Why do I have to ref these two for my first non-tower reffing?
So, very shortly after one tournament ends, another begins. This time, however, it is not their training that matters (not that it did sometimes), but their luck and the amount of goats they sacrificed to Athenodoros. Anyway, this is a battle between two veterans of the game, Deck Knight and Zarator. Deck Knight is the creator of the game on Smogon's forums, so will obviously have experience. Zarator is the Gym Leader of the Ghost Gym, Master of Raids, and some other stuff, meaning he has as much, if not more, experience than Deck Knight. The people seem to think Zarator will win, but will Deck Knight prove him wrong? Now, onto the teams.
RULES & REGULATIONS
3v3 Singles
Player DQ Time: 48 Hours [Strict]
Referee DQ Time: 72 Hours [Strict]
Max Recoveries per Pokémon: ∞
Max Chills per Pokémon: ∞
Max Substitutions per Pokémon: 2 + KO Substitutions
Switch: OK
# Abilities: ONE
Items: ON
Deck Knight
Omastar (F)
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Rock/Water
Rock: Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ability: Shell Armor
Shell Armor (Innate):
This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Stats:
HP: 100
Atk: Rank 2
Def: Rank 5
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 36 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks:
#Level Up#
Constrict
Water Gun
Withdraw
Bite
Rollout
Leer
Mud Shot
Horn Attack
Ancientpower
Brine
Hydro Pump
Rock Blast
Shell Smash
Spike Cannon
#Egg#
Bide
Haze
Spikes
Toxic Spikes
Whirlpool
#TM/HM#
Protect
Substitute
Dive
Hidden Power (Grass, 7)
Hyper Beam
Ice Beam
Rain Dance
Rest
Rock Slide
Sandstorm
Scald
Toxic
#Event/Tutor#
Earth Power
Knock Off
Sleep Talk
Stealth Rock
Donphan (M)
Nature: Careful
+1 Special Defense, -1 Special Attack
Type: Ground
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Ability: Sturdy
Sturdy (Innate):
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Stats:
HP: 100
Atk: 5
Def: 5
SpA: 1 (-)
SpD: 3 (+)
Spe: 50
Size Class: 3
Weight Class: 5
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks:
#Level Up#
Fire Fang
Thunder Fang
Odor Sleuth
Horn Attack
Growl
Defense Curl
Flail
Bulldoze
Rapid Spin
Knock Off
Rollout
Magnitude
Slam
Fury Attack
Assurance
Double-Edge
Earthquake
Endure
Giga Impact
Natural Gift
#Egg#
Counter
Focus Energy
Head Smash
Ice Shard
#TM/HM#
Protect
Substitute
Curse
Rest
Roar
Rock Polish
Rock Slide
Sandstorm
Sunny Day
Toxic
#Event/Tutor#
Bounce
Endeavor
Hyper Voice
Seed Bomb
Sleep Talk
Stealth Rock
Superpower
Lanturn (F)
Nature: Modest
+1 Special Attack, -1 Attack
Type: Water/Electric
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Ability: Volt Absorb
Volt Absorb (Innate):
This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.
Stats:
HP: 120
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 67
Size Class: 2
Weight Class: 2
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 5/5
Attacks:
#Level Up#
Bubble
Supersonic
Thunder Wave
Flail
Water Gun
Confuse Ray
Spark
Take Down
Aqua Ring
Discharge
Charge
Hydro Pump
Signal Beam
Spit Up
Stockpile
Swallow
#Egg#
Agility
Brine
Psybeam
#TM/HM#
Protect
Substitute
Dive
Hidden Power (Grass, 7)
Hyper Beam
Ice Beam
Rain Dance
Rest
Scald
Thunder
Thunderbolt
Toxic
Volt Switch
Waterfall
#Event/Tutor#
Bounce
Heal Bell
Icy Wind
Sleep Talk
Deck Knight's team is largely based upon hazards, as he described it. He has three very strong Pokemon, Omastar, Donphan, and Lanturn. Zarator needs to watch out for Donphan. Deck Knight has one, so knows how to use it. It could be a real threat, but will the hazards work?
Zarator
Hitmonlee (M)
Nature: Jolly
-1 Special Attack, +15% Speed, +12% Accuracy
Type: Fighting
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.
Ability: Reckless
Reckless (Innate):
This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.
Stats:
HP: 90
Atk: 5
Def: 2
SpA: 1 (-)
SpD: 4
Spe: 101 (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 5/5
Attacks (36 moves):
Blaze Kick
Bide
Bounce
Brick Break
Bulldoze
Counter
Double Kick
Double Team
Earthquake
Endure
Fake Out
Feint
Focus Energy
Focus Punch
Foresight
Helping Hand
Hi Jump Kick
Jump Kick
Low Sweep
Mach Punch
Meditate
Mimic
Poison Jab
Protect
Rapid Spin
Refresh
Revenge
Reversal
Role Play
Rolling Kick
Sleep Talk
Stone Edge
Substitute
Sucker Punch
Tackle
Toxic
Stoutland (M)
Nature: Jolly
+15% Speed, +10% Accuracy, -1 Special Attack
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Ability: Scrappy
Scrappy (Innate):
This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 92 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 18
EC: 9/9
MC: 0
DC: 5/5
Attacks (38 moves):
Aerial Ace
Bite
Crunch
Dig
Double Team
Endure
Facade
Fire Fang
Giga Impact
Helping Hand
Hyper Beam
Ice Fang
Iron Head
Last Resort
Leer
Lick
Odor Sleuth
Payback
Protect
Pursuit
Rain Dance
Retaliate
Reversal
Roar
Rock Tomb
Sleep Talk
Strength
Substitute
Sunny Day
Superpower
Tackle
Take Down
Thunder Fang
Thunder Wave
Toxic
Wild Charge
Work Up
Yawn
Excadrill (M)
Nature: Jolly
+15% Speed, +12% Accuracy, -1 SpA
Type: Steel / Ground
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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Ability: Mold Breaker
Mold Breaker (Innate):
Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Stats:
HP: 110
Atk: Rank 5
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 101
Size Class: 1
Weight Class: 3
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks (35 moves):
Aerial Ace
Brick Break
Bulldoze
Cut
Dig
Double Team
Drill Run
Earth Power
Earthquake
Facade
Fury Swipes
Giga Impact
Hone Claws
Iron Defense
Iron Head
Magnet Rise
Metal Claw
Mud Sport
Mud-slap
Poison Jab
Protect
Rapid Spin
Rock Climb
Rock Slide
Rock Tomb
Sandstorm
Scratch
Shadow Claw
Sleep Talk
Stealth Rock
Submission
Substitute
Swagger
Toxic
X-Scissor
Zarator has a more balanced team of Hitmonlee, Stoutland, and Excadrill. Deck Knight's hazards aren't very effective against these three, especially with Excadrill and Hitmonlee spinning. Hitmonlee seems to be the biggest threat, with no-miss STAB Hi Jump Kick, high Speed and Attack stats, and type advantages to boot. Will Zarator's balance top Deck Knight's Water-based Hazards?
Coin Flip for turn order: Heads is Deck Knight, Tails is Zarator
Let me flip this Australian 10 cent coin that I have on me right now, and the coin is…
*drops the coin*
Let me try that again. It is…
Tails!
OoO
Zarator sends out
Deck Knight sends out and orders
Zarator orders
I ref
So, very shortly after one tournament ends, another begins. This time, however, it is not their training that matters (not that it did sometimes), but their luck and the amount of goats they sacrificed to Athenodoros. Anyway, this is a battle between two veterans of the game, Deck Knight and Zarator. Deck Knight is the creator of the game on Smogon's forums, so will obviously have experience. Zarator is the Gym Leader of the Ghost Gym, Master of Raids, and some other stuff, meaning he has as much, if not more, experience than Deck Knight. The people seem to think Zarator will win, but will Deck Knight prove him wrong? Now, onto the teams.
RULES & REGULATIONS
3v3 Singles
Player DQ Time: 48 Hours [Strict]
Referee DQ Time: 72 Hours [Strict]
Max Recoveries per Pokémon: ∞
Max Chills per Pokémon: ∞
Max Substitutions per Pokémon: 2 + KO Substitutions
Switch: OK
# Abilities: ONE
Items: ON
Arena: ASB Tournament Arena
Field Type: Neutral
Complexity: Simple
Format: All
Restrictions: No Restrictions
Description: Surrounded by thousands of screaming Pokémon fans, the ASB Arena can be best described as a standard Pokemon battling arena. In the centre of the arena lies a dirt-based floor outlined to show two separate sides (with a white Poké Ball centre). Surrounding the dirt is a moat filled with water. The moat is about 4.5m wide & creates a perimeter around the dirt arena. The arena itself is 24m wide, 33m long. All moves, weathers, and abilities are legal for the match, since it is an outdoor arena with a large water source & packed dirt. Pokémon must stay in the arena (or the dimensions of the arena in the case of Flying Pokémon, who cannot leave the arena & cannot fly higher than 18m). This prevents Pokémon from injuring the crowd watching the tournament. There are no outside interruptions by fans, Pokémon, or other elements not associated with the current battle.
Field Type: Neutral
Complexity: Simple
Format: All
Restrictions: No Restrictions
Description: Surrounded by thousands of screaming Pokémon fans, the ASB Arena can be best described as a standard Pokemon battling arena. In the centre of the arena lies a dirt-based floor outlined to show two separate sides (with a white Poké Ball centre). Surrounding the dirt is a moat filled with water. The moat is about 4.5m wide & creates a perimeter around the dirt arena. The arena itself is 24m wide, 33m long. All moves, weathers, and abilities are legal for the match, since it is an outdoor arena with a large water source & packed dirt. Pokémon must stay in the arena (or the dimensions of the arena in the case of Flying Pokémon, who cannot leave the arena & cannot fly higher than 18m). This prevents Pokémon from injuring the crowd watching the tournament. There are no outside interruptions by fans, Pokémon, or other elements not associated with the current battle.
Deck Knight

Omastar (F)
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Rock/Water
Rock: Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ability: Shell Armor
Shell Armor (Innate):
This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Stats:
HP: 100
Atk: Rank 2
Def: Rank 5
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 36 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks:
#Level Up#
Constrict
Water Gun
Withdraw
Bite
Rollout
Leer
Mud Shot
Horn Attack
Ancientpower
Brine
Hydro Pump
Rock Blast
Shell Smash
Spike Cannon
#Egg#
Bide
Haze
Spikes
Toxic Spikes
Whirlpool
#TM/HM#
Protect
Substitute
Dive
Hidden Power (Grass, 7)
Hyper Beam
Ice Beam
Rain Dance
Rest
Rock Slide
Sandstorm
Scald
Toxic
#Event/Tutor#
Earth Power
Knock Off
Sleep Talk
Stealth Rock

Donphan (M)
Nature: Careful
+1 Special Defense, -1 Special Attack
Type: Ground
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Ability: Sturdy
Sturdy (Innate):
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Stats:
HP: 100
Atk: 5
Def: 5
SpA: 1 (-)
SpD: 3 (+)
Spe: 50
Size Class: 3
Weight Class: 5
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks:
#Level Up#
Fire Fang
Thunder Fang
Odor Sleuth
Horn Attack
Growl
Defense Curl
Flail
Bulldoze
Rapid Spin
Knock Off
Rollout
Magnitude
Slam
Fury Attack
Assurance
Double-Edge
Earthquake
Endure
Giga Impact
Natural Gift
#Egg#
Counter
Focus Energy
Head Smash
Ice Shard
#TM/HM#
Protect
Substitute
Curse
Rest
Roar
Rock Polish
Rock Slide
Sandstorm
Sunny Day
Toxic
#Event/Tutor#
Bounce
Endeavor
Hyper Voice
Seed Bomb
Sleep Talk
Stealth Rock
Superpower

Lanturn (F)
Nature: Modest
+1 Special Attack, -1 Attack
Type: Water/Electric
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Ability: Volt Absorb
Volt Absorb (Innate):
This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.
Stats:
HP: 120
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 67
Size Class: 2
Weight Class: 2
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 5/5
Attacks:
#Level Up#
Bubble
Supersonic
Thunder Wave
Flail
Water Gun
Confuse Ray
Spark
Take Down
Aqua Ring
Discharge
Charge
Hydro Pump
Signal Beam
Spit Up
Stockpile
Swallow
#Egg#
Agility
Brine
Psybeam
#TM/HM#
Protect
Substitute
Dive
Hidden Power (Grass, 7)
Hyper Beam
Ice Beam
Rain Dance
Rest
Scald
Thunder
Thunderbolt
Toxic
Volt Switch
Waterfall
#Event/Tutor#
Bounce
Heal Bell
Icy Wind
Sleep Talk
Ganlon Berry
Oran Berry
Petaya Berry
Nanab Berry
Enigma Berry
Toxic Orb
Custap Berry
Mago Berry
Pinap Berry
Charcoal
Oran Berry
Petaya Berry
Nanab Berry
Enigma Berry
Toxic Orb
Custap Berry
Mago Berry
Pinap Berry
Charcoal
Deck Knight's team is largely based upon hazards, as he described it. He has three very strong Pokemon, Omastar, Donphan, and Lanturn. Zarator needs to watch out for Donphan. Deck Knight has one, so knows how to use it. It could be a real threat, but will the hazards work?
Zarator

Hitmonlee (M)
Nature: Jolly
-1 Special Attack, +15% Speed, +12% Accuracy
Type: Fighting
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.
Ability: Reckless
Reckless (Innate):
This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.
Stats:
HP: 90
Atk: 5
Def: 2
SpA: 1 (-)
SpD: 4
Spe: 101 (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 5/5
Attacks (36 moves):
Blaze Kick
Bide
Bounce
Brick Break
Bulldoze
Counter
Double Kick
Double Team
Earthquake
Endure
Fake Out
Feint
Focus Energy
Focus Punch
Foresight
Helping Hand
Hi Jump Kick
Jump Kick
Low Sweep
Mach Punch
Meditate
Mimic
Poison Jab
Protect
Rapid Spin
Refresh
Revenge
Reversal
Role Play
Rolling Kick
Sleep Talk
Stone Edge
Substitute
Sucker Punch
Tackle
Toxic

Stoutland (M)
Nature: Jolly
+15% Speed, +10% Accuracy, -1 Special Attack
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Ability: Scrappy
Scrappy (Innate):
This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 92 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 18
EC: 9/9
MC: 0
DC: 5/5
Attacks (38 moves):
Aerial Ace
Bite
Crunch
Dig
Double Team
Endure
Facade
Fire Fang
Giga Impact
Helping Hand
Hyper Beam
Ice Fang
Iron Head
Last Resort
Leer
Lick
Odor Sleuth
Payback
Protect
Pursuit
Rain Dance
Retaliate
Reversal
Roar
Rock Tomb
Sleep Talk
Strength
Substitute
Sunny Day
Superpower
Tackle
Take Down
Thunder Fang
Thunder Wave
Toxic
Wild Charge
Work Up
Yawn

Excadrill (M)
Nature: Jolly
+15% Speed, +12% Accuracy, -1 SpA
Type: Steel / Ground
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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Ability: Mold Breaker
Mold Breaker (Innate):
Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Stats:
HP: 110
Atk: Rank 5
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 101
Size Class: 1
Weight Class: 3
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks (35 moves):
Aerial Ace
Brick Break
Bulldoze
Cut
Dig
Double Team
Drill Run
Earth Power
Earthquake
Facade
Fury Swipes
Giga Impact
Hone Claws
Iron Defense
Iron Head
Magnet Rise
Metal Claw
Mud Sport
Mud-slap
Poison Jab
Protect
Rapid Spin
Rock Climb
Rock Slide
Rock Tomb
Sandstorm
Scratch
Shadow Claw
Sleep Talk
Stealth Rock
Submission
Substitute
Swagger
Toxic
X-Scissor
120 - Soft Sand
116 - Silk Scarf
5 - Aspear Berry
128 - Toxic Orb
110 - Salac Berry
45 - Ground Gem
121 - Spell Tag
4 - Apicot Berry
49 - Hondew Berry
134 - White Herb
116 - Silk Scarf
5 - Aspear Berry
128 - Toxic Orb
110 - Salac Berry
45 - Ground Gem
121 - Spell Tag
4 - Apicot Berry
49 - Hondew Berry
134 - White Herb
Zarator has a more balanced team of Hitmonlee, Stoutland, and Excadrill. Deck Knight's hazards aren't very effective against these three, especially with Excadrill and Hitmonlee spinning. Hitmonlee seems to be the biggest threat, with no-miss STAB Hi Jump Kick, high Speed and Attack stats, and type advantages to boot. Will Zarator's balance top Deck Knight's Water-based Hazards?
Coin Flip for turn order: Heads is Deck Knight, Tails is Zarator
Let me flip this Australian 10 cent coin that I have on me right now, and the coin is…
*drops the coin*
Let me try that again. It is…

Tails!
OoO
Zarator sends out
Deck Knight sends out and orders
Zarator orders
I ref