterfalls, as well as little rocky idlands  and rich plant growth.
But most importantly: All Pokemon are transformed into Magikarp! They retain their movepools, but their stats, typing and ability change to that of a Neutral Natured Magikarp (with full DC).
For reference:
		But most importantly: All Pokemon are transformed into Magikarp! They retain their movepools, but their stats, typing and ability change to that of a Neutral Natured Magikarp (with full DC).
For reference:
	Magikarp
HP: 80
Atk: Rank 1
Def: Rank 2
SpA: Rank 1
SpD: Rank 1
Spe: 80
Size Class: 1
Weight Class: 2
Base Rank Total: 9
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Rattled (DW): 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. 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.
Jesseus, send out your first three Magikarp, then Gerard sends his three out and chooses two actions each, then Jesseus chooses actions, then I'll ref.