Banryu's Team:6v6 Triples
3 Day DQ for players, 4 for the ref
0 Recoveries, 2 Chills
The tournament arena.
One Abilities
No Items
Switch=KO

Charizard (*) Aether (m)
Nature: Rash
Personality: Evolution created a drastic upshift in his personality, changing him from a rash and impetuous youngster a to headstrong and aggressive adolescent. Very proud of his newfound power, he now has battle constantly on the brain, always looking to pick a fight, and constantly training in the meantime. His battle style reflects his attitude: extremely aggressive, and he is reasonably skilled at ranged and close combat alike.
Very reckless and impetuous, eager to charge into battle and quick to attack with nothing held back. His mental defenses are a little weak as a result, but his passion for the thrill of battle and enthusiasm to earn his trainer's approval are unmatched. In battle he is aggressive and unrelenting, and has only gotten more so since evolving. He seeks to put opponents on the defensive with his aggressive tactics and varied attack styles and techniques.
Type: Fire/Flying
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.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Stats:
HP: 100
Atk: 3
Def: 3
SpA: 5 (+)
SpD: 2 (-)
Spe: 100
EC: 9/9
MC: 1
DC: 5/5
Abilities: Blaze, Solar Power (DW)
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)
Solar Power [DW]: (innate) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Attacks:
(o) Air Slash
(o) Dragon Claw
(o) Shadow Claw
(*) Scratch
(*) Growl
(*) Ember
(*) Smokescreen
(*) Metal Claw
(*) Dragon Rage
(*) Rage
(*) Scary Face
(*) Fire Fang
(o) Flame Burst
(o) Flamethrower
(o) Fire Spin
(o) Heat Wave
(*) Dragon Dance
(*) Dragon Pulse
(*) Ancientpower
(o) Counter
(o) Belly Drum
(*) Hidden Power (Grass, 7)
(*) Sunny Day
(o) Solarbeam
(*) Will-O-Wisp
(o) Brick Break
(o) Flame Charge
(o) Substitute
(o) Fly

Vibrava (*) Myrmeleon (m)
Nature: Lonely
Personality: The change in life cycle drastically altered his behavior. Whereas before Myrmeleon was laid-back and always hungry, as a Vibrava he is very active, moving almost constantly, and is now very alert to sounds. His underlying personality, however, remains mostly the same-- he remains a staunch competitor due to his unfailing grit and perseverance in tough situations. In battle, he has developed separate fighting styles: one reminiscent of his days as a Trapinch, where he would huddle underground and strike with powerful Ground attacks, and one above-ground, where his new wings give him much higher mobility as well as access to sonic attacks. He is still developing his ability to fly, as well as his affinity for moves of his newfound Dragon typing.
Type: Ground / Dragon
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Stats:
HP: 90
Atk: 4 (+)
Def: 1 (-)
SpA: 2
SpD: 2
Spe: 70
EC: 8/9
MC: 0
Ability: Levitate
Levitate: (innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Attacks:
(o) Sonicboom
(*) Bite
(*) Sand-Attack
(*) Faint Attack
(*) Sand Tomb
(o) Supersonic
(o) Crunch
(o) Earthquake
(o) Fissure
(*) Quick Attack
(*) Bug Bite
(*) Earth Power
(o) Endure
(o) Flail
(*) Dig
(*) Rock Slide
(*) Protect
(o) Draco Meteor
(o) Roost
(o) Tailwind

Bayleef Agrith (f)
Nature: Bashful
Personality: Kind and warm-hearted, and very in-tune with the natural environment, like most Grass-types. She doesn't much like having to attack other Pokemon, but will not hesitate to defend herself offensively if need be. Her skill set focuses mainly on support and healing, a role which she wholeheartedly embraces. Her personality changed least of all through evolution due to her relatively consistent level of performance. She is less skittish and slightly more calm post-evolution.
Type: Grass
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.
Stats:
HP: 90
Atk: 3
Def: 3
SpA: 3
SpD: 3
Spe: 60
EC: 5/9
MC: 0
DC: 5/5
Abilities: Overgrow, Leaf Guard [DW]
Overgrow: (innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2).
Leaf Guard [DW]: (innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Attacks:
(+) Tackle
(+) Growl
(+) Razor Leaf
(+) Poisonpowder
(+) Synthesis
(+) Reflect
(+) Magical Leaf
(+) Natural Gift
(o) Light Screen
(o) Safeguard
(o) Aromatherapy
(o) Solarbeam
(+) Leech Seed
(+) Healing Pulse
(+) Nature Power
(+) Sunny Day
(+) Hidden Power (Fire, 7)
(+) Attract
(o) Substitute

Shieldon Toronero (m)
Nature: Sassy
Personality: Very stubborn and strong-willed, he would rather defend than move in to attack, and is unfaltering in his dedication to holding his ground. His stubbornness makes him more likely to defend if ordered to attack unless forced under extreme pressure. He has a very well-roundedly defensive fighting style, specializing in ranged attacks and protective techniques.
Type: Rock / Steel
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
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.
Stats:
HP: 90
Atk: 2
Def: 4
SpA: 2
SpD: 4 (+)
Spe: 26 (-)
EC: 4/6
MC: 0
DC: 4/5
Abilities: Sturdy, Soundproof [DW]
Sturdy: (innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
Soundproof [DW Locked]: (innate) Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. Ancient Song, Bark Out, Bug Buz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Round, Snore, Supersonic, Uproar.
Attacks:
(+) Tackle
(+) Protect
(+) Taunt
(+) Metal Sound
(+) Take Down
(+) Iron Defense
(+) Swagger
(o) Metal Burst
(+) Rock Blast
(+) Stealth Rock
(+) Counter
(o) Magnet Rise
(+) Flash Cannon
(+) Ice Beam
(+) Flamethrower
(o) Thunderbolt
(o) Toxic

Archen [Dromaeos] (f)
Nature: Naive
Personality: Thoroughly cunning and crafty, Dromaeos is a focused and serious hunter. Due to the fact that she was revived from a fossil, she is inexperienced with the modern world, and often makes mistakes because of it. Nonetheless she is quite intelligent for a prehistoric Pokemon, and learns quickly. She is the fastest of the team, and her tactics are largely hit-and-run-- dive in to attack, then dart away before the opponent can counterattack. Her dazzling speed and combination of evasive and powerful attacking moves make her a severe threat in battle, and she cares for little else except to fight.
Type: Rock/Flying
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Stats:
Archen
HP: 90
Atk: 4
Def: 2
SpA: 3
SpD: 1 (-)
Spe: 81 (+)
EC: 4/6
MC: 0
Ability: Defeatist
Defeatist: The Pokemon tires from prolonged battles easily, and deals 3 less damage once below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Faint-Hearted's effects will dissapear.
Attacks:
(+) Quick Attack
(+) Leer
(+) Wing Attack
(+) Rock Throw
(+) Double Team
(+) Scary Face
(+) Pluck
(+) Ancientpower
(+) Agility
(+) Quick Guard
(o) Acrobatics
(o) Crunch
(o) Endeavor
(o) U-Turn
(o) Dragon Claw
(+) Earth Power
(+) Defog
(+) Steel Wing
(+) Claw Sharpen
(+) Stone Edge
(+) Taunt
(o) Substitute

Kecleon (*) Espio (m)
Nature: Adamant
Personality: Sneaky, shifty, and thoroughly cunning. A humiliatingly one-sided battle early in his fighting career caused him to be extremely jumpy and suspicious, and he hates being the center of attention, preferring to operate relatively unnoticed in multi-battles, if possible. When forced to fight in singles, he will resort to every sneaky trick he has in his arsenal to stay under the radar and avoid getting shut down like he did in his very first battle. Espio is the team's analogue of the Psychic- or Ghost-types used in most teams, and he has a wide variety of tricky moves to debilitate and screw up opponents.
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Stats:
HP: 90
Atk: 4 (+)
Def: 3
SpA: 1 (-)
SpD: 4
Spe: 40
MC: 0
Ability: Color Change
Color Change: (innate) When hit with an attack, this Pokemon alters its cell structure to change its type to the type of that attack.
Attacks:
(+) Thief
(+) Tail Whip
(+) Astonish
(+) Scratch
(+) Lick
(+) Bind
(+) Faint Attack
(+) Fury Swipes
(+) Feint
(+) Psybeam
(+) Shadow Sneak
(+) Screech
(+) Slash
(o) Shadow Claw
(+) Skill Swap
(+) Recover
(+) Snatch
(o) Magic Coat
(o) Disable
Sucker Punch
(+) Claw Sharpen
(+) Rock Smash
(+) Thunder Wave
Substitute

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

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

Murkrow Muninn (M)
Nature: Relaxed (+Def, -Spe)
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.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Insomnia:(Innate)This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Super Luck:(Innate)This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Prankster:(Locked)The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
HP: 90
Atk: Rank 3
Def: Rank 3 +
SpA: Rank 3
SpD: Rank 2
Spe: 79 -
EC 0/6
MC 0
DC 0/5
Peck
Astonish
Wing Attack
Night Shade
Assurance
Featherdance
Brave Bird
Roost
Psychic
Payback
Double Team

Sneasel Skadi (F)
Nature: Jolly (+Spe, - SAtk)
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.
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.
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.
Keen Eye:(Innate)This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Pickpocket:(Locked)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.
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 -
SpD: Rank 3
Spe: 132 +
EC 0/6
MC 0
DC 0/5
Attacks:
Scratch
Leer
Taunt
Quick Attack
Screech
Faint Attack
Fury Swipes
Agility
Ice Punch
Reflect
Counter
Aerial Ace
Dig
Double Team

Eevee Mani (M)
Nature: Bold (+Def, -Atk)
Type:
Normal:Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Run Away:(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.
Adaptability:(Innate)The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation:(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).
HP: 90
Atk: Rank 1 -
Def: Rank 3 +
SpA: Rank 2
SpD: Rank 3
Spe: 55
Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Quick Attack
Detect
Tickle
Wish
Substitute
Shadow Ball
Double Team
The trainers have arrived. Banryu came in with his Charizard, Vibrava, Bayleef, Shieldon, Archen, and Kecleon. LupusAter came in with his Croconaw, Electabuzz, Combusken, Murkrow, Sneasel, and Eevee. This should be an interesting match.
Banryu sends out 3 Pokemon
LupusAter sends out 3 Pokemon and gives their (2) actions.
Banryu gives (2) actions for his Pokemon
I ref this madness
Remember, in triple battles each Pokemon only gets two actions a round. Also, there is no left, right, and middle Pokemon in ASB Triples, they can all be anywhere. Let's get started!