8 in the Bank, 3 on the field! Alchemator vs. deadfox081!

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THREE identical challenges!

3v3 FE Singles [Training!]
Both trainers will choose from a public bank of 8, sent to the ref.
2 Recoveries / 5 Chills
Switch = KO
2-day DQ
1 Sub
ASB Arena

No items is preferable.
Alch has agreed via VM to change this to Switch=OK and hence I am taking the second of the challenges. Lets run with No items and All abilities to go along with that.
Team Alchemator:

Ninetales [Diana] (F)

  • Nature: Modest (Adds one (1) Rank to Special Attack, subtracts one (1) Rank from Attack)

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.

Stats:

HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 100
Size Class: 2
Weight Class: 2
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5

Abilities:

  • Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
  • Drought (DW UNLOCKED): (Innate) When this Pokemon is sent out it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so.

Attacks (25):
Ember (*)
Tail Whip (*)
Roar (*)
Quick Attack (*)
Fire Spin (*)
Will-o-Wisp (*)
Confuse Ray (*)
Imprison (*)
Flame Burst (*)
Flamethrower (*)
Safeguard (*)
Disable (*)
Extrasensory (*)
Hypnosis (*)
Energy Ball (*)
Dig (*)
Dark Pulse (*)
Nasty Plot
Fire Blast
Solarbeam
Magic Coat
Hex
Bide
Endure
Pain Split


Sudowoodo [Stefan] (M)

  • Nature: Adamant (Adds one (1) Rank to Attack, subtracts one (1) Rank from Special Attack)

Type:

  • Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 30
Size Class: 3
Weight Class: 3
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 3/5

Abilities:

  • 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.
  • Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
  • Rattled (DW LOCKED): (Innate) 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 (19):
Fake Tears
Copycat
Flail
Low Kick
Rock Throw
Mimic
Block
Faint Attack
Curse
Sand Tomb
Stealth Rock
Toxic
Double Team
Rock Slide
Sucker Punch
Double-Edge
Brick Break
Wood Hammer
Earthquake


Zoroark [Zeke] (M)

  • Nature: Hasty (Multiplies base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. [+17% Acc.], subtracts one (1) Rank from Defense.)

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.

Stats:


HP: 90

Atk: Rank 4
Def: Rank 1 (-)
SpA: Rank 5
SpD: Rank 2
Spe: 121 (105*1.15^)
Size Class: 3
Weight Class: 4

EC:
6/6
MC:
0
DC:
N/A

Abilities:


  • Illusion: (Innate) Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]

Attacks (20):

Scratch
Leer
Pursuit
Fake Tears
Fury Swipes
Faint Attack
Scary Face
Taunt
Counter
Dark Pulse
Detect
Double Team
Dig
Grass Knot
Nasty Plot
U-turn
Hone Claws
Foul Play

Night Daze
Flamethrower


Metagross [Orwell] (N/A)

  • Nature: Sassy (Adds one (1) Rank to Special Defense, Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)

Type:

  • [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.
  • [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.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 60 (70/1.15v)
Size Class: 4
Weight Class: 9
Base Rank Total: 22

EC: 9/9
MC: 0
DC: 5/5

Abilities:

  • Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
  • Light Metal (DW UNLOCKED): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Attacks (43):
Take Down
Headbutt
Iron Defense
Iron Head
Zen Headbutt
Magnet Rise
Metal Claw
Confusion
Scary Face
Meteor Mash
Earthquake
Ice Punch
ThunderPunch
Psychic
Hammer Arm
Shadow Ball
Pursuit
Bullet Punch
Agility
Hidden Power [Fire] [6]
Grass Knot
Protect
Rain Dance
Rock Slide
Reflect
Light Screen
Endure
Double Team
Gravity
Hone Claws
Aerial Ace
Stealth Rock
Hyper Beam
Double-Edge
Signal Beam
Rock Smash
Bulldoze
Substitute
Brick Break
Signal Beam
DynamicPunch
Rest
Sleep Talk
Sludge Bomb


Starmie [Stevenson] (N/A)
  • Nature: Timid (Multiplies base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. [+20% Acc.], subtracts one (1) Rank from Attack.)
Type:
  • [Water]: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
  • [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.

Stats:

HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 133 (115*1.15^)
Size Class: 2
Weight Class: 4
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 5/5

Abilities:
  • Illuminate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents.
  • Natural Cure: (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
  • Analytic (DW Unlocked): (Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Attacks (46):
Tackle (*)
Harden (*)
Water Gun (*)
Rapid Spin (*)
Recover (*)
Camouflage (*)
Swift (*)
Aurora Beam (*)
Supersonic (*)
Barrier (*)
Scald (*)
Thunderbolt (*)
Thunder Wave (*)
Rain Dance
Hydro Pump
Thunder
Blizzard
Light Screen
Reflect Type
Power Gem
Grass Knot
Psyshock
Reflect
Hidden Power [Fire] [7]
Double Team
Substitute
Bide
Confuse Ray
Protect
Endure
Ice Beam
Psychic
Minimize
Pain Split
Signal Beam
Hyper Beam
Cosmic Power
Toxic
Flash Cannon
Dive
Psych Up
Zap Cannon
Teleport
Surf
Flash
Role Play


Leavanny [Mercutio] (M)

  • Nature: Naughty (Adds one (1) Rank to Attack, subtracts one (1) Rank from Special Defense.)

Type:

  • [Bug]: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
  • [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: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 92
Size Class: 2
Weight Class: 2
Base Rank Total: 19

EC: 9/9
MC: 0
DC: 3/5

Abilities:

  • Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10).
  • Chlorophyll: During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
  • Overcoat (DW LOCKED): This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Attacks (22):
Tackle
String Shot
Bug Bite
Razor Leaf
Struggle Bug
Agility
Air Slash
Me First
Light Screen
SolarBeam
Payback
Endure
Bug Buzz
Camouflage
Hidden Power [Fire] [7]
GrassWhistle
Protect
False Swipe
Leaf Blade
X-Scissor
Swords Dance
Leaf Storm

Shadow Claw


Gallade [Shakespeare] (M)

  • Nature: Impish (Adds one (1) Rank to Defense, subtracts one (1) Rank from Special Attack.)

Type:

  • [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.
  • [Fighting]: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 4 (+)
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 4
Base Rank Total: 21

EC: 9/9
MC: 0
DC: 5/5

Abilities:

  • 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 (DW UNLOCKED): (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 an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Attacks (40):
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Disable
Encore
Will-o-Wisp
Toxic
Taunt
Reflect
Leaf Blade
Night Slash
Leer
Fury Cutter
Slash
Swords Dance
Close Combat
Psycho Cut
Pain Split
ThunderPunch
Shadow Sneak
Fire Punch
Protect
Rock Slide
Ice Punch
Endure
Imprison
Snatch
Feint
Substitute
X-Scissor
Torment
Aerial Ace
Focus Punch
Thunder Wave
Low Kick


Flygon [Faye] (F)

  • Nature: Naive (Multiplies base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. [+15% Acc.], subtracts one (1) Rank from Special Defense.)

Type:

  • [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 Thrash without losing focus.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 115 (100*1.15^)
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: 9/9
MC: 0
DC: N/A

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.

Attacks (22):
Bite
Sand-Attack
Faint Attack
Sand Tomb
Endure
Flail
Signal Beam
SolarBeam
Bulldoze
Rock Slide
Crunch
Dig
Earth Power
Earthquake
Feint
Hidden Power [Ice] [7]
SonicBoom
Fly
Dragon Claw
Dragon Tail
Fire Blast
ThunderPunch


Team deadfox081:

Escavalier [Lanca] (M)
Nature: Brave (+1 Attack, -15% Speed, +10% Accuracy for oponent)

Type: Bug/Steel
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 2
SpD: Rank 4
Spe: 17 (20/1.15)
Size Class: 2
Weight Class: 3
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 5/5

Abilities:

Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)

Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Overcoat: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Attacks (30):
Peck
Leer
Endure
Fury Cutter
Fury Attack
Headbutt
False Swipe
Bug Buzz
Quick Guard
Twineedle
Iron Head
Reversal
Giga Impact
Swords Dance
Slash
Iron Defence

Aerial Ace
X-Scissor
Poison Jab
Toxic
Façade
Substitute
Protect
Double Team

Faint Attack
Bug Bite
Screech
Megahorn
Knock Off
Counter

Heracross [Smash] (M)
Nature: Jolly (+15% Spe, +11% Acc, -1 SpA)

Type: Bug/Fighting
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 98 (85*1.15)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: N/A
MC: 0
DC: 5/5

Abilities:

Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)

Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.

Moxie: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Attacks (28):
Night Slash
Tackle
Leer
Horn Attack
Endure
Fury Attack
Aerial Ace
Brick Break
Counter
Megahorn
Close Combat

Dig
Stone Edge
Substitute
Earthquake
Smack Down
Protect
Substitute
Double Team
Bulldoze

Focus Punch
Bide
Pursuit

Vacuum Wave
Bug Bite
Low Kick
Knock Off
Body Slam

Syclant [Chilla] (F)
Nature: Mild (+1 SpA, -1 Def)

Type: Ice/Bug
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.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 121
Size Class: 3
Weight Class: 4
Base Rank Total: 21

EC: 6/6
MC: 0
DC: 5/5

Abilities:

Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.

Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.

Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).

Attacks (39):
Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Icy Wind
Bug Bite
Icicle Spear
Bug Buzz
X-Scissor
Icicle Crash
Ice Punch
Ice Beam
Hail

Protect
Frost Breath
Brick Break
Taunt
Solarbeam
Aerial Ace
Dig
Rock Slide
U-Turn
Focus Blast
Earthquake
Hidden Power (Electric, 6)
Blizzard
Substitute
Double Team
Stone Edge
Bulldoze
Endure

Earth Power
Silver Wind
Water Pulse
Counter
Spikes
Superpower

Galvantula [Kerzap] (F)
Nature: Modest (+1 SpA, -1 Att)

Type: Bug/Electric
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
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.

Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 108
Size Class: 2
Weight Class: 2
Base Rank Total: 16

EC: 6/6
MC: 0
DC: 5/5

Abilities:

Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.

Unnerve: (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)

Attacks (26):
String Shot
Leech Life
Spider Web
Thunder Wave
Screech
Fury Cutter
Electroweb
Bug Bite
Gastro Acid
Electro Ball
Agility
Bug Buzz
Discharge

Thunderbolt
Energy Ball
Toxic
Hidden Power (Rock, 7)
Volt Switch
Thunder
Hyper Beam
Protect
Double Team
Substitute

Disable
Faint Attack
Pin Missile

Volcarona [Shine] (F)
Nature: Timid (+15% Speed, +15% Accuracy, -1 Atk)

Type: Bug/Fire
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
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.

Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5
SpD: Rank 4
Spe: 115 (100*1.15)
Size Class: 3
Weight Class: 3
Base Rank Total: 22

EC: 6/6
MC: 0
DC: 5/5

Abilities:

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.

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.

Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)

Attacks (27):
Ember
String Shot
Leech Life
Take Down
Gust
Whirlwind
Quiver Dance
Heat Wave
Bug Buzz
Hurricane
Fiery Dance

Fire Blast
Psychic
Solarbeam
U-Turn
Fly
Hidden Power (Water, 7)
Will-O-Wisp
Protect
Substitute
Overheat
Struggle Bug
Toxic
Double Team

Endure
Morning Sun
Zen Headbutt

Armaldo [Bones] (M)
Nature: Careful (+1 SpD, -1 SpA)

Type: Rock/Bug
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.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 2 (-)
SpD: Rank 4 (+)
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 2/5

Abilities:

Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.

Swift Swim: [DW LOCKED] (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.

Attacks (35):
Scratch
Harden
Mud Sport
Water Gun
Metal Claw
Protect
Rock Blast
Crush Claw
Fury Cutter

Dig
Rock Slide
X-Scissor
Smackdown
Brick Break
Earthquake
Rock Polish
Hone Claws
Stone Edge
Aerial Ace
Substitute
Rock Tomb
Double Team
Bulldoze
Swagger
Toxic

Knock Off
Rapid Spin
Water Pulse

Stealth Rock
Aqua Tail
Low Kick
Superpower
Block
Endure
Iron Tail

Scolipede [Curl] (M)
Nature: Adamant (+1 Att, -1 SpA)

Type: Bug/Poison
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
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.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 112
Size Class: 5
Weight Class: 6
Base Rank Total: 17

EC: 9/9
MC: 0
DC: 2/5

Abilities:

Poison Point: (Can be Disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)

Quick Feet: [DW LOCKED] (Innate) This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the Speed drop.

Attacks (22):
Defence Curl
Rollout
Poison Sting
Screech
Pursuit
Protect
Poison Tail
Bug Bite
Iron Defence
Agility
Steamroller
Megahorn

Poison Jab
Double Team
Toxic
Earthquake
Rock Slide
Substitute
Swagger

Toxic Spikes
Spikes
Pin Missile

Masquerain [Gaze] (F)
Nature: Modest (+1 SpA, -1 Att)

Type: Bug/Flying
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 60
Size Class: 1
Weight Class: 1
Base Rank Total: 16

EC: 6/6
MC: 0
DC: 5/5

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 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.

Unnerve: (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Attacks (29):
Bubble
Quick Attack
Sweet Scent
Water Sport
BubbleBeam
Agility
Ominous Wind
Gust
Stun Spore
Air Slash
Whirlwind
Quiver Dance
Bug Buzz

Rain Dance
Ice Beam
Shadow Ball
Scald
Protect
Substitute
Double Team
Energy Ball
U-Turn

Hydro Pump
Mud Shot
Psybeam

Endure
Icy Wind
Swift
Tailwind


Alch picks his first mon.
Deadfox picks his, and orders.
Alch orders.
I wait about a week and ref.
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus
"Ah, perhaps you were expecting me to solely use Psychic-types? Let me introduce to you my balanced team in its inaugural battle! The choice is clear: Diana!"

 

"I sensed you were bringing the balanced team but I was going to load up on the bugs either way. Its time to really see what these counter hogs can do on the field. Of course, you have presented a very tough challenge right off the bat. Fire types were always to be my Achilles and only having one substitution to play with makes it all the worse. Smash, take the field and show that real Bugs should never be underestimated!"


Bulldoze > Earthquake > Brick Break
IF
Bide is ordered on action 1 THEN replace your action 3 with Protect
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus

"Diana has the real firepower in this match-up!"


Fire Blast ~ Flamethrower ~ Fire Blast
 
Team Alchemator:

Diana (Flash Fire+Drought)
HP: 100
Energy: 100
Speed: 100
Stats: 0
Status: Fine
Actions: Fire Blast ~ Flamethrower ~ Fire Blast

Team deadfox081:

Smash (Guts, Swarm, Moxie)
HP: 100
Energy: 100
Speed: 98
Stats: 0
Status: Fine
Actions: Bulldoze > Earthquake > Brick Break
IF Bide is ordered on action 1 THEN replace your action 3 with Protect

Battle commences between two titans of ASB, with Alchemator leading with his kitsune Ninetales, versus deadfox's fearsome Heracross. As Diana takes the field though, the sunlight overhead intensifies, strengthening her fire attacks further, and causing me to sweat profusely. I don't like the heat. Kick her ass, Heracross! With the sun boosting her attack, Diana launches a confident Fire Blast at her foe, but it's perhaps too confident, and flies right over his head. He retaliates with a seismic shockwave that lowers her speed, and follows up with a second, more powerful tremor. Diana tries a more accurate stream of flame this time, and it has a profound effect on Smash, who is heavily wounded by it, and the second Fire Blast that comes his way which not only connects, but burns him too, activating his Guts ability at least! Oh, right, a Brick Break happens too.

Calcs:
The sunlight turned harsh! (10 energy Ninetales)
Ninetales used Fire Blast! (hit roll: 9128 - no) (7 energy)
Heracross used Bulldoze! (crit roll: 707 - no) (13.5 damage, 5 energy, -1 Spd Ninetales)
Heracross used Earthquake! (crit roll: 7172 - no) (19.5 damage, 7 energy)
Ninetales used Flamethrower! (crit roll: 8046, burn roll: 3100 - no) (26.25 damage, 6 energy)
Heracross used Brick Break! (crit roll: 7361 - no) (14 damage, 5 energy)
Ninetales used Fire Blast! (hit roll: 5327 - yes, crit roll: 8935 - no, burn roll: 558 - yes) (29.25 damage, 7 energy, Heracross burned)
Heracross is hurt by burn! (2)


Team Alchemator:

Diana (Flash Fire+Drought)
HP: 53
Energy: 70
Speed: 100
Stats: -1 Spd
Status: Fine

Team deadfox081:

Smash (Guts, Swarm, Moxie)
HP: 43
Energy: 83
Speed: 98
Stats: 0
Status: Burned (2 DPA, Guts active)

Alch, you're up!
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus
I'm still at -1 Speed.

SoSedit: ... I knew that!


"That could have gone better."

Flamethrower ~ Flamethrower ~ Flame Burst
If Heracross uses Dig, replace that action with a Flame Burst + Flamethrower combo.
 

"Okay Smash, lets use that Bulldoze to full advantage. Maintain the speed advantage while you are at it please."

Bulldoze > Dig and stay under > Emerge and attack
 
Team Alchemator:

Diana (Flash Fire+Drought)
HP: 53
Energy: 70
Speed: 100
Stats: -1 Spd
Status: Fine
Actions: Flamethrower ~ Flamethrower ~ Flame Burst
If Heracross uses Dig, replace that action with a Flame Burst + Flamethrower combo.

Team deadfox081:

Smash (Guts, Swarm, Moxie)
HP: 43
Energy: 83
Speed: 98
Stats: 0
Status: Burned (2 DPA, Guts active)
Actions: Bulldoze > Dig and stay under > Emerge and attack

Permanent Sun

And by forgetting that Dig can allow Pokémon to remain underground, misses out on his chance at a KO. But both Diana and Smash are looking very weak from their battle, one attack either way could do it!

Calcs:
Heracross used Bulldoze! (crit roll: 3412 - no), (16.50 damage, 5 energy, -1 Spd Ninetales)
Ninetales used Flamethrower! (crit roll: 2318 - no), (26.25 damage, 6 energy)
Heracross is hurt by burn! (2)
Heracross dug underground! (10 energy)
Ninetales used a Flamethrower/Flame Burst Combo! (miss, 21 energy)
Heracross is hurt by burn! (2)
Heracross used Dig! (crit roll: 2516 - no) (19.50 damage, 6 energy)
Ninetales recovered from the combo.
Heracross is hurt by burn! (2)


Team Alchemator:

Diana (Flash Fire+Drought)
HP: 17
Energy: 45
Speed: 100
Stats: -1 Spd
Status: Fine

Team deadfox081:

Smash (Guts, Swarm, Moxie)
HP: 11
Energy: 62
Speed: 98
Stats: 0
Status: Burned (2 DPA, Guts active), Swarm active.

Permanent Sun

Deadfox!
 

"Sorry Smash but its time to call you back. We'll leave you to come in later for one more hit (damn my not having bought you Toxic!). Chilla, its your turn! Counterswitch if you dare my friend..."

 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus
"I dare. Orwell, your turn!"


"Hit this guy hard!"

Hidden Power Fire ~ Bullet Punch ~ Hidden Power Fire
If Chilla uses Counter A2, use Stealth Rock on that action instead.
 
Team Alchemator:

Diana (Flash Fire+Drought)
HP: 17
Energy: 45
Speed: 100
Stats: 0
Status: Fine


Orwell (Clear Body+Light Metal)
HP: 100
Energy: 100
Speed: 60
Stats: 0
Status: Fine
Actions: Hidden Power Fire ~ Bullet Punch ~ Hidden Power Fire
If Chilla uses Counter A2, use Stealth Rock on that action instead.

Team deadfox081:

Smash (Guts, Swarm, Moxie)
HP: 11
Energy: 62
Speed: 98
Stats: 0
Status: Burned (2 DPA, Guts active), Swarm active.


Chilla (CompoundEyes, Mountaineer, Technician)
HP: 100
Energy: 100
Speed: 121
Stats: 0
Status: Fine
Actions: Double Team (4 clones) > Hail > Earth Power

Permanent Sun

With fresh Pokémon on the field, Alch and deadfox stare each other down. Amazingly, the massive steel mantis moves first, blasting Chilla with a ray of heated power from within. He must be lighter than he looks. Hoping to avoid future incidents, the Syclant creates 4 clones of itself, and uses them to effortlessly evade Orwell's attacks over the round while dispelling the sunshine and blasting Orwell with the power of the earth for good measure.

Calcs:
Metagross used Hidden Power! (crit roll: 7028 - no) (20.25 damage, 4 energy)
Syclant used Double Team! (4 clones, 16 energy)
Metagross used Bullet Punch! (hit roll: 4540 - clone) (miss, 3 energy)
Syclant used Hail! (9 energy, Hail 4 rounds)
Metagross is struck by hail! (2)
Metagross used Hidden Power! (hit roll: 8690 - clone) (miss, 4 energy)
Syclant used Earth Power! (crit roll: 6193 - no, drop roll: 5960 - no) (15.75 damage, 7 energy)
Metagross is struck by hail! (2)


Team Alchemator:

Diana (Flash Fire+Drought)
HP: 17
Energy: 45
Speed: 100
Stats: 0
Status: Fine


Orwell (Clear Body+Light Metal)
HP: 80
Energy: 89
Speed: 60
Stats: 0
Status: Fine

Team deadfox081:

Smash (Guts, Swarm, Moxie)
HP: 11
Energy: 62
Speed: 98
Stats: 0
Status: Burned (2 DPA, Guts active), Swarm active.


Chilla (CompoundEyes, Mountaineer, Technician)
HP: 80
Energy: 68
Speed: 121
Stats: 2 clones
Status: Fine

Hail (3r)

deadfox!
 

"Well Chilla, this might hurt a little now."

Earth Power > Silver Wind > Bug Buzz
IF
Orwell uses a damaging Rock Type move THEN replace the corresponding action with Counter
 
Team Alchemator:

Diana (Flash Fire+Drought)
HP: 17
Energy: 45
Speed: 100
Stats: 0
Status: Fine


Orwell (Clear Body+Light Metal)
HP: 80
Energy: 89
Speed: 60
Stats: 0
Status: Fine
Actions: Stealth Rock ~ Aerial Ace ~ Meteor Mash

Team deadfox081:

Smash (Guts, Swarm, Moxie)
HP: 11
Energy: 62
Speed: 98
Stats: 0
Status: Burned (2 DPA, Guts active), Swarm active.


Chilla (CompoundEyes, Mountaineer, Technician)
HP: 80
Energy: 68
Speed: 121
Stats: 2 clones
Status: Fine
Actions: Earth Power > Silver Wind > Bug Buzz
IF Orwell uses a damaging Rock Type move THEN replace the corresponding action with Counter

Hail (3r)

The battle rages, with Orwell and Chilla matching each other blow for blow, but Orwell takes a moment to secure a huge advantage for Alchemator by setting up the deadly Stealth Rock! And things look to only get worse for Chilla, as when Orwell smashes her with a powerful Meteor Mash, he nabs the attack raise! She may be ahead on HP, but this battle is definitely all to play for!

Calcs:
Syclant used Earth Power! (crit roll: 2561 - no, drop roll: 2958 - no) (15.75 damage, 11 energy)
Metagross used Stealth Rock! (12 energy)
Hail strikes Metagross! (2)
Metagross used Aerial Ace! (crit roll: 5853 - no) (15.75 damage, 4 energy, clones erased)
Syclant used Silver Wind! (crit roll: 725 - no, raise roll: 2159 - no) (13.50 damage, 5 energy)
Hail strikes Metagross! (2)
Syclant used Bug Buzz! (crit roll: 8105 - no, drop roll: 9951 - no) (13.50 damage, 6 energy)
Metagross used Meteor Mash! (hit roll: 2454 - yes, crit roll: 9142 - no, raise roll: 1909 - yes) (26.25 damage, 6 energy)
Hail strikes Metagross! (2)


Team Alchemator:

Diana (Flash Fire+Drought)
HP: 17
Energy: 45
Speed: 100
Stats: 0
Status: Fine


Orwell (Clear Body+Light Metal)
HP: 32
Energy: 67
Speed: 60
Stats: +1 Atk
Status: Fine

Team deadfox081:

Smash (Guts, Swarm, Moxie)
HP: 11
Energy: 62
Speed: 98
Stats: 0
Status: Burned (2 DPA, Guts active), Swarm active.


Chilla (CompoundEyes, Mountaineer, Technician)
HP: 38
Energy: 46
Speed: 121
Stats: 0
Status: Fine
Stealth Rock

Hail (2r)

Alch!
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus

"This is difficult."

Rock Slide ~ Meteor Mash + Bullet Punch ~ Cool (Aerial Ace)
If Chilla uses Endure, use Sandstorm on that action and push the queue back.

There are some things I just can't sub for.

SoSedit: And for everything else, there's Mastercard.
 
I know, I know. This week has been packed out for me, and the Tournament/Gym matches I'm reffing have to get priority. I'll be getting on this tonight though, after I ref those.
 
Team Alchemator:

Diana (Flash Fire+Drought)
HP: 17
Energy: 45
Speed: 100
Stats: 0
Status: Fine


Orwell (Clear Body+Light Metal)
HP: 32
Energy: 67
Speed: 60
Stats: +1 Atk
Status: Fine
Actions: Rock Slide ~ Meteor Mash + Bullet Punch ~ Cool (Aerial Ace)
If Chilla uses Endure, use Sandstorm on that action and push the queue back.

Team deadfox081:

Smash (Guts, Swarm, Moxie)
HP: 11
Energy: 62
Speed: 98
Stats: 0
Status: Burned (2 DPA, Guts active), Swarm active.


Chilla (CompoundEyes, Mountaineer, Technician)
HP: 38
Energy: 46
Speed: 121
Stats: 0
Status: Fine
Stealth Rock
Actions: Counter > Protect > Earth Power

Hail (2r)

Orwell buries his foe under a hail of rocks, but Chilla stores up the energy from the attack and fires it back for huge damage, KOing the Metagross in a single move!

Calcs:
Metagross used Rock Slide! (hit roll: 6533 - yes, crit roll: 4798 - no, flinch roll: 3506 - no) (29.88 damage, 6 energy)
Syclant used Counter! (54 damage, 21 energy)
Metagross fainted!


Team Alchemator:

Diana (Flash Fire+Drought)
HP: 17
Energy: 45
Speed: 100
Stats: 0
Status: Fine


Orwell (Clear Body+Light Metal)
HP: KO
Energy: 61
Speed: 60
Stats: +1 Atk
Status: Fine

Team deadfox081:

Smash (Guts, Swarm, Moxie)
HP: 11
Energy: 62
Speed: 98
Stats: 0
Status: Burned (2 DPA, Guts active), Swarm active.


Chilla (CompoundEyes, Mountaineer, Technician)
HP: 8
Energy: 25
Speed: 121
Stats: 0
Status: Fine
Stealth Rock

Hail (1r)

Alch's new mon, deadfox's orders.
 
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