2v2 Open Training Doubles
Unlimited recs/chills
1 Day DQ
2 Subs
No Switch
Training Items
All abilities
Glacier's Knights:
(Ralts evolves on entry)
Nolan [Ralts] (M)
Nature: Impish (+def, -spa)
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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks
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) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.
[DW] 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: Rank 2
Def: Rank 3 (+)
SpA: Rank 2 (-)
SpD: Rank 2
Spe: 50
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 7/9
MC: 0
DC: 3/5
Attacks
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Disable
Encore
Shadow Sneak
Ice Punch
Fire Punch
Zen Headbutt
Protect
Shadow Ball
Thunder Wave
17 Moves
Purple Fizz the Slugma (M)
Nature: Quiet (+special attack, - speed)
Info on Quicksilver:
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.
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Magma Armor: (Innate) This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
(DW UNLOCKED) Weak Armor: (Can be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 26 (-)
Size Class: 2
Weight Class: 4
Base Rank Total: 17
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Yawn
Smog
Ember
Rock Throw
Harden
Recover
Flame Burst
Earth Power
Body Slam
Lava Plume
Shell Smash
Rock Slide
Curse
Heat wave
Smokescreen
Pain Split
Protect
Rock Tomb
Over Heat
Double Team
Flame Charge
21 Moves
Team Subway
Nature: Quiet (+Sp Atk, -Speed)
Type: Grass/Ghost
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.
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.
Abilities:
Forewarn: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
Telepathy (DW-LOCKED) (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: (Quiet Nature)
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 70 (-) (-10EVA)
Size Class: 3
Weight Class: 4
Base Rank Total: 23
EC 6/6
MC 0
DC 1/5
Moves:
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Pain Split
Power Whip
Thunder Fang
Poison Fang
Super Fang
Horn Leech
Shadow Ball
Shell Smash(Sketched)
Giga Drain
Natural Gift
Protect
Calm Mind
Psychic
Nature: Serious (no effect on stats)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus
Abilities: Limber, Imposter
Limber: Type: Innate This Pokemon’s body is well trained and immune to paralysis.
Imposter: (DW Unlocked) Type: Innate This Pokemon transforms into an opponent specified by the trainer immediately upon entry into battle.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 48
Size Class: 1
Weight Class: 1
Base Rank Total: 12
DC: 5/5
Moves:
Transform
Nature: Modest (+SpAtk, -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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Stats: (Modest Nature)
HP: 90
Atk: Rank 2(-)
Def: Rank 2
SpA: Rank4(+)
SpD: Rank 2
Spe: 48
Size Class: 1
Weight Class: 1
Base Rank Total: 14
MC: 0
Moves:
Hidden Power Bug (7) : 50% Drain Effect (*)
Hidden Power Dark (7) : Taunt Effect (*)
Hidden Power Dragon (7) : Roar Effect (*)
Hidden Power Electric (7) : 30% Paralyze (*)
Hidden Power Fighting (7) : Calculates Damage Using Defense (*)
Hidden Power Fire (7) : 30% Burn (*)
Hidden Power Flying (7) : High Critical Hit Ratio (*)
Hidden Power Ghost (7) : 20% Special Defense Lower (*)
Hidden Power Grass (7) : 20% Sleep (*)
Hidden Power Ground (7) : 20% Accuracy Lower (*)
Hidden Power Ice (7) : 20% Freeze (*)
Hidden Power Poison (7) : 30% Toxic (*)
Hidden Power Psychic (7) : 20% Confusion (*)
Hidden Power Rock (7) : 20% Flinch (*)
Hidden Power Steel (7) : 20% Special Attack Lower (*)
Hidden Power Water (7) : 20% Speed Lower, and douse (*)
(Because it's unown)
Unown can use all types of Hidden Power and Struggle. Each instance of Hidden Power is considered a separate move for the purposes of Disable and Imprison. Unown's Hidden Powers take on the elemental attributes of each element rather than just being a simple energy attack, so for example Hidden Power Water douses an opponent, Hidden Power Electric can shock them, etc. Unown only gets the STAB damage boost on Hidden Power Psychic, but it does have -1 Energy Cost for all Hidden Powers.
Subway sends out mons first
Unlimited recs/chills
1 Day DQ
2 Subs
No Switch
Training Items
All abilities
Arena:
Field Type- Rock/Ground
Complexity- Simple/Moderate
Format- All
Restrictions- All weather can be used except Sunny Day, No water source
Obsidian Badlands: One of the harshest places out there, the Obsidian Badlands used to be a chain of volcanoes. One day a Heatran erupted from its slumber underneath the volcanoes. Enraged for some unknown reason, the Heatran released an explosive amount of power. The beast channeled the power through its home, and without warning all of the Volcanoes burst open, lava and flames searing the surface. Water types from near and far quickly extinguished the lava, hardening it to the point of transformation. Because of the rapid cooling the lava became obsidian, a black glassy rock. Also the lava went everywhere, so area is coated here and there with thick plates or spikes of obsidian. The black rock gives the already daunting place a dark demeanor, and only the most fearless of trainers train and battle here. In the center of this craggy place is Obsidian Pillar, the only remains of the largest volcano. Its sheer size disheartens the bravest pokemon, and its sharp edges and spikes could fall onto unsuspecting victims at anytime. The weather here is always stormy, though it only rains once every few months. Because of this the place is always in a severe drought. The ground is able to be dug up, but you must be careful; the obsidian is unsteady in some places. Summary: Weather is always stormy, though it rarely rains. Rain, sandstorms, and hail can be summoned. Digging and using earthquake is ok, but at your own risk.
Field Type- Rock/Ground
Complexity- Simple/Moderate
Format- All
Restrictions- All weather can be used except Sunny Day, No water source
Obsidian Badlands: One of the harshest places out there, the Obsidian Badlands used to be a chain of volcanoes. One day a Heatran erupted from its slumber underneath the volcanoes. Enraged for some unknown reason, the Heatran released an explosive amount of power. The beast channeled the power through its home, and without warning all of the Volcanoes burst open, lava and flames searing the surface. Water types from near and far quickly extinguished the lava, hardening it to the point of transformation. Because of the rapid cooling the lava became obsidian, a black glassy rock. Also the lava went everywhere, so area is coated here and there with thick plates or spikes of obsidian. The black rock gives the already daunting place a dark demeanor, and only the most fearless of trainers train and battle here. In the center of this craggy place is Obsidian Pillar, the only remains of the largest volcano. Its sheer size disheartens the bravest pokemon, and its sharp edges and spikes could fall onto unsuspecting victims at anytime. The weather here is always stormy, though it only rains once every few months. Because of this the place is always in a severe drought. The ground is able to be dug up, but you must be careful; the obsidian is unsteady in some places. Summary: Weather is always stormy, though it rarely rains. Rain, sandstorms, and hail can be summoned. Digging and using earthquake is ok, but at your own risk.
Glacier's Knights:
(Ralts evolves on entry)

Nolan [Ralts] (M)
Nature: Impish (+def, -spa)
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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks
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) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.
[DW] 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: Rank 2
Def: Rank 3 (+)
SpA: Rank 2 (-)
SpD: Rank 2
Spe: 50
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 7/9
MC: 0
DC: 3/5
Attacks
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Disable
Encore
Shadow Sneak
Ice Punch
Fire Punch
Zen Headbutt
Protect
Shadow Ball
Thunder Wave
17 Moves

Purple Fizz the Slugma (M)
Nature: Quiet (+special attack, - speed)
Info on Quicksilver:
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.
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Magma Armor: (Innate) This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
(DW UNLOCKED) Weak Armor: (Can be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 26 (-)
Size Class: 2
Weight Class: 4
Base Rank Total: 17
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Yawn
Smog
Ember
Rock Throw
Harden
Recover
Flame Burst
Earth Power
Body Slam
Lava Plume
Shell Smash
Rock Slide
Curse
Heat wave
Smokescreen
Pain Split
Protect
Rock Tomb
Over Heat
Double Team
Flame Charge
21 Moves

Nature: Quiet (+Sp Atk, -Speed)
Type: Grass/Ghost
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.
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.
Abilities:
Forewarn: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
Telepathy (DW-LOCKED) (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: (Quiet Nature)
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 70 (-) (-10EVA)
Size Class: 3
Weight Class: 4
Base Rank Total: 23
EC 6/6
MC 0
DC 1/5
Moves:
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Pain Split
Power Whip
Thunder Fang
Poison Fang
Super Fang
Horn Leech
Shadow Ball
Shell Smash(Sketched)
Giga Drain
Natural Gift
Protect
Calm Mind
Psychic

Nature: Serious (no effect on stats)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus
Abilities: Limber, Imposter
Limber: Type: Innate This Pokemon’s body is well trained and immune to paralysis.
Imposter: (DW Unlocked) Type: Innate This Pokemon transforms into an opponent specified by the trainer immediately upon entry into battle.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 48
Size Class: 1
Weight Class: 1
Base Rank Total: 12
DC: 5/5
Moves:
Transform

Nature: Modest (+SpAtk, -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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Stats: (Modest Nature)
HP: 90
Atk: Rank 2(-)
Def: Rank 2
SpA: Rank4(+)
SpD: Rank 2
Spe: 48
Size Class: 1
Weight Class: 1
Base Rank Total: 14
MC: 0
Moves:
Hidden Power Bug (7) : 50% Drain Effect (*)
Hidden Power Dark (7) : Taunt Effect (*)
Hidden Power Dragon (7) : Roar Effect (*)
Hidden Power Electric (7) : 30% Paralyze (*)
Hidden Power Fighting (7) : Calculates Damage Using Defense (*)
Hidden Power Fire (7) : 30% Burn (*)
Hidden Power Flying (7) : High Critical Hit Ratio (*)
Hidden Power Ghost (7) : 20% Special Defense Lower (*)
Hidden Power Grass (7) : 20% Sleep (*)
Hidden Power Ground (7) : 20% Accuracy Lower (*)
Hidden Power Ice (7) : 20% Freeze (*)
Hidden Power Poison (7) : 30% Toxic (*)
Hidden Power Psychic (7) : 20% Confusion (*)
Hidden Power Rock (7) : 20% Flinch (*)
Hidden Power Steel (7) : 20% Special Attack Lower (*)
Hidden Power Water (7) : 20% Speed Lower, and douse (*)
(Because it's unown)
Unown can use all types of Hidden Power and Struggle. Each instance of Hidden Power is considered a separate move for the purposes of Disable and Imprison. Unown's Hidden Powers take on the elemental attributes of each element rather than just being a simple energy attack, so for example Hidden Power Water douses an opponent, Hidden Power Electric can shock them, etc. Unown only gets the STAB damage boost on Hidden Power Psychic, but it does have -1 Energy Cost for all Hidden Powers.