I have an open slot, so it's time for a battle in the Colosseum!
Arena: The Colosseum! (yes, the one in Rome). To make the battle more eventful, the emperor (ref) will unleash strong wild pokemon in the arena.
4v4 Doubles
2 heals, 5 chills
I'll accept this
no switching
no items
one ability

Electabuzz Thor (M)
Nature: Lonely
Type: Electric
Electric:Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Abilities:
Static:(Innate)This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
Vital Spirit:(Dw Locked)This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its 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.
HP: 100
Atk: Rank 4+
Def: Rank 1-
SpA: Rank 3
SpD: Rank 3
Spe: 105
4/9 EC
2 MC
2/5 DC
Attacks:
Quick Attack
Leer
ThunderPunch
ThunderShock
Low Kick
Swift
Shock Wave
Light Screen
Thunderbolt
Fire Punch
Ice Punch
Cross Chop
Toxic
Wild Charge
Thunder Wave

Combusken Fjalar (M)
Nature: Lonely
Type: Fire/Fighting
Fire:Fire STAB; immune to burn, 50% reduction in freeze chance, 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.
Fighting:Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Blaze:(Innate)When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Speed Boost (DW locked):Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).
Stats:
HP: 90
Atk: Rank 4 +
Def: Rank 1 -
SpA: Rank 3
SpD: Rank 2
Spe: 55
4/9 EC
0 MC
2/5 DC
Attacks:
Scratch
Growl
Focus Energy
Ember
Peck
Sand-Attack
Fire Spin
Flamethrower
Double Kick
Sky Uppercut
Flare Blitz
Crush Claw
Counter
Reversal
Rock Slide
Swords Dance
Shadow Claw

Rufflet Hraesvelgr (M)
Nature: Adamant
Type: Normal/Flying
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).
Flying:Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Abilities:
Keen Eye:(Innate)This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.
Sheer Force:(Activated)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.
Hustle:(DW locked)This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
HP: 100
Atk: Rank 4 +
Def: Rank 2
SpA: Rank 1 -
SpD: Rank 2
Spe: 60
1/6 EC
0 MC
1/5 DC
Attacks:
Peck
Leer
Fury Attack
Wing Attack
Hone Claws
Scary Face
Aerial Ace
Brave Bird
Crush Claw
Sky Drop
Tailwind
Shadow Claw
U-Turn
Rock Tomb

Croconaw(*) [Fafnir] (M)
Nature: Lonely
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).
Abilities:
Torrent: (Innate)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)
Sheer Force: (Can Be Enabled)(DW locked)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.
Stats:
HP: 100
Atk: Rank 4 +
Def: Rank 2 -
SpA: Rank 3
SpD: Rank 3
Spe: 58
EC 7/9
MC 0
DC 5/5
Scratch(*)
Leer(*)
Water Gun(*)
Rage(*)
Bite(*)
Scary Face(*)
Ice Fang(*)
Flail(*)
Thrash(*)
Superpower
Aqua Jet(*)
Dragon Claw(*)
Dragon Dance(*)
Ice Punch
Waterfall(*)
Shadow Claw(*)
Rock Slide(*)
Ice Beam
Rain Dance

Numel: [Lemun] (M)
Nature: Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks)
Type: Fire/Ground
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, 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
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:
Oblivious (Innate): This Pokemon is incapable of being effected by Attract or Cute Charm
Simple (Innate): This Pokemon innately exaggeates the effect of stat boosts and drops to the point where they have double the effectiveness, but the same actual stage. (e.g. Swords Dance/Screech is still a 2 stage boost/drop but is calculated as 4 stages). Stat benefits/reductions still maximize at 6 effective stages.
Own Tempo (Innate) (DW): This Pokemon moves at its own pace and cannot be confused by any method
Stats:
HP: 90
Atk: *** (+1)
Def: **
SpA: ***
SpD: **
Spe: 30 (35 / 1.15)
EC: 2/6
MC: 2
DC: 2/5
Attacks:
Growl
Tackle
Ember
Magnitude
Focus Energy
Flame Burst
Take Down
Lava Plume
Yawn
Ancientpower
Howl
Earthquake
Flamethrower
Dig

Snubbull (Bully) (M)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus
Stats:
HP: 90
Atk: Rank 4 (+1)
Def: Rank 2
SpA: Rank 1 (-1)
SpD: Rank 2
Spe: 30
EC: 0/6
MC: 0
DC: 0/5
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 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
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
Rattled (innate) (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
Attacks:
Ice Fang
Fire Fang
Thunder Fang
Tackle
Scary Face
Tail Whip
Charm
Bite
Lick
Headbutt
Roar
Crunch
Heal Bell
Reflect
Taunt
Brick Break
Substitute

Scratchet [Tom] (M)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Type: Normal/Fighting
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters
Stats:
HP: 90
Atk: Rank 2 (-1)
Def: Rank 3
SpA: Rank 2 (+1)
SpD: Rank 3
Spe: 40
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Scrappy: (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Vital Spirit (DW): (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its 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
Attacks:
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Haze
Yawn
Confuse Ray
Taunt
Toxic
Brick Break

Squirtle [Shell] (F)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Type: Water
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 1 (-1)
Def: Rank 3
SpA: Rank 3 (+1)
SpD: Rank 3
Spe: 43
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Torrent (innate): 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
Rain Dish: (innate) (DW): This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action
Attacks:
Tackle
Tail Whip
Bubble
Withdraw
Water Gun
Bite
Rapid Spin
Protect
Water Pulse
Yawn
Mirror Coat
Aqua Ring
Ice Beam
Scald
Hidden Power Electric [7]
-LA sends out Pokemon
-p3 sends out Pokemon and gives orders
-LA gives orders
-dmtc refs
-LA gives orders
-p3 gives orders
-dmtc refs
GOOD LUCK TRAINERS!