The Royal Guard
Arcanine [Korlyam] (Male)
Nature: Naughty (+1 Atk, -1 SpD)
Type:
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:
Intimidate: (Can be Activated) 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 their 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 as an Action, and will affect all opponents.
Flash Fire: (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.
Justified: (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 another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
HP: 100
Atk: 5 (+)
Def: 3
SpA: 4
SpD: 2 (-)
Spe: 95
SC: 4
WC: 5
BRT: 20
EC: 6/6
MC: 0
DC: 5/5
Attacks: 33
Leer
Flame Wheel
Bite
Helping Hand
Take Down
Roar
Ember
Odor Sleuth
Reversal
Fire Fang
Thunder Fang
Flare Blitz
Crunch
Extremespeed
Retaliate
Flame Burst
Agility
Flamethrower
Close Combat
Morning Sun
Heat Wave
Howl
Outrage
Thrash
Aerial Ace
Dig
Wild Charge
Flame Charge
Protect
Safeguard
Double Team
Toxic

Nature: Naughty (+1 Atk, -1 SpD)
Type:
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:
Intimidate: (Can be Activated) 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 their 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 as an Action, and will affect all opponents.
Flash Fire: (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.
Justified: (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 another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
HP: 100
Atk: 5 (+)
Def: 3
SpA: 4
SpD: 2 (-)
Spe: 95
SC: 4
WC: 5
BRT: 20
EC: 6/6
MC: 0
DC: 5/5
Attacks: 33
Leer
Flame Wheel
Bite
Helping Hand
Take Down
Roar
Ember
Odor Sleuth
Reversal
Fire Fang
Thunder Fang
Flare Blitz
Crunch
Extremespeed
Retaliate
Flame Burst
Agility
Flamethrower
Close Combat
Morning Sun
Heat Wave
Howl
Outrage
Thrash
Aerial Ace
Dig
Wild Charge
Flame Charge
Protect
Safeguard
Double Team
Toxic
Weavile [Lasfirlian] (Male)
Nature: Lonely (+1 to Attack, -1 to Def)
Type:
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.
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: (Innate) 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.
Pickpocket: (Innate) This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.
Stats:
HP: 100
Atk: 6 (+)
Def: 2 (-)
SpA: 2
SpD: 3
Spe: 125
SC: 2
WC: 3
BRT: 21
EC: 6/6
MC: 1
DC: 5/5
Attacks: 30
Agility
Leer
Taunt
Scratch
Assurance
Screech
Fury Swipes
Faint Attack
Quick Attack
Ice Shard
Embargo
Revenge
Metal Claw
Fling
Icy Wind
Nasty Plot
Night Slash
Hone Claws
Dark Pulse
Counter
Fake Out
Crush Claw
Ice Punch
Feint
Bite
Avalanche
Dynamic Punch
Protect
Shadow Claw
Dig
X-Scissor
Reflect

Nature: Lonely (+1 to Attack, -1 to Def)
Type:
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.
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: (Innate) 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.
Pickpocket: (Innate) This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.
Stats:
HP: 100
Atk: 6 (+)
Def: 2 (-)
SpA: 2
SpD: 3
Spe: 125
SC: 2
WC: 3
BRT: 21
EC: 6/6
MC: 1
DC: 5/5
Attacks: 30
Agility
Leer
Taunt
Scratch
Assurance
Screech
Fury Swipes
Faint Attack
Quick Attack
Ice Shard
Embargo
Revenge
Metal Claw
Fling
Icy Wind
Nasty Plot
Night Slash
Hone Claws
Dark Pulse
Counter
Fake Out
Crush Claw
Ice Punch
Feint
Bite
Avalanche
Dynamic Punch
Protect
Shadow Claw
Dig
X-Scissor
Reflect
Seviper [VonKarma] (M)
Nature: Brave (+1 Atk, -15% speed)
Type:
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
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.
Infiltrator: (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.
Stats:
HP: 100
Atk: 5 (+)
Def: 2
SpA: 4
SpD: 2
Spe: 56 (-)
SC: 3
WC: 4
BRT: 17
MC: 0
DC: 5/5
Attacks: 29
Wrap
Lick
Bite
Poison Tail
Screech
Glare
Crunch
Poison Fang
Swagger
Haze
Night Slash
Poison Jab
Venoshock
Wring Out
Coil
Night Slash
Iron Tail
Body Slam
Bind
Earthquake
Flamethrower
Protect
Toxic
X-Scissor
Taunt
Substitute
Aqua Tail
Sludge Bomb
Sludge Wave
Dig
Substitute

Nature: Brave (+1 Atk, -15% speed)
Type:
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
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.
Infiltrator: (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.
Stats:
HP: 100
Atk: 5 (+)
Def: 2
SpA: 4
SpD: 2
Spe: 56 (-)
SC: 3
WC: 4
BRT: 17
MC: 0
DC: 5/5
Attacks: 29
Wrap
Lick
Bite
Poison Tail
Screech
Glare
Crunch
Poison Fang
Swagger
Haze
Night Slash
Poison Jab
Venoshock
Wring Out
Coil
Night Slash
Iron Tail
Body Slam
Bind
Earthquake
Flamethrower
Protect
Toxic
X-Scissor
Taunt
Substitute
Aqua Tail
Sludge Bomb
Sludge Wave
Dig
Substitute
Lucario [Lionheart] (Male)
Nature: Naive
Type:
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. 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:
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.
Steadfast: (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.
Justified: (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 another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
HP: 100
Atk: 4
Def: 3
SpA: 4
SpD: 2 (-)
Spe: 104 (+) (+12% Acc)
SC: 3
WC: 4
BRT: 20
EC: 6/6
MC: 0
DC: 5/5
Attacks: 42
Foresight
Endure
Reversal
Feint
Force Palm
Quick Attack
Counter
Screech
Dark Pulse
Bone Rush
Detect
Metal Claw
Metal Sound
Close Combat
Heal Pulse
Aura Sphere
Extremespeed
Dragon Pulse
Me First
Quick Guard
Copycat
Blaze Kick
Agility
Vacuum Wave
Sky Uppercut
Cross Chop
Bullet Punch
Hi-Jump Kick
Zen Headbutt
Brick Break
Shadow Claw
Earthquake
Rock Slide
Magic Coat
Ice Punch
Thunder Punch
Toxic
Psychic
Dig
Drain Punch
Mud Slap
Hone Claws

Nature: Naive
Type:
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. 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:
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.
Steadfast: (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.
Justified: (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 another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
HP: 100
Atk: 4
Def: 3
SpA: 4
SpD: 2 (-)
Spe: 104 (+) (+12% Acc)
SC: 3
WC: 4
BRT: 20
EC: 6/6
MC: 0
DC: 5/5
Attacks: 42
Foresight
Endure
Reversal
Feint
Force Palm
Quick Attack
Counter
Screech
Dark Pulse
Bone Rush
Detect
Metal Claw
Metal Sound
Close Combat
Heal Pulse
Aura Sphere
Extremespeed
Dragon Pulse
Me First
Quick Guard
Copycat
Blaze Kick
Agility
Vacuum Wave
Sky Uppercut
Cross Chop
Bullet Punch
Hi-Jump Kick
Zen Headbutt
Brick Break
Shadow Claw
Earthquake
Rock Slide
Magic Coat
Ice Punch
Thunder Punch
Toxic
Psychic
Dig
Drain Punch
Mud Slap
Hone Claws
Backpack:
- Potion: 2 slots
- Ether: 2 slots
- Revive: 2 slots
- Pokeballs: 6 {69 slots}
- Ultraball (6)
- Ultraball (6)
- Berries: 45 slots
- Battle Items: 3 {22 slots}
- Gems: 25 slots
- Spare Pocket (any item): 4 slots
Windswept Meadow
Following an old road, one paved by some ornate rocks and surrounded in flowers of all kinds, one that starts inside an city, gets you through a beautiful hill and into the biggest garden in the world, you starts your jouney in search of something... Something has called you here, and following your instinct you're here to fin it, ready to go trough this whole field to find it.
Able to look past all of the beauty around, you start moving into the field, the sun's waking up, and with it the fields start sparling like the chest of certain character I won't mention. The Windsweap Meadow showing in all it's glory, a serene flat of grassland, stretching out for as far as the eye can see. While a river loops around two sides of the meadow, and a rather intimidating bunch of trees come together to form a forest on a third side; thus, the most common entry point is through the fourth side, where a small town resides. You surmise that entering may take you through the forests and streams, but you cannot fathom what might lie beyond those landmarks. Most Pokemon trainers who go into the seemingly calm meadow come out talking about horrors that lie beyond—venomous snakes, quicksand, and more. Determined to uncover the mystery of the Meadow, you gather your strongest Pokemon and set out into the field. Maybe you'll fare better.
So, are you ready for it? Let's see who you brough up with you...
(Release the first three (3) pokemon you'll use)