Neo:
Cloud
Absol (M)
Nature:
Rash (Special attack increased by * ; Special Defence decreased by *)
Type:
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:
Pressure: (Type: Passive)
This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Super Luck: (Type: Passive)
This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.
Hidden Abilities:
Justified: (Type: Passive DW Locked)
This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's Attack and natural Attack stage will increase by one (1). Self-targeted attacks do not increase the natural Attack stage.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 2
SpA: Rank 4 +
SpD: Rank 1 -
Spe: 75
Size Class: 3
Weight Class: 3
Base Rank Total: 18
EC: -
MC: 2
DC: 1/5
KOC: 2
Moves:
Scratch (*)
Feint (*)
Leer (*)
Taunt (*)
Quick Attack (*)
Razor Wind (*)
Persuit (*)
Bite (*)
Double Team (*)
Swords Dance (*)
Egg Moves:
Magic Coat (*)
Me First (*)
Megahorn (*)
Zen Headbutt (*)
Sucker Punch (*)
Machine:
Flamethrower (*)
Ice Beam (*)
Thunderbolt (*)
Hyper Beam (*)
Protect (*)
Glade
Eevee (F)
Nature:
Calm (Special defence increased by * ; Attack decreased by *)
Type:
Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Run Away: (Type: Passive)
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.
Adaptability: (Type: Passive)
The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Hidden Abilities:
Anticipation: (Type: Passive 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 4 +
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 1/6
MC: 0
DC: 1/5
KOC: 2
Moves:
Helping Hand (*)
Tackle (*)
Tail Whip (*)
Sand-Attack (*)
Growl (*)
Quick Attack (*)
Bite (*)
Covet (*)
Takedown (*)
Egg Moves:
Wish (*)
Yawn (*)
Charm (*)
Detect (*)
Endure (*)
Machine:
Sunny Day (*)
Substitute (*)
Toxic (*)
Double Team (*)
Protect (*)
Shadow Ball
Box:
Voluzsch
Protowatt (M)
Nature: Naive (Speed increased by 15%, Accuracy +30% ; Special Defense decreased by *)
Type:
Electric
Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Trace (Type: Trigger)
This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard (Type: Passive)
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.
Shed Skin (Type: Passive; DW Locked)
(Passive) 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.
Stats:
HP: 80
Atk: Rank 1 (-)
Def: Rank 1
SpA: Rank 2
SpD: Rank 1
Spe: 109 (+)
Accuracy +30%
Size Class: 1
Weight Class: 1
Base Rank Total: 10
EC: 1/6
MC: 2
DC: 1/5
Moves:
Bubble (*)
Charge (*)
Tackle (*)
Thundershock (*)
Detect (*)
Counter (*)
Me First (*)
Metronome (*)
Mirror Coat (*)
Sheer Cold (*)
Dive (*)
Endure
Hidden Power Grass 7 (*)
Ice Beam
Substitute (*)
Rain Dance
Toxic (*)
Thunderbolt (*)
Nicholson
Slowpoke (M)
Nature: Quiet (Special Attack increased by * ; Speed decreased by 1%, -10 Evasion)
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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Oblivious (Type: Passive)
This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Own Tempo - (Type: Passive)
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 (Type: Passive; DW Locked)
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 13 (-)
Evasion -10
Height Class: 2
Weight Class: 3
Base Rank Total: 14
EC: 0/6
MC: 0
DC: 0/5
Moves:
Curse (*)
Yawn (*)
Tackle (*)
Growl (*)
Water Gun (*)
Confusion (*)
Disable (*)
Headbutt (*)
Heal Pulse
Slack Off
Psychic
Block (*)
Future Sight (*)
Magic Coat
Me First (*)
Mud Sport (*)
Sleep Talk
Stomp (*)
Bide
Dig
Endure
Earthquake
Flamethrower
Grass Knot
Light Screen (*)
Pay Day
Rain Dance (*)
Reflect
Safeguard (*)
Substitute (*)
Toxic (*)
2v2 Singles
Switch = KO
All Abilities
Training Items
2 chills
2 subs
Neo sends out (with or without applicable items)
Box sends out (with or without applicable items) and orders
Neo orders
Ref
IT BEGINS!
(also you forgot recoveries but only slowpoke really has one)

Cloud
Absol (M)
Nature:
Rash (Special attack increased by * ; Special Defence decreased by *)
Type:
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:
Pressure: (Type: Passive)
This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Super Luck: (Type: Passive)
This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.
Hidden Abilities:
Justified: (Type: Passive DW Locked)
This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's Attack and natural Attack stage will increase by one (1). Self-targeted attacks do not increase the natural Attack stage.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 2
SpA: Rank 4 +
SpD: Rank 1 -
Spe: 75
Size Class: 3
Weight Class: 3
Base Rank Total: 18
EC: -
MC: 2
DC: 1/5
KOC: 2
Moves:
Scratch (*)
Feint (*)
Leer (*)
Taunt (*)
Quick Attack (*)
Razor Wind (*)
Persuit (*)
Bite (*)
Double Team (*)
Swords Dance (*)
Egg Moves:
Magic Coat (*)
Me First (*)
Megahorn (*)
Zen Headbutt (*)
Sucker Punch (*)
Machine:
Flamethrower (*)
Ice Beam (*)
Thunderbolt (*)
Hyper Beam (*)
Protect (*)

Glade
Eevee (F)
Nature:
Calm (Special defence increased by * ; Attack decreased by *)
Type:
Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Run Away: (Type: Passive)
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.
Adaptability: (Type: Passive)
The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Hidden Abilities:
Anticipation: (Type: Passive 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 4 +
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 1/6
MC: 0
DC: 1/5
KOC: 2
Moves:
Helping Hand (*)
Tackle (*)
Tail Whip (*)
Sand-Attack (*)
Growl (*)
Quick Attack (*)
Bite (*)
Covet (*)
Takedown (*)
Egg Moves:
Wish (*)
Yawn (*)
Charm (*)
Detect (*)
Endure (*)
Machine:
Sunny Day (*)
Substitute (*)
Toxic (*)
Double Team (*)
Protect (*)
Shadow Ball
Box:

Voluzsch
Protowatt (M)
Nature: Naive (Speed increased by 15%, Accuracy +30% ; Special Defense decreased by *)
Type:
Electric
Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Trace (Type: Trigger)
This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard (Type: Passive)
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.
Shed Skin (Type: Passive; DW Locked)
(Passive) 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.
Stats:
HP: 80
Atk: Rank 1 (-)
Def: Rank 1
SpA: Rank 2
SpD: Rank 1
Spe: 109 (+)
Accuracy +30%
Size Class: 1
Weight Class: 1
Base Rank Total: 10
EC: 1/6
MC: 2
DC: 1/5
Moves:
Bubble (*)
Charge (*)
Tackle (*)
Thundershock (*)
Detect (*)
Counter (*)
Me First (*)
Metronome (*)
Mirror Coat (*)
Sheer Cold (*)
Dive (*)
Endure
Hidden Power Grass 7 (*)
Ice Beam
Substitute (*)
Rain Dance
Toxic (*)
Thunderbolt (*)

Nicholson
Slowpoke (M)
Nature: Quiet (Special Attack increased by * ; Speed decreased by 1%, -10 Evasion)
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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Oblivious (Type: Passive)
This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Own Tempo - (Type: Passive)
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 (Type: Passive; DW Locked)
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 13 (-)
Evasion -10
Height Class: 2
Weight Class: 3
Base Rank Total: 14
EC: 0/6
MC: 0
DC: 0/5
Moves:
Curse (*)
Yawn (*)
Tackle (*)
Growl (*)
Water Gun (*)
Confusion (*)
Disable (*)
Headbutt (*)
Heal Pulse
Slack Off
Psychic
Block (*)
Future Sight (*)
Magic Coat
Me First (*)
Mud Sport (*)
Sleep Talk
Stomp (*)
Bide
Dig
Endure
Earthquake
Flamethrower
Grass Knot
Light Screen (*)
Pay Day
Rain Dance (*)
Reflect
Safeguard (*)
Substitute (*)
Toxic (*)
2v2 Singles
Switch = KO
All Abilities
Training Items
2 chills
2 subs
Neo sends out (with or without applicable items)
Box sends out (with or without applicable items) and orders
Neo orders
Ref
IT BEGINS!
(also you forgot recoveries but only slowpoke really has one)